Credits

Release Date: 2/12/2024
Naruto 5e System: Kingsare4ever
Created by: Blasteroid
Made With: The Homebrewery
Copyrights: Masashi Kishimoto, Shueisha, Viz Media, Shonen Jump and all affiliated partners, Nintendo and the Legend of Zelda
Art Credits
Front Cover: BoTW Link and Wolf Link by hugh_44
Mid Cover: An Ancient Hero by Brandi Williams
Back Cover: Twilight Princess HD Cover by Nintendo
Interior Illustrators (Non-Official Artwork): Much of this Class Mod's art comes from the Official Twilight Princess manga, so I will only list the art pieces from individual creators.










Class Mod Considerations
  • If you are apprehensive about this class mod due to it being inspired by the Legend of Zelda series, Don't Be, trust me. TLoZ provided a foundation for abilities and artwork, but this class mod has been made fit Naruto as best as possible and can be easily reflavored to fit any table.
  • With this redesign, the class mod was opened up to be accessible towards any clan with a summon or pet. Clans like Inuzuka and Hebi still benefit "more" due to their summons not needing to be summoned to be used.
  • DMs should NOT hesitate to impose additional penalties on players who abuse this class mod. I, as well as many other creators, are fully aware that due to Naruto 5e's size, certain clan/class features, feats, and jutsu can lead to the abilities of this class mod to become overpowered. Do not be afraid to say no to something or impose further rest limitations.
  • This Class Mod is intended to provide a shinobi with the most ultimate companion. A partner that they grow stronger with and discover new and amazing things. I am aware that many players in the N5e community use summons like "batteries". Not fighting alongside them at all and instead using them for buffs or very specific interactions.
    • This is not the vision for the class mod. Do not give this class mod to these types of players as not only while it not be fun for you, it will just be a waste.
  • This Class Mod, much like Sage Mode, is very powerful, due in part to the majority of its power being delegated to another creature rather than a player. Even with all the power a Sacred Beast gets, the sheer amount of options a player has access to will always allow them to keep the pace with their companion.
    • Another reason for this class mod's strength is the difficulty of aquisition. This class mod, as far as I am aware, provides the most complex system for acquiring and leveling up this class mod, where players must complete difficult trials in the Realm of Twilight, solving puzzles, defeating enemies, etc. There is also an alternative method of progression that is more similar to sage mode. While not as interesting, it exists to allow more tables to use even if they do not wish to partake in the trails aspect of the mod.

Sacred Beast of Twilight

The Sacred Beast of Twilight is a mythical variation of Senjutsu that is rumored to be powered by nature energy of a different dimension. Long ago, during an era war predating the First Great Shinobi War, it is said that a lowly member of the Inuzuka Clan and their trusted wolf uncovered this legendary power amongst their travels upon the war-stricken land. They discovered a mysterious place, an Oasis beaming with energy of unknown origin. Settling in this place with no idea about this phenomena, the wolf companion slowly began to become transformed by the alien energy, taking a new form and being gifted with great strength.

The Inuzuka, upon discovering this metamorphosis, trained with their companion to harness this power and refine it further, and as legend foretells, the pair went on to become the first and only Sage of what would be dubbed Twilight Nature Energy. The wolf, becoming the first Sacred Beast of Twilight. The two went on to greatly shift the tide of war, but just as quickly as they came, they mysteriously vanished.

The Sacred Beast of Twilight class mod is a powerful tool available to all who possess a summon from the Summoning Technique or a pet from a clan or class feature, such as an Inuzuka Nin-Dog or Hebi Snake pet. This class mod is a powerful instrument to assist DMs in fleshing out the themes and lore of their world as the player comes into their own as a Shinobi alongside their best friend. The Sacred Beast of Twilight can be given to the player at any point of their progression though it is recommended to be given early. As with all class mods, DMs should grant player access to it with consideration for party balance and enemy difficulty.

Gaining the Sacred Beast

In order to acquire the Sacred Beast of Twilight, the player must learn the location of the Sacred Oasis described in legend. There are many ways that this can potentially be done and it is ultimately up to the Dungeon Master to provide players with inklings of information to guide them along. Learning and by extension acquiring this class mod should come suddenly, and should not be planned for. Perhaps the player discovers the Sacred Oasis on their own by mistake. Perhaps the player overhears an Inuzuka elder mention it in conversation. Perhaps they read of the legend in Konoha's library and go out to find it. Perhaps a higher authority shinobi, such as a Jonin, Anbu, or even the Kage sees the strength of the player and their companion and recommends them for it.

In any case, once you learn and arrive at the Sacred Oasis, the player may begin training. Training to acquire this class mod, as with standard Senjutsu, is difficult and life threatening if done improperly. The first part the player's training is for the player to aid their companion in tapping into the Twilight Nature Energy dormant in the Oasis. Twilight Nature Energy is unique in that, while it can synergize within humans quite easily, only those of the animal kingdom can harness it into true power, so the legend says.

The player must complete a series of skill checks of increasing difficulty, listed below in 4 different steps. To succeed a step, roll the designated skill check 3 times, of which you succeed against a predetermined DC 2 times. Once, for each check, you can cast one jutsu of your choice to assist you, or have your companion give you the help action. Alternatively, if you do not feel confident or do not possess such a jutsu, you can spend 1 week of Downtime to gain a +1 bonus to all skill checks for this step for each week of downtime. Attempting any step takes 2 weeks of DT.

  • Step 1 [Nature or History] (DC: 21): You attempt to become attuned to the environment of a Sacred Oasis. If you fail this check, you require 2 weeks of downtime of rest as you've overexerted your chakra. Until you take this rest, you gain 2 ranks of Weakened. You can attempt these checks again during this time, though if you fail once more you gain 5 ranks of Exhaustion until you rest for 4 weeks.
  • Step 2 [Ninshou or Insight] (DC: 21): After becoming attuned to the environment you try to single out the fabled Twilight Nature Energy seemingly abundant around you. If you fail this check, your focus backfires. In a puddle of sweat, you collapse, your maximum and current chakra pool becoming halved until you take 2 weeks of rest. You cannot attempt this step again until you take this rest.
  • Step 3 [Survival or Sleight of Hand] (DC: 21): You feel like you've honed in the feeling of Twilight Nature Energy and attempt to pull it into yourself. If you fail, you lose 5d10 hit points and fall unconscious for 2d4 days.
  • Step 4 [Nature or History] (DC: 28): Immediately after pulling the legendary energy within yourself, you touch your companion and attempt to give it to them. If you fail this check, a disaster occurs. The energy explodes, knocking both you and your companion back 60 feet, losing an amount of hit points equal to half your maximum, gaining 5 ranks of exhaustion and falling unconscious for a day. Upon completing this check, your companion begins to resonate with energy and you both fall unconscious. When you awake, you are in a spectral form and your companions eyes glow a deep red and their body like a moving shadow, tainted by darkness. You find yourselves in a different plane of existence, a place of shadow and twilight. You have entered a Sacred Trial. More details on Sacred Trials can be found below.

Leveling up the Sacred Beast

Unlike normal shinobi classes that require XP to reach their next level, the Sacred Beast of Twilight's level increases with repeated use of the energy and techniques gained from it.

When you reach character level 9, 12, 15, and 18, return to the Sacred Oasis. There, you must further your sage training to ascend your companion's level of Senjutsu. There are two ways to increase your Sacred Beast's level, listed below. Your DM decides which method you will use at each level.

  • Repetition: You must repeat steps 1-4, increasing the DC for each check by 3 with each level in this class mod you possess after the first.
  • Purification: You must purify your Sacred Beast's Twilight Nature Energy further with another Sacred Trial.
Sacred Beast of Twilight
Level Minimum Level Requirements Twilight Sage Chakra Twilight Arts: Abilities/Techniques Twilight Arts: Passives Features
1st Character Level 6 25 3 1 Twilight Metamorphosis, Twilight Arts, Twilight Sage Chakra
2nd Character Level 9 50 5 2 Sagehood Ascension, Shadow Sense, Shinobi's Best Friend
3rd Character Level 12 75 7 3 Twilight Sage Chakra (2), Sage's Shade, Sagehood Ascension (2)
4th Character Level 15 100 9 3 Embraced Twilight Form, Primordial Resonance, Sagehood Ascension (3)
5th Character Level 18 125 11 4 Primordial Resonance (2), Sage's Shade (2), Sagehood Ascension (4)

Twilight Metamorphosis

Upon exiting your first trial, at 1st level, your companion's appearance is permanently transformed by the mysterious Twilight Sage Chakra that now dwells within them. Foreign markings appear across their body or forehead (Player's design; Think of KCM 1-2 for marking ideas), their eyes now gleam like the moon, and their hair/scales appear much darker than it did before. Your companion gains the following benefits, based on the type of creature they are;

  • Your Sacred Beast increases their maximum hit points by 20 times your level in this class mod.
  • All of your Sacred Beast's ability scores that are below a 12, become 12. Also, your Sacred Beast gains an extra number of ASI points equal to 2 + twice your class mod lvl
  • Your Sacred Beast's movement speed is increased by 30 feet. If they possess flying speed, it is increased by 15 feet. If they possess burrowing speed or swim speed, it is increased by 45 feet.
  • Your Sacred Beast gains immunity to the Berserk, Charmed, and Frightened conditions.
  • Your Sacred Beast increases the damage die of its natural weapons by 1 step, and adds half your level in this class mod, rounded up, to its attack and damage rolls.
  • Upon becoming a Sacred Beast, your companion awakens their latent chakra reserves. Your Sacred Beast gains a number of chakra dice equal to their level, equal to a dX. Calculate their maximum chakra points as you would with a player character. X equals 18 - your Sacred Beast's Toughness, indicated their statistics listed as a Summon.
    • Your Sacred Beast loses their Jutsu Slots due to their awakened chakra reserves. Traits your Sacred Beast possesses that cost jutsu slots to activate, now cost 5 chakra per jutsu slot the ability requires to use. Your Sacred Beast does not disappear when it runs out of chakra.
  • Your Sacred Beast can learn an additional number of jutsu equal to your level in this class mod, and can switch any number of jutsu they know with 1 week of downtime.
  • Your Sacred Beast can command itself in the event you are under an effect from a hostile source that prevents you from taking actions (Ex. Dying, Incapacitated, Stunned...)

Twilight Arts

Lastly, at 1st level of this class mod, your Sacred Beast gains access to lost arts of the first Twilight Sage and their Sacred Beast, known as Twilight Arts.

These incredibly powerful sage abilities fall into one of 3 categories; Passives, Abilities, and Techniques. Twilight Arts can only be cast with Twilight Sage Chakra, and cannot be switched once learned. For the purposes of interactions with effects that call for a jutsu's rank, Arts count as S-Rank.

Some Arts may require an attack roll or saving throw. Your Twilight Sage Art attack bonus and Save DC are calculated as follows.

Twilight Art Save DC = 12 + Your Sacred Beast's class mod level + your proficiency bonus.

Twilight Art Attack Bonus = Twice your proficiency bonus + your Sacred Beast's class mod level.

Twilight Sage

Chakra                     

         You and your Sacred Beast’s triumph in
      the first Sacred Trail has gifted them with the
    light to purify the nature energy of Twilight, granting them access to Twilight Sage Chakra. At 1st level, your Sacred Beast gains proficiency in Chakra Control, and while they cannot gain Expertise with Chakra Control, they do gain a bonus to chakra control equal to your level in this class mod.

As an action while moving, your Sacred Beast can use their action to concentrate on manifesting this chakra within themselves. They must make a Constitution (Chakra Control) check vs. a DC 15. On a success, your Sacred Beast creates 5 Twilight Sage Chakra, up to a maximum amount based on your class mod level. For every 3 their result is over a 15, they gain an additional +3 Twilight Sage Chakra. When gaining Twilight Sage Chakra in this manner, they can make a number of skill checks equal to your proficiency bonus. This is all treated as a single attempt. Your Sacred Beast can attempt to create Twilight Sage Chakra while they are still as well, but they roll their checks with disadvantage.

Once your Sacred Beast creates Twilight Sage Chakra, they cannot do so again for 1 hour. If they attempt to do so again before an hour passes, they gain 1 rank of Weakened for 1 minute. Each attempt made after this attempt, before 1 hour passes, increases the ranks of Weakened gained by +1, and the minutes it lasts for by +2. Ranks of Weakened gained this way cannot be removed using medical jutsu.

If your Sacred Beast fails a Chakra Control check to create Twilight Sage Chakra, they lose -10 chakra. If their current chakra is 0, and they fail, they are stunned for 1d4+1 turns.

The Weakened condition gained from this feature cannot be ignored by any means including through immunity.

Starting at 3rd level, your Sacred Beast gains 10 Twilight Sage Chakra for every successful check, and they need only wait 30 minutes before they can attempt these checks safely, as opposed to an hour.

Sagehood Ascension

Beginning at 2nd level, your Sacred Beast's continual efforts towards mastering their newfound power has improved their flow in battle and has rejuvenated their chakra network. Your Sacred Beast can take a bonus action now, and you gain the ability to learn jutsu containing keywords previously only your Sacred Beast had access to, and the same occurs for your Sacred Beast, enabling you both the same access to jutsu keywords (Excluding the Hijutsu keyword). Additionally, they gain the remaining 2 D-Rank and C-Rank summon traits they did not previously possess.

At 3rd level, your Sacred Beast gains the remaining 2 B-Rank summon traits.

At 4th level, your Sacred Beast gains the remaining 2 A-Rank summon traits.

At 5th level, your Sacred Beast gains the remaining 2 S-Rank summon traits.

Shadow Sense

Starting at 2nd level, your Sacred Beast gains the ability to shorten their visual sense to heighten their other senses to perceive what lies in the shadows. This ability is known as Shadow Sense.

As a bonus action, your Sacred Beast may activate or deactivate Shadow Sense. While Shadow Sense is active, your Sacred Beast’s visual range decreases to a 60-foot radius, as the world around them becomes encased in darkness. In exchange, they gain 60 feet of Blindsight, Chakra Sight, Dark Vision, and True Sight, and increase their passive perception and passive insight by +10.

Your Sacred Beast also gains advantage checks using sight and/or smell from within their radius. If they already have advantage on checks using smell and/or smell, they roll an additional d20, taking the highest result. Your Sacred Beast can also track the scents of creatures they are familiar with, even if they were within the area up to a week ago, granting them the precise location of the creature they are tracking if they are within 5 miles, or their general direction if they are within 20 miles.

Your Sacred Beast is also adept at sorting through different scents. As long as your Sacred Beast spends at least 1 hour with a creature, they can choose to Memorize their scent. When your Sacred Beast attempts to find a creature whose scent they have memorized, they add your level in this class mod to their checks to locate this creature’s scent, and can determine the creature’s exact location if they are within 20 miles, or general direction if they are within 100 miles.

Your Sacred Beast sees a memorized creature’s scent as a misty cloud trial, and can spend 1 Twilight Sage Chakra to make this trial visible to all allied creatures, even to those without this feature, for 1 hour. Your Sacred Beast can memorize up to 3 scents, and always knows their master’s scent in addition to their known scents.

Shinobi's Best Friend (Changed)

Also at 2nd level, in the wake of your Sacred Beast's incredible transformation, they begin to feel sympathy for you, as they feel they are far exceeding your strength, when they desire to grow stronger alongside you. In order to assist you, they dedicate more time to help you train to help you be the best Shinobi you can be. Training related to adventuring, learning, and preparation become easier for you, granting you access to the following;

  • Your Sacred Beast helps you make ends meet. You can live a comfortable lifestyle at no Ryo expense.
  • You no longer need a Sealsmith forge to create enhancement seals, and require half the amount of downtime and Ryo needed to craft a seal. When rolling to create a seal, your Sacred Beast can use their ability modifier in place of your ability modifier for your roll.
  • Shopping during downtime with your Sacred Beast grants you a percent price reduction equal to 10d4.
  • All Training activities have their downtime costs reduced by 1/3rd. This does not stack with other effects that reduce downtime.
  • You and your Sacred Beast automatically succeed Constitution saving throws while Recuperating.
  • When Researching with your Sacred Beast, you have advantage on any checks required by your DM.
  • When learning jutsu, you are treated as receiving master-taught downtime.
  • Reduce downtime needed to modify jutsu by half. This does not stack with other effects.

Sage's Shade (Changed)

As you and your Sacred Beast continue to evolve with the mysterious Twilight Sage power, your achievements have awakened a spirit lost to history from within the domain of twilight sage chakra. Beginning at 3rd level, when you next return to the Sacred Oasis where you first uncovered the power of this class mod, a golden spectral wolf shall be awaiting your arrival. The wolf will not approach you, instead, waiting for you to approach it. If you do approach it, the wolf with disappear and a white ripple in reality will appear. If you interact with this portal, you and your Sacred Beast are transported to a bright, misty plane of existence with a ground made of clouds and structures of an ancient time in the distance.

Soon after you arrive, a skeletonized and withered version of the fabled Twilight Sage, known as the Sage's Shade, will fade into existence near you, along with the golden wolf; The previous Sacred Beast of Twilight. The Shade admires how far you have come, and wishes to test you and your companion's strength in battle.

Statblocks for the Sage's Shade and the Primordial Sacred Beast can be found in the DM Section on page 37.

This will be a difficult fight, and while allies can enter this reality with you to assist you, it is recommended for both mechanical and narrative purposes that the fight be a duel. If you reign victorious, the Shade shall depart upon you teachings lost to time. You gain access the Twilight Sage Chakra feature, possessing a maximum of 20. You also gain 2 Twilight Sage Arts, and 1 Twilight Passive.

If you lose this battle, the Sage will decree that you are not ready and will request you come back when you have gotten stronger, offering you a rematch in the future. The Shade will only offer you a rematch once.

Regardless of whether you succeed or fail, you and your Sacred Beast are returned to the physical world. If you lose, the portal will reappear when you gain another level in this class mod or whenever your DM decides is a suitable time.

Unlike other class mod features, this battle is completely optional and players do not need to fight the Shade. However, the player cannot attain the 5th level of this class mod without reigning victorious against him.

At 5th level of this class mod, if you were victorious, your skill with Twilight Sage Chakra improves. Your maximum Twilight Sage Chakra becomes 45, you gain an additional Twilight Sage Art and Twilight Sage Passive, and gain the Shadow Sense feature.

Embraced Twilight Form

At 4th level, your Sacred Beast gains the ability to forcefully use their sage chakra to enhance their combative abilities beyond all expectation, entering an ascended form known as the Embraced Twilight Form. While in this form, your Sacred Beast grows larger, their hair color changes and becomes darker, their eyes resonate with blue energy, and numerous glowing runes appear around their body. Your Sacred Beast can enter this form as an action for 10 Twilight Sage Chakra, gaining the following benefits;

Your Sacred Beast loses 5 Twilight Sage Chakra at the start of each of their turns while in this form, and falls out of this form when they reach 0 Sage Chakra or 0 hit points. They can also exit this form as an action. Once they exit this form, they gain 3 ranks of Weakened and must make 4 Constitution saving throws against their Twilight Art Save DC, gaining 2 ranks of Exhaustion on each failure. If they exit this form by reaching 0 hit points or running out of sage chakra, they make these saving throws at disadvantage.

  • Upon first transforming your Sacred Beast lets out a ferocious roar, all hostile creatures present in combat that can hear must make a Wisdom saving throw against their Twilight Art Save DC, gaining 2 ranks of Fear on a failed save for the duration of this form.
  • Your Sacred Beast becomes huge in size, if they were not huge before.
  • Your Sacred Beast's ability scores become 30, and cannot exceed 30.
  • Your Sacred Beast's movement speed is tripled.
  • Your Sacred Beast has advantage on all saving throws.
  • Your Sacred Beast deals double damage to structures and constructs.
  • Your Sacred Beast's natural weapon damage die increases by 1 and by 1 step.
  • Your Sacred Beast becomes immune to all Physical, Mental, and Sensory conditions.
  • Your Sacred Beast gains immunity to bludgeoning, piercing, and slashing damage, and resistance to all other damage types excluding Necrotic and Force.
  • Twilight Sage Arts deal gain a +2 to attack and damage rolls, Save DC, and damage die, and double their range.
  • Once per turn, your Sacred Beast can pay the twice the cost of a Twilight Sage Art with chakra in addition to its normal cost to cast an Art with the casting time of one action as a bonus action.
  • Lastly, your Sacred Beast gains an additional reaction.

Primordial Resonance

Also at 4th level, your Sacred Beast now embodies a spirit reminiscent of the former Sacred Beast of Twilight.

When attempting to gain Twilight Sage Chakra and their movement speed has been reduced to 0, they do not roll at disadvantage. If they are instead dashing while attempting to create it, they roll at advantage.

At 5th level, your Sacred Beast can spend 5 chakra die when they would attempt to regain Twilight Sage Chakra before 30 minutes time to avoid gaining any ranks of Weakened.
































Twilight Arts

Below are Twilight Arts, listed in alphabetical order, listed in the following order; Passive, Ability, Technique. If your Sacred Beast does not have Twilight Sage Chakra, it cannot benefit from Twilight Art Passives and Abilities.

Twilight Arts: Passives

Sacred Beast's Agility

Twilight Art Type: Passive
Your Sacred Beast is embellished in quickness and agility, akin to the Sacred Beast of yore. They gain the following benefits;

  • Increase your Sacred Beast's Twilight Art Attack Bonus by +2.
  • Your Sacred Beast increases its walking speed by +20 feet, and any other movement speeds by +10 feet.
  • Your Sacred Beast gains proficiency in Dexterity saving throws. If they are already proficient or become proficient after acquiring this passive, they add your class mod level to their result.
  • When your Sacred Beast makes a Dexterity saving throw, on a failed saving throw they take only half damage, and on a successful save they suffer no damage or effects.
  • Your Sacred Beast cannot have their movement speed reduced by any means and they gain immunity to the Grappled and Restrained conditions.



Sacred Beast's Charisma

Twilight Art Type: Passive
Your Sacred Beast uses Senjutsu to become more cunning and persuasive. They gain the following benefits;

  • Increase your Sacred Beast's Twilight Art Save DC by +1.
  • Your Sacred Beast gains proficiency in Deception, Persuasion, and Intimidation, gaining expertise if they already were proficient or become proficient later.
  • If your Sacred Beast is with you in a social encounter, they can make skill checks with the listed skills in your place.
  • Your Sacred Beast is immune to effects that would force it to act against its will, excluding conditions. (Ex. The Mind Body Transfer Jutsu, The Dominate Man, Geas, Command, Die Genjutsu).
  • Your Sacred Beast is resistant to damage from Fuinjutsu, and has advantage on all rolls to resist Fuinjutsu.

Sacred Beast's Fortitude

Twilight Art Type: Passive
Your Sacred Beast's constitution is enhanced with Twilight Sage Chakra. They gain the following benefits;

  • Increase your Sacred Beast's Twilight Save DC by +1.
  • Increase your Sacred Beast's maximum Twilight Sage Chakra by +10.
  • Your Sacred Beast cannot be moved against its will and is immune to the Incapacitated condition (this does not count for the Unconscious condition) and Stunned condition.
  • Allies within 10 feet of your Sacred Beast gain the benefits of half cover. This does not count for your Sacred Beast themself.
  • Your Sacred Beast cannot be critically hit and reduces all damage it receives by -5.

Sacred Beast's Keen Eye

Twilight Art Type: Passive
Your Sacred Beast's vision becomes more sharp and precise. They gain the following benefits;

  • Increase your Sacred Beast's Twilight Art Attack Bonus by +2.
  • Once per turn, your Sacred Beast ignores any penalties on an attack roll they make from a hostile creature as the result of cover (excluding full cover), or a jutsu, art, feature, or trait.
  • Your Sacred Beast learns the Detect Evil D-Rank Genjutsu and doubles its radius and duration when cast. When your Sacred Beast enters Shadow Sense, they are always under this jutsu's effects.
  • Your Sacred Beast becomes immune to the Blinded and Dazzled conditions.
  • When your Sacred Beast enters Shadow Sense, double the range of the radius and sights granted.

Sacred Beast's Legacy (New!)

Twilight Art Type: Passive
Your Sacred Beast's control over Twilight Sage Chakra is that of legends. They gain the following benefits;

  • When your Sacred Beast gathers Twilight Sage Chakra, they gain a number of temporary hit points equal to twice the amount Twilight Sage Chakra gained.
  • Twice per long rest, at the start of your turn, before any actions are taken, your Sacred Beast can spend 3 Twilight Sage Chakra to end all ranks of any one condition affecting them. They cannot do this if they are unable to take actions.
  • When your Sacred Beast casts a Twilight Art Technique, they regain a number of hit points equal to the Sage Chakra cost of the Art.
  • Twilight Art Techniques and Abilities, have their Twilight Sage Chakra cost reduced by 1, though they are still treated as paying the full amount for the previously listed ability.
  • When your Sacred Beast initiates a clash, they add your level in this class mod to their clash check. Alternatively, if an ally within 15 feet of them would make a clash check, they can spend their reaction to add this bonus to their result.

Sacred Beast's Persistence

Twilight Art Type: Passive
Your Sacred Beast's determination in battle is unbounded. They gain the following benefits;

  • Your Sacred Beast gains an additional 2 Twilight Sage Chakra when charging. If you or your Sacred Beast are bloodied and in combat when charging, increase the extra chakra gained by +1, per creature specified that is bloodied.
  • When your Sacred Beast rolls a 1, 2, or 3, on a d20 roll on an attack, skill check, or saving throw, they can reroll and take the second result, up to two times per round. They cannot use this ability when gathering Sage Chakra.
  • When your Sacred Beast fails a saving throw, they can spend 2 Twilight Sage Chakra to reroll the saving throw, once per turn.
  • Once per long rest, when your Sacred Beast falls to 0 hit points or is instantly killed, they instead fall 1 hit point and cannot be taken below 1 hit point until the end of their next turn.
  • When an allied creature within 30 feet fails a saving throw from a hostile effect, your Sacred Beast, once per round, can move to the creature's space and take the failure in the creature's place, sparing them. Your Sacred Beast can do this a number of times equal to your class mod level, per long rest.

Sacred Beast's Might

Twilight Art Type: Passive
Your Sacred Beast exudes might and power, like the former Sacred Beast of Twilight. They gain the following benefits;

  • Increase your Sacred Beast's Twilight Attack Bonus by +2.
  • Your Sacred Beast adds twice your class mod level to damage rolls they make, up to 2 times per turn.
  • Your Sacred Beast treats DR as half its listed value when dealing damage, once per turn.
  • Your Sacred Beast increases the damage of their natural weapons by 1 step, and once per turn, the damage of any jutsu or Art they cast by 1 step.
  • Your Sacred Beast gains a +1 to critical threat range for all attacks and once per round when they score a critical hit, the damage cannot be reduced by any means (including resistance and immunity, and temporary hit points).

Twilight Arts: Abilities

Senpo: Divine Blessing of the Gods

Twilight Art Type: Ability
Your Sacred Beast can use their Sage Chakra to boost the power of medical jutsu.

When your Sacred Beast or an ally within 30 feet that both you and them can see would cast a medical jutsu that would recover hit points, as a reaction your Sacred Beast can spend 4 Twilight Sage Chakra to enable the jutsu to heal the maximum amount the jutsu can heal.

Alternatively, as a reaction they can spend 4 Twilight Sage Chakra to instantly upcast the jutsu to S-Rank, at no additional chakra cost.

Your Sacred Beast can use this ability a number of times equal to 1 + your class mod level, per long rest.

Senpo: Divine Intervention of the Gods

Twilight Art Type: Ability
Your Sacred Beast can use their Twilight Sage Chakra to absolve creatures of the crippling effects of Fuinjutsu or Genjutsu.

As a reaction, your Sacred Beast can spend 4 Twilight Sage Chakra to cast the Release E-Rank Genjutsu on all creatures of their choice within a 60-foot radius. Each creature can use Illusions or Chakra Control for their check with Release, and adds your class mod level to their result. When this jutsu is cast this way, it is treated as an Art.

Alternatively, as a reaction, your Sacred Beast can spend 4 Twilight Sage Chakra to cast the Sealing Art: Chakra Dispel C-Rank Ninjutsu on all creatures within a 60-foot radius to end Ninjutsu affecting them. The rank this jutsu is cast at is B-Rank between the levels 1-2 of this class mod. A-Rank between levels 3-4. S-Rank at 5th level. Your Sacred Beast adds half your class mod level, rounded up, to their ability check. When this jutsu is cast this way, it is treated as an Art.

Your Sacred Beast can use this ability a number of times equal to 1 + your class mod level, per long rest.

Senpo: Divine Protection of the Gods

Twilight Art Type: Ability
Your Sacred Beast can use their Twilight Sage Chakra to imbue the area and allies within it with incredible protection.

Once on your turn, your Sacred Beast can release an aura of protection in a 30-foot radius centered on them by spending 3 Twilight Sage Chakra, granting allied creatures a bonus to their AC equal to your class mod level until the start of your next turn.

Alternatively, once on your turn, your Sacred Beast can release an aura of protection in a 30-foot radius centered on them by spending 3 Twilight Sage Chakra, granting allied creatures damage reduction against all damage equal to twice your class mod level until the start of your next turn.

Your Sacred Beast can use this ability a number of times equal to 1 + your class mod level, per long rest.

Senpo: Divine Wrath of the Gods

Twilight Art Type: Ability
Your Sacred Beast can use their Twilight Sage Chakra to imbue their attacks with utmost wrath.

Once per round, when your Sacred Beast or an ally within 30 feet deals damage, they can spend 4 Twilight Sage Chakra to increase the number of damage dice rolled by 1 + your class mod level.

Alternatively, once per round, when your Sacred Beast or an ally within 30 feet deals damage, they can spend 4 Twilight Sage Chakra to increase the damage dealt by twice your proficiency bonus.

Your Sacred Beast can use this ability a number of times equal to 1 + your class mod level, per long rest.

Senpo: Twilight Perception

Twilight Art Type: Ability
Your Sacred Beast's visual and olfactory senses are enhanced tremendously by Twilight Sage Chakra.

When you and your Sacred Beast enter a new area, they can attempt to dig a miscellaneous object from the earth. When they do this, roll a d100. Depending on your result, you gain one of the following items listed on the Item Discovery Table, determined by your DM. Your DM is encouraged to grant you the item that would be the most convenient for you in your current situation. If your result is 100 or more, you gain two items listed, instead of only one. If your Sacred Beast has the Sacred Beast's Keen Eye Twilight Art Passive, add a +10 to the d100 roll.

Your Sacred Beast can use this ability a number of times equal to 1 + your class mod level, per long rest. You must move at least 20 miles from an area you have used this ability on to use it again. You cannot gain the same item more than twice per full rest.

Item Discovery Table
Brackets Loot Pool
1-19 ○ A Wallet containing 1000 Ryo
○ 5 days worth of Military rations
○ A full stack of ammunition that is conveniently for a weapon within use of the party.
○ A Compass, Glowstick, Pocket Watch, and a small map of a nearby town
○ 2 charges of a kit that is conveniently used by the party.
Item Discovery Table Cont.
Brackets Loot Pool
20-39 ○ A Wallet containing 2000 Ryo
○ Aquatic Breather and Respirator
○ A Radio Link
○ Any 1 Explosive Ninja Tool of Greater quality
○ Any 1 Medical pill of Greater quality
○ A jutsu scroll containing a random jutsu of D-Rank or lower
○ Any item from a previous list
40-59 ○ A Wallet containing 4000 Ryo
○ An entire kit of greater quality that conveniently can be used by the party.
○ Shinobi Backpack containing numerous mundane but relevant items and 2 stacks ammunition for multiple weapons in use by the party.
○ Any 2 Explosive Ninja Tool of Greater quality
○ Any 2 Medical pill of Greater quality
○ A jutsu scroll containing a random jutsu of C-Rank or lower
○ Any item from a previous list
60-79 ○ A Wallet containing 6000 Ryo
○ 2 Kits of Greater quality that conveniently can be used by the party
○ 2 Medical Pills of Superior quality
○ Any 2 Explosive Ninja Tools of Superior Quality
○ A key that can conveniently open a door that the party cannot get through currently.
○ A jutsu scroll containing a random jutsu of B-Rank or lower
○ Any item from a previous list
80-100+ ○ Wallet containing 8000 Ryo
○ Any 2 items from the previous brackets

Senpo: Twilight Serenades

Twilight Art Type: Ability
While your Sacred Beast sleeps, they dream of themselves standing atop a great hill in a misty nirvana, with a mysterious golden wolf standing atop a hill across a great vally. The golden wolf howls two distinct beautiful melodies that become etched into your Sacred Beast's memory.

Upon taking this ability, your Sacred Beast gains 2 Songs listed below, and they gain 1 musical instrument of your choice to play these songs. If your Sacred Beast got them vocals and can sing, hum, or howl, they do not need an instrument.

As an action, your Sacred Beast can spend 5 Twilight Sage Chakra to play one of these songs. When they do, all allies within a 60-foot radius gain the benefits granted by the song. The effects of a song last for 10 minutes, until combat ends, or until another Song is played.

This Twilight Art Ability is unique in that if you were successfully able to defeat the Sage's Shade and take this Art for yourself alongside your Sacred Beast taking it for themself, you can spend 3 Twilight Sage Chakra as an action when your Sacred Beast would play a song to play a Symphony, enhancing the effects of the song.

This Art can be taken multiple times, gaining 2 Songs each time.


Song: Ballad of Gales

An uplifting melody, making those who hear it feel as though they are soaring. An ally who hears this song gains the following effects;
Effects. At the start of an affected creature's turn, they can

choose to gain either a +2 bonus to their Ninjutsu attack

rolls, a +1 bonus to their Ninjutsu Save DC, or a -2 to the

cost of Ninjutsu (Min. 1). These effects can only be applied

to Ninjutsu with the Wind Release keyword.
Symphony. If this Song is played as a Symphony, creatures

can gain 2 of the listed benefits at the start of each of their

turns, and double all numerical bonuses of this effect.

Song: Bolero of Fire

An invigorating melody akin to a raging flame. An ally who hears this song gains the following effects;
Effects. At the start of an affected creature's turn, they can

choose to gain either a +2 bonus to their Ninjutsu attack

rolls, a +1 bonus to their Ninjutsu Save DC, or a -2 to the

cost of Ninjutsu (Min. 1). These effects can only be applied

to Ninjutsu with the Fire Release keyword.
Symphony. If this Song is played as a Symphony, creatures

can gain 2 of the listed benefits at the start of each of their

turns, and double all numerical bonuses of this effect.

Song: Earth God's Lyric

A wild melody, making those who hear it feel as though they embody the essence of the Earth. An ally who hears this song gains the following effects;
Effects. At the start of an affected creature's turn, they can

choose to gain either a +2 bonus to their Ninjutsu attack

rolls, a +1 bonus to their Ninjutsu Save DC, or a -2 to the

cost of Ninjutsu (Min. 1). These effects can only be applied

to Ninjutsu with the Earth Release keyword.
Symphony. If this Song is played as a Symphony, creatures

can gain 2 of the listed benefits at the start of each of their

turns, and double all numerical bonuses of this effect.

Song: Elegy of War

A melody of peace and melancholy. An ally who hears this song gains the following effects;
Effects. At the start of an affected creature's turn, they can

choose to gain either a +2 bonus to their attack rolls with

Taijutsu and Bukijutsu , a +1 bonus to their Taijutsu Save

DC, or a -2 to the cost of Taijutsu and Bukijutsu (Min. 1).
Symphony. If this Song is played as a Symphony, creatures

can gain 2 of the listed benefits at the start of each of their

turns, and double all numerical bonuses of this effect.

Song: Nocturne of Shadow

A dark melody that stirs feelings of tension and tenacity. An ally who hears this song gains the following effects;
Effects. At the start of an affected creature's turn, they can

choose to gain either a +2 bonus to their Genjutsu attack

rolls, a +1 bonus to their Genjutsu Save DC, or a -2 to the

cost of Genjutsu (Min. 1).
Symphony. If this Song is played as a Symphony, creatures

can gain 2 of the listed benefits at the start of each of their

turns, and double all numerical bonuses of this effect.

Song: Requiem of Spirit

An enticing melody, making those who hear it feel as though they are electrified with energy. An ally who hears this song gains the following effects;
Effects. At the start of an affected creature's turn, they can

choose to gain either a +2 bonus to their Ninjutsu attack

rolls, a +1 bonus to their Ninjutsu Save DC, or a -2 to the

cost of Ninjutsu (Min. 1). These effects can only be applied

to Ninjutsu with the Lightning Release keyword.
Symphony. If this Song is played as a Symphony, creatures

can gain 2 of the listed benefits at the start of each of their

turns, and double all numerical bonuses of this effect.

Song: Serenade of Water

A calming melody, making those who hear it feel as though they are being caressed by water. An ally who hears this song gains the following effects;
Effects. At the start of an affected creature's turn, they can

choose to gain either a +2 bonus to their Ninjutsu attack

rolls, a +1 bonus to their Ninjutsu Save DC, or a -2 to the

cost of Ninjutsu (Min. 1). These effects can only be applied

to Ninjutsu with the Water Release keyword.
Symphony. If this Song is played as a Symphony, creatures

can gain 2 of the listed benefits at the start of each of their

turns, and double all numerical bonuses of this effect.

Song: Song of Healing

A soothing melody powerful enough to ease the soul. An ally who hears this song gains the following effects;
Effects. Creatures are cured and become immune to the

Berserk, Charmed, and Fear conditions for the duration.

Additionally, they gain a +2 bonus to rolls to remove

conditions they are suffering from. Lastly, hostile creatures

that hear this song feel a sense of nostalgia and calm,

potentially influencing their decisions.
Symphony. If this Song is played as a Symphony, in addition

to the normal affects, creatures remove up to 2 ranks of

any conditions they are suffering from when they first hear

this song.

Senpo: Twilight Warping

Twilight Art Type: Ability
Prerequisite: Sacred Beast of Twilight Lvl 4
Your Sacred Beast is able to use Twilight Sage Chakra to manipulate the fabric of space and time to travel great distances to familiar locations.

While out of combat, your Sacred Beast can leave a dormant Portal of sage chakra within the sky high above them. These portals are permanent, but can only be briefly seen when they are used. Your Sacred Beast can make up to two Portals, replacing an existing portal when they would make a third. For each Portal your Sacred Beast creates, they lower their maximum Twilight Sage Chakra by 10.

Out of combat, your Sacred Beast can spend 40 Twilight Sage Chakra to manifest a small ripple in space above them, transporting you, themselves, and a number of willing or unconscious creatures equal to your proficiency bonus within 15 feet through the ripple, reappearing on the ground below one Portal of your choice. They can also send singular objects through a Portal, instead of themselves and allies, by spending 10 Twilight Sage Chakra.

Twilight Arts: Techniques

Twilight Art: Dark Energy Attack

Twilight Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Action
Range: Self (15-foot radius)
Duration: Instant
Components: CM, M
Cost: 7 Twilight Sage Chakra
Keywords: Taijutsu, Senjutsu
Description: Your Sacred Beast uses Twilight Sage Chakra to conjure a circular shadow beneath their feet in a 15-foot radius. All hostile creatures within this radius must make a Wisdom saving throw as electrified energy tries to restrain them. On a failed save, the creature is restrained and is unable to take reactions until the conclusion of this Art. On a success, the creature moves out of the way of the shadow in a space that can hold it. If there is no such space, the creature rolls at disadvantage.

Regardless of a success or failure, your Sacred Beast quickly dashes and attacks all affected creatures in the blink of an eye. Make one melee Twilight Art Attack and compare the result against the AC of each creature in range, dealing their natural weapon damage + 10d8 force damage. This attack scores a critical hit on an 18-20.

Twilight Art: Dark Shadow Burst (New!)

Twilight Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Full Turn Action
Range: 300 feet
Duration: Instant
Components: CM, M
Cost: 14 Twilight Sage Chakra
Keywords: Ninjutsu, Clash, Senjutsu
Description: Your Sacred Beast uses Twilight Sage Chakra to conjure two spheres of sage energy above them. One light, and one dark. These two spheres slowly converge, distorting space and time around them as they get closer and closer together. Once these two spheres touch, they explode and form into a 30-foot sphere of shadow, transparent electrified energy, producing a loud roaring sound as sparks fly from it and crackle.

Your Sacred Beast commands this sphere to fly towards a space they can see within range. The ball soars towards this space, creating difficult terrain if hovering close to the ground. All creatures within range of the sphere, as it travels, must make a Dexterity saving throw, taking 6d12 force damage, falling prone, and being knocked to the side of the sphere on a failed save, or no damage or effects on a success as they avoid it.

Once the sphere reaches its destination, it explodes violently. All creatures within 60 feet of the sphere as it explodes must make a Dexterity saving throw and Constitution saving throw. On a failed Dexterity saving throw, creatures take 16d10 force damage and are knocked back 60 feet, or half as much damage and no further effects on a success. On a failed Constitution saving throw, creatures are knocked prone, Dazed, and Shocked.


Twilight Art: Dark Shrouding Strike

Twilight Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Action
Range: Special
Duration: Instant
Components: CM, M
Cost: 5 Twilight Sage Chakra
Keywords: Bukijutsu, Taijutsu, Clash, Senjutsu
Description: Your Sacred Beast takes a charging stance, enhancing a weapon they possess with Twilight Sage Chakra. If their weapon is a melee one, they can dash towards a target within range of their movement speed and make a melee Twilight Art Attack. If their weapon is a ranged one, they can target a creature within twice the weapon's range and make a ranged Twilight Art attack.

Regardless of the attack type used, on a hit the creature takes their weapon's damage + 15d6 force damage. This attack scores a critical hit on a 17-20. The target must also make a Constitution saving throw, becoming Dazed and gaining 2 ranks of a condition dependent on the damage type of your Sacred Beast's natural weapon on a failed save, or only gaining 1 rank of the Condition on a success. (Bludgeoning/Earth = Bruised, Piercing/Force = Weakened, Slashing/Necrotic/Wind = Bleeding, Fire = Burned, Water = Chilled, Lightning = Shocked, Acid = Corroded, Poison = Envenomed)

Twilight Art: Midnight Eclipse

Twilight Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Action
Range: 120 feet (120-foot cone)
Duration: Instant
Components: CM, CS
Cost: 12 Twilight Sage Chakra
Keywords: Ninjutsu, Fuinjutsu, Clash, Senjutsu
Description: Your Sacred Beast uses Twilight Sage Chakra to generate a portal across a distance no greater than 120 feet. From this portal, a torrential flow of Twilight energy flows through in a 120-foot cone. All creatures within range of this cone must make a Dexterity saving throw. On a failed save, creatures take 20d6 force damage. On a successful saving throw, creatures take half as much damage and no further effects. This Art ignores cover and temporary hit points, and for every 5 a creature fails their saving throw by, they increase the damage dealt to them by 1 step, up to a 20d12.

The area affected by this Art becomes bathed in Twilight. Creatures, other than your Sacred Beast or yourself, who enter or start their turns in this area become slowed and feel at great unease. This area is frigid cold and the time of day appears to be twilight from inside it, as opposed to the true time of day. If any creatures die as the result of this Art, their ghosts appear within this area, but they cannot see or hear what is occurring around them, nor can creatures interact with them. They have no clue they have even died and still act as if they were still alive.

This effect lasts for 1 hour or until dispelled by you or your Sacred Beast as a bonus action. An S-Rank jutsu or Art that can dispel Fuinjutsu, can be used to dispel this area as well.

Twilight Art: Midnight Grapple

Twilight Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Action or Bonus Action
Range: 30 feet
Duration: Concentration, up to 1 Minute
Components: CM, CS, M
Cost: 6 Twilight Sage Chakra
Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Description: Your Sacred Beast uses Twilight Sage Chakra to form a large hand of pure transparent shadow. This Art does not cost Twilight Sage Chakra to maintain.

If this Art is used as an action, your Sacred Beast attempts to grapple a creature within range (see rules for grappling). Your Sacred Beast can use their Acrobatics, Athletics, or Twilight Art Attack bonus for their grapple check (your choice). Additionally, they may spend an additional 3 Twilight Sage Chakra to make their grapple check at advantage. On a successful grapple check, the creature is restrained and held up 20 feet into the air and up to 20 feet away from the Sacred Beast by the hand. As a bonus action, your Sacred Beast crushes the creature, dealing 5d10 + twice your class mod level in force damage. This violent interaction causes the creature to expel a number of chakra points equal to half the result of the 5d10, forming a small chakra cloud that gently falls to the ground below. If this damage causes the creature to reach 0 hit points, you can choose to instantly kill the creature, causing its body to explode into fragments of Twilight Energy.

Any creature within 5 feet of the cloud can use its reaction to split the chakra between all creatures within 5 feet of the cloud. If the amount cannot be split evenly, the one who used their reaction gains the larger share. The restrained creature can make an Athletics or Acrobatics check against your Sacred Beast's Twilight Art Save DC, freeing themselves on a success.

If this Art is cast as a bonus action, your Sacred Beast quickly grabs a creature within range and throws them a distance equal to 10 times your class mod level.

Twilight Art: Midnight Roar

Twilight Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Instant
Components: CM
Cost: 8 Twilight Sage Chakra
Keywords: Ninjutsu, Genjutsu, Auditory, Medical, Senjutsu
Description: Your Sacred Beast uses Twilight Sage Chakra to release a loud roar/screech that pervades the area within a 30-foot radius with sage energy, negatively affecting hostile creatures and uplifting the spirits of allied creatures.

All hostile creatures within range must make a Charisma saving throw, becoming incapacitated and having their movement speed set to 0 until the end of the turn.

All allied creatures within range regain 7d10 hit points and remove all ranks of any 1 Physical, Elemental, Mental or Sensory condition they are under. Allied creatures also gain an immediate reaction until the end of the turn, which they can immediately use to move up to half their movement speed.





































Twilight Art: Majora's Wrath

Twilight Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Action
Range: 120 feet
Duration: Instant
Components: CM
Cost: 9 Twilight Sage Chakra
Keywords: Genjutsu, Visual, Tactile, Unaware, Senjutsu
Description: Your Sacred Beast uses Twilight Sage Chakra to invoke feelings of despair and doom in a creature within range. The Use of this Art does not break stealth. Your Sacred Beast's eyes turn a frightening yellow color and they lock eyes with a creature they can see. This creature must make a Charisma saving throw;


  • Critical Success: The affected creature feels uneasy but is able to resist this Art's effects.
  • Success: The affected creature is overcome with dread and terror. They fall to one knee in a puddle of sweat, becoming Slowed and Dazed until the end of their next turn.
  • Failure: The affected creature in the distance sees what appears to be the moon fall from far in the distance. This illusion produces a shockwave that seemingly destroys the earth, sending them flying before they too perish. The creature takes 10d6 psychic damage + 100 feet of fall


  •  damage (as psychic damage). In the real world, the creature falls to the ground, being knocked prone and having their movement speed set to 0 until the end of their next turn. The creature also becomes Slowed and gains 2 ranks of Fear. The creature can repeat their saving throw at the start of each of their turns, removing the Slowed condition as well as the Fear on a success.
  • Critical Failure: Same effects as a failure, but the creature gains 3 additional ranks of Fear. While the creature has these ranks of Fear, they become hysterical and incoherent, unable to properly speak or understand everything, yet desperately seeking for their allies to save them from their torment. At the end of each of their turns, the creature can repeat their saving throw to remove the Fear and Slowed.

Twilight Art: Purifying Blade

Twilight Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 Minute
Components: CM, W (Any Weapon)
Cost: 16 Twilight Sage Chakra
Keywords: Bukijutsu, Senjutsu
Description: Your Sacred Beast coats a weapon they or an ally possess within range in Twilight Sage Chakra. The weapon begins to glow with a warm, euphoric golden light, granting it the following benefits for the duration; You or your Sacred Beast can end this Art at any time on your turn, and has advantage on concentration checks for this Art.

  • The weapon gains a bonus to attack rolls equal to half your class mod level, rounded up.
  • The weapon gains a bonus a +2 bonus to critical threat range with all attacks that include it.
  • The weapon gnores resistance, and treats immunity as resistance.
  • Bukijutsu cast with this weapon with a duration of instant have their cost reduced by your class mod level (Min. 2).
  • The weapon deals an additional 3 die of force damage when dealing damage with the weapon. This damage bonus decreases by 1 die each time your weapon's damage is rolled, until only 1 extra die remains. This reduction resets at the start of your next turn. This extra damage die is doubled against structures, constructs, and objects, and tripled against Aberrations, Beasts, Demons, Monstrosities, Otsutsuki, and Undead.
  • The wielder of this weapon cannot be disarmed of it, and if not in the user's hands during the duration of this Art, it returns to them at the start of their turn.
  • This weapon emits 30 feet of golden bright light that grants them advantage on saving throws to resist Sensory conditions, and dispels chakra enhanced darkness.
  • Finally, once per round while you are above 80% of your maximum hit points, you perform one of the following attacks (based on your weapon's type) as a bonus action.
    • Melee Weapon: The user performs a melee Twilight Art attack on a creature up to 60 feet away, dealing weapon's damage + 4d8 force damage.
    • Ranged Weapon: The user performs a ranged Twilight Art attack on a creature within the weapon's range, dealing your weapon's damage + 6d4 force damage on hit.

Twilight Art: Midnight Warp

Twilight Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Reaction, which you take when you would be hit by an attack.
Range: Movement Speed
Duration: 1 Round
Components: CM, M
Cost: 6 Twilight Sage Chakra
Keywords: Taijutsu, Senjutsu
Description: Your Sacred Beast uses Twilight Sage Chakra to evade an attack and potentially launch a counterattack. As a reaction, right before the attack hits your Sacred Beast fades into darkness and teleports to a space they could reach with their remaining movement leaving behind black, rectangular fragments of sage energy in their wake. When your Sacred Beast uses this Art, they can choose to Counter or Defend, performing one the following effects;

  • Counter: Your Sacred Beast instead teleports immediately behind the creature and makes a Twilight Art Attack at advantage against them. On a hit, they take your Sacred Beast's natural weapon damage + 5 times your class mod level in force damage. The creature must also make a Strength saving throw, being knocked back 30 feet and falling prone on a failed save. If this attack scores a critical hit, the creature automatically fails their save.
  • Defend: Your Sacred Beast gains a number of temporary hit points equal to their Twilight Art Save DC and increases their AC by +3. These effects last until the start of their next turn. Additionally, if they would end their movement in a space where they are partially covered, they can attempt to Hide as part of the same action, making their Stealth check with advantage.

Twilight Art: Shards of Twilight

Twilight Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 Minute
Components: CM, CS
Cost: 7 Twilight Sage Chakra
Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Description: Your Sacred Beast uses Twilight Sage Chakra to form a random number of Twilight Crystals, which appear as small black shards studded with red details. When this Art is cast, roll a 1d4+1. Your Sacred Beast gains a number of crystals equal to the result, which float around them. Your Sacred Beast may use these crystals to perform the following, once per turn (no action required); Once all Crystals have been expended this Art ends.


  • Accelerate. Your Sacred Beast expends any number of Crystals to enhance their defenses. Until the end of your Sacred Beast's next turn, they gain a bonus to saving throws equal to the amount of Crystals spent. They also increase their movement speed by 20 times the number of Crystals spent, and gain a +1 bonus to AC per crystal spent.
  • Control. Your Sacred Beast can expend up to 2 Crystals, gaining one of the following effects for each single crystal spent. Reduce a creature's saving throw against a jutsu or Art cast by your Sacred Beast by -2 per crystal spent. Increase the area of effect of a jutsu or Art by 5 times the number of crystals spent and the range by 10 times the number of crystals spent; Automatically succeed a check to maintain concentration of a jutsu or Art.
  • Destroy. Your Sacred Beast can spend up to 4 Crystals to increase damage roll by your proficiency bonus, per Crystal spent. If 2 Crystals are spent, your Sacred Beast's attack bonuses as well as any conditions given alongside the damage or on a failed saving throw, are increased by half the number of Crystals spent. If 3 Crystals are spent, one creature that has taken an instance of damage boosted by this Crystal effect must make a Constitution saving throw, becoming unable to mold chakra. A creature who loses the ability to mold chakra this way can remake the saving throw at the start of each of their turns.
  • Support. An allied creature within 60 feet is embedded with any number of Crystals, boosting their defensive abilities until the end of your next turn. For 1 Crystal, the allied creature gains resistance to the first instance of damage they take after receiving this benefit. For 2 Crystals, the allied creature ignores any penalties they may have on their attack rolls and saving throws, imposed by a hostile creature. For 3 Crystals, the ally gains a number of temporary hit points equal to 10 times the number of Crystals used for this ability.

Twilight Art: Twilight Domain

Twilight Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Full Turn Action
Range: 30 feet
Duration: Concentration, up to 5 rounds
Components: CM, CS
Cost: 40 Twilight Sage Chakra
Keywords: Ninjutsu, Fuinjutsu, Senjutsu
Description: An Art of immeasurable power where your Sacred Beast pulls in a horrifying amount of Twilight Sage Chakra and casts a veil of shadow 30 feet all around them. All hostile creatures within 30 feet of your Sacred Beast must make a Wisdom saving throw, becoming Blinded until the start of their next turn as a wave of darkness emerges from them. This Art does not cost Twilight Sage Chakra to maintain.

Your Sacred Beast, one hostile creature, and optionally one allied creature within range disappear from this plane of existence and enter another dimension, identical to the appearance of a Sacred Trial. While in this Domain, your Sacred Beast is supercharged thanks to the influx of Twilight Sage Chakra in this dimension. You can still use your actions as normal to command your Sacred Beast, even if you did not travel with them to this dimension, as you have a bond that transcends dimensions.

Your Sacred Beast gains a bonus to all skill checks, attack rolls, and saving throws equal to your level in this class mod. Additionally, all attacks made against your Sacred Beast have disadvantage and all saving throws they make will always have advantage. These bonuses inversed for the hostile creature brought into this Domain by your Sacred Beast. All Arts cast by your Sacred Beast ignore resistance and immunity, and deal an additional 3 die of damage, and gain a +2 to critical threat range. If the hostile creature dies in this domain, they become a spirit trapped within this dimension, even after this Art ends, unable to ever be revived.

This technique, while unbelievably powerful, does have its shortcomings. In the real world, in this space where your Sacred Beast once stood will be a floating black sphere of energy. This sphere can be targeted with attacks only, and has an AC equal to your Sacred Beast's Twilight Art Save DC, and 150 hit points. This sphere has resistance to all damage. If this sphere is destroyed, this Art immediately ends and all creatures reappear in the space they last were. If this occurs, your Sacred Beast gains 3 ranks of Weakened and Slowed for the next 1d4+1 rounds, ignoring any condition immunity they may have.

Additionally, if the hostile creature possesses their own power from a class mod, they can as an action attempt a Ninshou check contested by your Sacred Beast's Twilight Art Save DC, with a penalty equal to your class mod level. On a success, the sphere is destroyed. Your Sacred Beast does not become slowed if this occurs, but they are still Weakened.





























Twilight Art: Twilight Ruin

Twilight Art Type: Technique
Classification: Senjutsu
Casting Time: Special
Range: Self (100-foot long, 10-foot wide line)
Duration: Instant
Components: CM, M
Cost: 7 Twilight Sage Chakra
Keywords: Ninjutsu, Taijutsu, Bukijutsu, Clash, Senjutsu
Description: Your Sacred Beast uses Twilight Sage Chakra to prepare a devastating attack with their weapon that will tear the lands asunder. As an action, your Sacred Beast may attack with their weapon in front of them, releasing a massive shockwave in a 100-foot long, 10-foot wide line. All creatures within range must make a Strength saving throw to withstand the shockwave, taking their weapon's damage + 6d12 force damage and becoming Weakened on a failed save, or half as much damage and no further effects on a success. The affected area becomes difficult terrain.

As a bonus action, when this Art would be performed as an action, your Sacred Beast can spend an additional 3 Twilight Sage Chakra to boost their attack further. If they do, their weapon shines with a white tint briefly and this Art's damage die is increased by 3, and on a failed save a creature is knocked back 60 feet, or half as much on a success. This effect can also be triggered by Delaying this art until the start of their your next turn, after which they must immediately use

their action to perform it.

Your Sacred Beast can choose to both spend their bonus

action and Delay their attack. If they do, the effects of using

a bonus action occur twice, and creatures who fail their

saving throw by 5 or more are knocked Unconscious until

someone goes to wake them up, or they take damage or

suffer a hostile effect after this Art concludes.

Twilight Art: Wilderness' Agility

Twilight Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Reaction, in which an attack would miss you or if you would succeed a Dexterity saving throw
Range: Half of Movement Speed
Duration: Instant
Components: CM, M
Cost: 6 Twilight Sage Chakra
Keywords: Taijutsu, Bukijutsu, Senjutsu
Description: (This Art cannot score a critical hit)
As a reaction to succeeding a Dexterity saving throw or a creature missing them with an attack, your Sacred Beast uses Twilight Sage Chakra to invigorate their senses and launch the penultimate counter attack. From their perspective, the world is slowed. The wind becomes still, all sound is warped, as if everything is submerged in water.

Your Sacred Beast moves up to half their movement speed to the triggering creature and makes a number of melee Twilight Art attacks equal to 1d4+2, dealing their natural weapon damage on a hit. These Art cannot be reacted to, and damage rolls with this Art treat DR as half. For each attack your Sacred Beast lands, they store 10 feet of knockback within the creature, which takes effect once this Art ends.

Upon the conclusion of this Art, your Sacred Beast is Slowed until the end of their next turn, ignoring all effects that would make them immune to the Slowed condition.

Twilight Art: Wilderness' Fury

Twilight Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Full Turn Action
Range: Self (60-foot radius)
Duration: Concentration, up to 1 Minute
Components: CM
Cost: 9 Twilight Sage Chakra
Keywords: Ninjutsu, Senjutsu
Description: Your Sacred Beast uses Twilight Sage Chakra to call forth the wrath of the gods. All around your Sacred Beast, the skies begin to darken and a mist begins to form within a 60-foot radius. Starting from your Sacred Beast's next turn, all hostile creatures within range must make a Dexterity saving throw as giant fragments of sage energy form and strike down at the earth. On a failed save, creatures take 14d12 force damage and are stunned until the end of their next turn. This Art ignores resistance and immunity. On a successful save, creatures take half damage and no effects.

Alternatively, instead casting this Art, on their next turn your Sacred Beast can choose to skip this turn to enhance their Art further, increasing the    damage
dealt by 3d12 and Save DC by +1.
Your Sacred Beast can charge
this Art up to 3 times.

At any point, if a creature
damages your Sacred Beast
and causes them to lose
concentration, this Art
triggers early, targeting
only the triggering
creature.


Twilight Art: Wilderness' Gale

Twilight Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Bonus Action
Range: Self (15-foot radius)
Duration: Instant
Components: CM, M
Cost: 2 Twilight Sage Chakra
Keywords: Ninjutsu, Senjutsu
Description: This Art cannot be used in combat. Your Sacred Beast uses Twilight Sage Chakra to generate a large wind along the ground beneath them in a 15-foot radius to uplift themselves and any allies 100 feet into the air. Your Sacred Beast can increase the cost of this Art by 1, increasing the distance traveled into the air by 100 feet each time. Each creature in the air as the result of this Art can move twice their movement speed whenever they take the move action as the gale of wind helps stabilize them. Each creature falls 20 feet every minute, though your Sacred Beast at any moment can use their reaction to propel all creatures immediately to the ground. Creatures do not take fall damage as the result of this Art.

While in the air as the result of this Art, creatures cannot be detected by special senses such as Chakra Sight or Blindsight, have advantage on Stealth and Perception checks, and are treated as being lightly obscured to onlookers.

Twilight Art: Wilderness' Protection

Twilight Art Type: Technique
Classification: Senjutsu
Casting Time: 1 Action
Range: Self (20-foot radius)
Duration: 5 Rounds
Components: CM, M
Cost: 10 Twilight Sage Chakra
Keywords: Ninjutsu, Senjutsu
Description: Your Sacred Beast uses Twilight Sage Chakra to form a barrier to shield itself and allies within range. For the duration, all allies within this radius gain the following benefits;

  • Allied creatures gain resistance to the first instance of damage they take per turn.
  • Allied creatures are immune to the Dazed, Weakened conditions, and knockback.
  • Allied creatures gain 10d4 temporary hit points, and if they begin their turn within 30 feet of their Sacred Beast, they regain 10 temporary hit points.
  • Allied creatures gain a +1d4 bonus to attack rolls.
  • Allied creatures gain a bonus to movement speed equal to 10 times your class mod level.

Sacred Trials

In order for the Twilight Sage and the Sacred Beast of yore to gain control over Twilight Nature Energy, they first had to purify it with their combined light.

Sacred Trials are unique challenges that test the true limits of your resolve, endurance, and strength available that begin at first level and appear throughout the progression of the Sacred Beast of Twilight when Purification is needed to ascend to the next level.

As opposed to making skill checks in order to succeed to the next level, in a Sacred Trial the player and their Sacred Beast enter a realm made entirely to Twilight Nature Energy and gather Echoes of Light scattered throughout the grounds of the Sacred Trial. Echoes of Light are alien-like orbs of Light and Dark release chakra, that when combined within a Sacred Beast and mixed with the Twilight Nature Energy within them, will complete the Sacred Trial and purify their body, leveling the player up in this class mod.

This, however, is easier said than done, as due to the fact that Sacred Trials exist in a special plane of existence outside the known reality, none can be prepared for the difficulties that may come with gathering the Echoes of Light.

Little is known about domains of Sacred Trials. Whether they are a pure force of nature or are controlled by some divine force.

Whatever the case may be, once a Sacred Trial is entered, it must be completed before the player and their Sacred



Beast can leave. If any other members of the party enter the Sacred Trial with the player, they are stuck with them as well. A Sacred Trial is completed when the party gathers all Echoes of Light within a Sacred Trial and gives them to the player who possesses this class mod, after which they must make contact with their Sacred Beast, manifesting all Echoes of Light within their palm, and merge the energy within their companion. The Sacred Beast cannot collect Echoes of Light themselves.

In a Sacred Trial, the party will need to overcome some obstacle predetermined by the Dungeon Master, whether that is an onslaught of enemies, a trial of stealth through extremely dangerous territory, or a series of riddles and puzzles that must be solved within a certain time limit, or something else entirely.

Regardless, while in a Sacred Trial, all parties other than the Sacred Beast themselves, will be severely weakened (Specific details can be found in the DM Content section). All members other than the Sacred Beast appear as hollow spirits of themselves, and have their statistics changed.

If a member of the party dies while within a Sacred Trial, they permanently die, becoming a spirit lost in the realm of Twilight forever. This occurs to all members of the party if a Sacred Trial is failed (applicable if there are no foes to be fought). Those professed in the lore of the Sacred Beast of Twilight believe that the Twilight Sage and the Sacred Beast of Yore lost their lives within Sacred Trial, hence why they mysteriously vanished without a trace.

Sage of Twilight


  • Mysterious Voice: "Although I accepted life as the hero, I could not convey the lessons of that life to those that came after. At last, I have eased my regrets. Young one, use your courage to seek power, and find it you must. Find the courage to triumph over the horrors you face! Only then will the two of you become the heroes that will save this world from its end!

Unlocking the power of the Sage of Twilight is not something one can learn, train, or even strive to do. This power is locked behind the state of the world and whether or not the fate of the Earth lies in the balance. Only then will the Sage's Shade appear once more to bestow his final gift to the player and their Sacred Beast in order to achieve a greater goal Defeating the 10-Tails. Defeating the Ōtsutsuki. Brining the Eras of War to an end.

The Sage of Twilight is an End-Game class mod level that should come at the end of a campaign, with full knowledge that without it, the players or the world would be doomed.

The DM has full control over when this appears in the campaign. There are no boxes to check, or requirements to meet, outside of the tables plot or design. There is no planning ahead, or planning for this.

Gaining the Sage of Twilight

Gaining the Sage of Twilight should be at a critical moment for the player and their Sacred Beast. On the verge of death, or at a point where they are critically exhausted to the point where neither can contribute any longer. Perhaps, it is not them who are injured, but the majority of their allies instead.

Whatever the case, the Sage's Shade and the Sacred Beast of Yore shall appear before both the player and their Sacred Beast. Time slows, all fades, and the player and their Sacred Beast find themselves in a domain much like the domain where they battled the Sage's Shade long ago.

The Shade will express their appreciation of the player and their Sacred Beast for coming so far, and speak on how the fate of the world lies in the balance. There is but one final gift to be given to ensure that both the player and their companion can do their part to save the world from the end.

The Shade acknowledges the player as their one and only successor, and decides to leave all of their knowledge and power with them. Both the Shade and Sacred Beast of Yore begin to disperse into pure energy, and the remnants of their souls are assimilated into their respective successors, passing on from this plane, leaving everything with the player and their Sacred Beast.

Once this occurs, both the player and their companion return to the present moment, and they will temporarily gain the Sixth level of the Sacred Beast of Twilight, the Sage of Twilight.





























Sacred Beast of Twilight
Level Minimum Level Requirements Twilight Sage Chakra Twilight Arts: Abilities/Techniques Twilight Arts: Passives Features
1st Character Level 6 25 3 1 Twilight Metamorphosis, Twilight Arts, Twilight Sage Chakra
2nd Character Level 9 50 5 2 Sagehood Ascension, Shadow Sense, Shinobi's Best Friend
3rd Character Level 12 75 7 3 Twilight Sage Chakra (2), Sage's Shade, Sagehood Ascension (2)
4th Character Level 15 100 9 3 Embraced Twilight Form, Primordial Resonance, Sagehood Ascension (3)
5th Character Level 18 125 11 4 Primordial Resonance (2), Sage's Shade (2), Sagehood Ascension (4)
6th Character Level 19 250 13 5 Endgame, Twilight Sage Mode, Techniques of the Wild

Sage of Twilight Features

When you gain the Sage of Twilight at 6th level, you gain the following class mod features.

Endgame

Beginning at 6th level, the Sage's Shade and the Sacred Beast of Yore have placed their full confidence in you and your Sacred Beast to become a force to help shape the fate of the world. You have entered the Endgame. Understanding that, both you and your Sacred Beast awaken new strength.

You gain 3 levels in Senjutsu, Sage Mode class mod. The Sage Chakra you gain from this is added to your Twilight Sage Chakra pool. For all Sage Chakra costs from Senjutsu, Sage Mode, you pay it with Twilight Sage Chakra, at a rate of 3 Sage Chakra per 1 Twilight Sage Chakra spent. You also gain the Primordial Resonance feature.

Your Sacred Beast doubles their maximum Twilight Sage Chakra, and increases their maximum hit points by 150. The cost for entering and maintaining their Embraced Twilight Form is halved. The exhaustion gained from exiting the form is also halved.

Finally, for the both of you, your Twilight Art Attack Bonus and Save DC change their calculation to the following;

Twilight Art Save DC = 12 + Twice your Sacred Beast of Twilight level + your proficiency bonus.

Twilight Art Attack Bonus = Twice your proficiency bonus + Twice your Sacred Beast of Twilight level.

Twilight Sage Mode

Beginning at 6th level of this class mod, your constant exposure to the elements of Twilight Nature Energy have finally manifested into a power that you can wield on your own thanks to the spirit of the Sage's Shade being passed fully to you. You gain an exclusive Sage Mode Affinity known as Twilight Sage Mode.

Twilight Sage Mode

For the duration for this class mod's 6th level, you are always in this variant of Sage Mode, gaining the following benefits;

In this state, runic markings appear all around your body similar to when your Sacred Beast long ago begin their Twilight Metamorphosis.

  • You have gained all your Sacred Beast's skill and mastery. In addition to your own separate Twilight Arts, you gain all of your Sacred Beast's Twilight Arts.
  • You gain the benefits of the Sage Affinity attributed to your Sacred Beast's tribe.
  • All of your ability scores become 28.
  • You have advantage on all saving throws, and become proficient in all saving throws.
  • You gain a buffer of hit points equal to 20 times your level in this class mod. When you take damage, subtract from this pool of hit points first.
  • When you gain any hostile condition, it is immediately resolved at the start of your next turn, regardless of any duration it may have.
  • You ignore resistance and immunity when dealing damage to a creature with any Twilight Art.

The video above does not work on a PDF. You must view this class mod on homebrewery to experience the awesomeness.

Techniques of the Wild

Lastly at 6th level, you are able to manifest legendary techniques lost to the ages, known as the Techniques of the Wild. These techniques are powered by powerful orbs of malleable shadow chakra, known as Twilight Truth Seeking Orbs.

You and your Sacred Beast share a total of 10 Twilight Truth Seeking Orbs, half of which float beside you and the other half float beside your Sacred Beast, while they are not within use. While either you or your Sacred Beast possess a single orb, you have access to all nature releases and resistance to all elemental damage. Additionally, when you deal damage, you can change the damage type to any nature release's damage type, twice per instance of damage.

While either of you have at least one Twilight Truth Seeking Orb, you gain access to the following Techniques of the Wild. Twilight Truth Seeking Orbs cannot be restored once they have been used, expended, or destroyed. You and your Sacred Beast can give each other Orbs at any point during a round provided you are both within 120 feet.

Sage's Blade

Cost: 1 Twilight Truth Seeking Orbs
Required Action: 1 Bonus Action
You shatter one orb and manifest a weapon of your choice for the duration of your Sage of Twilight. This weapon gains the Master property. Weapons with the Master property can only be wielded by you, cannot be disarmed from you, are unbreakable, and can use your Twilight Art Attack Bonus and Twilight Art Save DC for attacks and saving throws that use the weapon. This weapon's damage die is boosted by 2 damage die, and the weapon is always under the effects of Twilight Art: Purifying Blade.

Sage's Explosion

Cost: 1 Twilight Truth Seeking Orb
Required Action: Special
When you or an ally within 60ft would cast a Twilight Sage Art or a jutsu, you can shatter one Twilight Truth Seeker Orb as part of casting the Art or jutsu, once per turn. The Art/Jutsu deals its maximum possible damage. Additionally, if a jutsu is used, it is upcast to S-Rank at no additional cost.

Sage's Cryonis

Cost: 1 Twilight Truth Seeking Orb
Required Action: 1 Action or Reaction
You shatter one orb and generate multiple pillars of Ice within 60 feet. As an action, you generate 4 10-foot wide, 30-foot tall cylinders of ice. These cylinders grant allies within 5 feet of them the benefits of three-quarters cover, and allies within 10 feet of them half cover (this doesn't stack). Each pillar lasts for 1 minute, has resistance to all damage, immunity to all conditions, and 200 hit points.

You can use this Technique of the Wild when you or an ally would take damage or fail a saving throw within 60 feet. If used as a reaction, you make up to 2 cylinders of ice, and these pillars immediately interpose the triggering effect, taking the damage and or effects of a failed save in the creature's place.

Lastly, if this technique is used on a surface of water, all water within 500 feet is frozen while the pillars are active. Using this Technique of the Wild again dispels all pillars.

Sage's Dominion

Cost: 2 Twilight Truth Seeking Orbs
Required Action: 1 Action
As part of using this Technique of the Wild there must be a construct in control of a creature within 30 feet of you. You shatter one orb and produce a sphere of golden light. This light flies into the construct, granting you complete control of it. The creature whom you have stolen control from, can attempt to retake control by making an Intelligence saving throw against your Twilight Art Save DC as an action, once per turn. If this construct comes from a class mod, the creature does not need to use their action to make this saving throw.


Sage's Grace

Cost: 3 Twilight Truth Seeking Orbs
Required Action: Special
When an ally you can see within 90 feet would reach 0 hit points or would be instantly killed, you can shatter 3 orbs and send their chakra to this ally. This ally regains 10 times their character level in hit points, is revived (ignoring effects that would prevent revival), and cannot fall below 1 hit point until the start of your next turn.

Sage's Stasis

Cost: 2 Twilight Truth Seeking Orbs
Required Action: 1 Bonus Action
Select up to 4 creatures within 60 feet of you. 2 Twilight Orbs shatter and their chakra fragments burst towards each creature you select. Each creature is surrounded in an aura of yellow Twilight Sage Chakra, reducing their movement speed to 0, preventing them from taking actions, imposing disadvantage on strength and dexterity saving throws, and giving all attacks against them advantage. These effects all last until the end of the current turn.

While in this state, for every attack an affected creature is hit by, 10 feet of knockback is stored within them. At the end of the current turn, this knockback takes effect, launching the creature back. If a creature collides with a structure or construct, their movement stops, taking damage as if they had fallen an equal distance.

Dm Content

In this section of the Sacred Beast of Twilight will be a variety of content to assist dungeon masters in using this class mod effectively. I am by no means an expert designer in making content for Dungeons Masters (I'm hardly an expert in player content), but I truly hope that the following information shared in this chapter will be helpful. This chapter features additional rulings, information on the Sage's Shade, and how to run various types of Sacred Trials.

For any players reading this section....Do your DM a favor and skedaddle! Running a DnD game is already difficult as is, why must you make your DM's life harder by spoiling the experience they are trying to create for you?

Additional Clarification/Rulings

Below is a list of Additional Clarification/Rulings that may or may not help use this class mod more effectively at your table, should you decide to incorporate them.

"What if I, as the DM, don't want to use Sacred Trials?"

Simple answer. Then don't. Class Mods at their core are largely in the DMs control in terms of how they are distributed and how progression is handled. You also have more than enough authority to disregard the things you don't like about a class mod.

That being said, I would implore you to test your limits to give Sacred Trials a chance. While they may feel daunting, they are an opportunity for you as a DM to test your skills in creating and narrating essentially a dungeon, a field of DMing that sadly isn't that common to see in Naruto 5e due to its world. I also would like to say that Sacred Trials, in my opinion, offer a far more fun and interesting experience for both you as the DM and the party as opposed to just rolling and hoping you succeed a DC like most class mods.

Ultimately, the choice is yours as the DM, but I do hope you give this aspect of the Sacred Beast of Twilight a chance.

"What happens if the Sacred Beast dies?"

Due to the virtue of this class mod being structured around a summon possessing the power it grants rather than the player, handling death is more complicated. Below I will be answering how I would recommend handling summon death outside of a Sacred Trial (As death in a Sacred Trial is handled very differently).

If the Sacred Beast reaches 0 hit points: If a Sacred Beast reaches 0 hit points, if it has a summon it is naturally unsummoned as normal. If this occurs as the result of a hostile creature damaging it, I would give a player a Will of Fire to compensate them for essentially losing access to their entire class mod. I would do the same if their Sacred Beast is a pet as well. This will of fire could only be given to a player once per long rest.





























If the Sacred Beast dies: If a Sacred Beast dies, they can be revived as normal through available methods that allow for revival as normal. If the Sacred Beast is killed by an effect that would inhibit essentially all forms of revival, see the paragraph below. If this occurs in combat, I would compensate the player with multiple will of fires, up to the maximum of 3, as they are now going to experience true struggle. If you are unsure of how many will of fires to give them, a metric that can be used is half their class mod level, rounded up.

If the Sacred Beast dies permanently: If the Sacred Beast dies from an effect that would make revival impossible, or all effects that could revive it have failed, there is one other option available. The spirit of their Sacred Beast is bonded with the mysterious domain where Sacred Trials occur, and as such, their soul can be recovered and returned to the physical world to revive them.

The player can return to the Sacred Oasis and complete a Sacred Trial. This Trial will be more difficult than normal, but if they succeed it, when they exit it they will return with their Sacred Beast, at half health and chakra, and no Twilight Sage Chakra. This must be done within 1 week, otherwise, their

Sacred Beast is gone forever. If this occurs, or the player decides not to go into the Trial and save them, then they lose all levels of this class mod and must retrain a new Sacred Beast. When regaining their levels, the player has permanent advantage on checks made for Repetition and Sacred Trials for Purification will be shorter. These effects last until they regain the levels they have lost.

"How does the player know to complete a Sacred Trial to save their Sacred Beast"?

There are many ways that this information can be garnered to the player in game if not told outright by the DM out of character. Perhaps an elder of the Inuzuka or another notable figure can inform them of this method. Perhaps they were told previously by the Sage's Shade if they had already met them before their companion's death.

My personal favorite way, however, would be to have their Sacred Beast appear to them in a cryptic dream, imprisoned, the reality of the dream warped and distorted, but vaguely appearing like the area of a Sacred Trial. When they awake, they may have a sense that they need to return to the Sacred Oasis.

Using the Sacred Beast of Twilight in West Marches

Blast here. I've seen some players and managers of West Marches take an interest in this class mod, and felt that since I am working on this update, I may as well acknowledge this and add some variant ruling. The biggest issue that can come with this class mod in a West March is Downtime Management and feature tracking. For the former, to account for the player character themselves not having much power, DT reducing effects as well as training efficiency improvements were added. For a West March, so this doesn't get out of control, I would do the following;

Keep in mind that these are my personal recommendations, so managers shouldn't hesitate to modify these if need be.

  • Adjusting Level Progression: Sacred Beast is unique in that it has two ways to gain levels in it. Repetition, where the player must make skill checks to pass certain steps, and Purification, where a player must complete a special trial set by the DM to purify the Twilight Nature Energy within their Sacred Beast. For a West March, due to the nature of how missions work, I would Only allow the Purification method. It's more engaging, befitting of a West March, and probably easier to manage.
  • Adjusting Shinobi's Best Friend: When using this feature, a player can only use the DT reduction to get feats at a cheaper cost twice per level in this class mod, starting from 2nd level. Feats are the biggest concern with power balancing with West Marches, so hopefully this adjustment amends this.
  • Adjusting Sagehood Ascension: Sacred Beasts get only 1 additional summon feature as opposed to both features.
  • Adjusting the Sage of Twilight: Don't give it out.

"Can the party assist the Sacred Beast of Twilight player with these Trials?"

Yes. In the original version of this class mod, I restricted the player to only being able to complete Sacred Trials with their Sacred Beast alone, however, my experience with Dungeons and Dragons as a whole since then has shown me that private sessions aren't really all that fun if they occur super often. The rest of the party is just sort of left waiting. Not ideal.

You as the DM obviously have control over whether the player can be aided by other players (and potentially NPCs), but rules as written, if other members of the party are with the player when they would enter a Sacred Trial, they can join them.

Using the Sacred Beast of Twilight with other class mods

A popular subject I've seen discussed and put into practice is merging this class mod with another class mod, due to a majority of the power going to the Sacred Beast, as opposed to the player. While I myself am not opposed to this, do NOT do this unless you know what you are doing. Merging class mods is, understandably, extremely dangerous for balance, but I would be lying if I didn't say it could be fun. If you decide to "multiclass mod", here are some recommendations.

  • Treat "multiclass mod'ing" like multiclassing. They have 5 levels total to split between both mods.
  • Players do not get the Shinobi's Best Friend or Sage's Shade features.
  • For the Sagehood Ascension feature, Sacred Beasts only get 1 additional trait, as opposed to 2.

Sacred Trials

The following text is an excerpt from Page 19.

In order for the Twilight Sage and the Sacred Beast of yore to gain control over Twilight Nature Energy, they first had to purify it with their combined light.

Sacred Trials are unique challenges that test the true limits of your resolve, endurance, and strength available that begin at first level and appear throughout the progression of the Sacred Beast of Twilight when Purification is needed to ascend to the next level.

As opposed to making skill checks in order to succeed to the next level, in a Sacred Trial the player and their Sacred Beast enter a realm made entirely to Twilight Nature Energy and gather Echoes of Light scattered throughout the grounds of the Sacred Trial. Echoes of Light are alien-like orbs of Light and Dark release chakra, that when combined within a Sacred Beast and mixed with the Twilight Nature Energy within them, will complete the Sacred Trial and purify their body, leveling the player up in this class mod.

This, however, is easier said than done, as due to the fact that Sacred Trials exist in a special plane of existence outside the known reality, none can be prepared for the difficulties that may come with gathering the Echoes of Light.

Little is known about domains of Sacred Trials. Whether they are a pure force of nature or are controlled by some divine force. Whatever the case may be, once a Sacred Trial is entered, it must be completed before the player and their Sacred Beast can leave. If any other members of the party enter the Sacred Trial with the player, they are stuck with them as well. A Sacred Trial is completed when the party gathers all Echoes of Light within a Sacred Trial and gives them to the player who possesses this class mod, after which they must make contact with their Sacred Beast, manifesting all Echoes of Light within their palm, and merge the energy within their companion. The Sacred Beast cannot collect Echoes of Light themselves.

In a Sacred Trial, the party will need to overcome some obstacle predetermined by the Dungeon Master, whether that is an onslaught of enemies, a trial of stealth through extremely dangerous territory, or a series of riddles and puzzles that must be solved within a certain time limit, or something else entirely.

Regardless, while in a Sacred Trial, all parties other than the Sacred Beast themselves, will be severely weakened (Specific details can be found in the DM Content section). All members other than the Sacred Beast appear as hollow spirits of themselves, and have their statistics changed.

If a member of the party dies while within a Sacred Trial, they permanently die, becoming a spirit lost in the realm of Twilight forever. This occurs to all members of the party if a Sacred Trial is failed (applicable if there are no foes to be fought). Those professed in the lore of the Sacred Beast of Twilight believe that the Twilight Sage and the Sacred Beast of Yore lost their lives within Sacred Trial, hence why they mysteriously vanished without a trace.































Sacred Trial Properties

While in a Sacred Trial, all parties, other than the Sacred Beast, suffer the following effects;

  • All parties have their maximum health and maximum chakra halved. One quarter of the hit points and chakra points lost this way become temporary hit points and temporary chakra points respectively.
  • When any party deals damage, the damage is always lowered by 1 step, to a minimum of a d4.
  • All effects from an active source (an ability that a player would need to actively go out of their way to use such as a casting a jutsu, as opposed to a passive benefit) that would; Increase AC, provide healing, provide temporary hit points, provide an increase to ability scores, reduce damage. Are all halved.
  • All parties gain a Will of Fire upon entering the Trial.
  • Due to all parties being a manifestation of a spirit that is a manifestation of chakra, they can as a bonus action spend and roll 1 Chakra Die and add their Constitution modifier plus your level in this class mod to their result, gaining the final product as chakra.

Additionally, the Sacred Beast themselves resonates with the environment strongly due to the abundance of Twilight Nature Energy. The Sacred Beast has advantage on checks to acquire Twilight Sage Chakra, and only needs to wait 1 Minute before being able to safely try again to regain it.

Types of Sacred Trials

Before we proceed further, I would highly recommend for those who are unfamiliar with the Legend of Zelda series, specifically the Legend of Zelda Twilight Princess and the Legend of Zelda Skyward Sword to watch these short videos.

1: Example of a Twilight Realm Trial

2: Example of a Silent Realm Trial.

3: Example of a Ancient Realm Trial (Begins at 2:17)

This will help build an understanding of the intended atmosphere and progression that Sacred Trials are intended to have. Always remember, however, that you can always do whatever you want with Sacred Trials.

The available Sacred Trials are Ancient Realms, Silent Realms, Twilight Realms. All realms offer vastly different experiences, which are summarized below. More detailed rules will be discussed as we continue this section.

All Sacred Trials feature a subsection for Suggested Scaling, which is intended to produce more befitting Sacred Trials at higher levels. This scaling is determined by your Sacred Trials Level. The level of a Sacred Trial is equal to the level in the class mod the player would receive if they were to complete it.

Ancient Realms. These Trials feature a series of puzzles that the party must solve in order to acquire Echoes of Twilight and proceed. These Trials have repercussions for failure, such as a Time Limit for completion, or a severe penalty such as a difficult enemy encounter for a failed solution. These Trials test your parties ingenuity and creativity.

Silent Realms. These Trials feature an emphasis on stealth and perception. The party must navigate a relatively large area to find the Echoes of Light spread throughout the world, avoiding terrifying enemies known as Guardians that far exceed their abilities to defeat, and cannot be killed.

Twilight Realms. These Trials feature an emphasis on combat. The party must explore a relatively normal sized area to find enemies and defeat them to plunder the Echoes of Light stored within their souls. Some of these enemies will be in plain sight, while others may be hidden either by the terrain or only detectable through certain sights or jutsu.


Ancient Realm Trials

Ancient Realm Trials are perhaps the most daunting of the three primary Sacred Trial types to create, but perhaps the most interesting, featuring an emphasis on puzzles.

These trials could feature problems relating to, solving a riddle, finding and flicking the right switch out of a set of switches, standing a button to open a door to let an ally into the next room, etc.

These Trials should always be on a relatively small map, to keep players from getting overly distracted and taking more time. Don't add any extra unnecessary space for them to explore unless there is a reason for it. Out of all other trials, Ancient Realms require the least amount of Echoes of Light to be collected to complete. Let's go through a simple example of an Ancient Realm Trial using the left figure.

Example: "In the Nick of Time"

Let's say that the player's start where Start is on the map. They enter a small room with two pillars that contain levers (4 and 5). On the left of the center room, there are a set of barred double doors (in yellow) and on the top of the room is a lone barred door (also in yellow).

When a player goes to turn one lever, after a brief period of time, the lever resets. Pulling the other lever leads to the same effect. To solve this first puzzle, the party must activate both levers at the same time. Doing so opens the set of double barred doors, which leads into another room with 3 pillars (1, 2 and 3). These pillars all contain buttons.

By pressing these buttons at the same time once more, the players will hear the sound of another door opening in the previous room, and the sound of a ticking clock. After a certain amount of time, the ticking stops, the buttons are reset, and they hear the sound of a door closing.

This next part requires the parties to press all buttons simultaneously and then one player at the minimum must quickly go into the other room, where they will see that the lone door at the top of the previous room has opened. Going into this door leads to another room with another large button (T), which when pressed before the ticking stops, causes a part of the room with the three buttons (the S) to collapse and reveal another secret room containing the Echo of Light, finishing the puzzle.

Furnishing This Example

I think it is safe to say that the above example is extremely simple in design and not to figure out. This has been done on purpose, as it is far better to start with a simple base that can be expanded upon later on. Also keep in mind that a puzzle's solution always appears obvious to the person who creates it. You'd be surprised how much time players spend trying to figure out a solution to a simple problem.

In any case, let's go back to our example and improve it. First, why don't we add some additional difficulty? Sight and speed are quite important for a puzzle like this, so let's make the first room they enter pitch black. They cannot see a single thing, and must use either equipment they have or a jutsu to illuminate the first room. In the second room, let's make it so the room has an extremely broken floor, making the entire area classified as difficult terrain. This is quite a challenge to overcome if the party has no way to overcome it, as they must quickly make it to the 3rd room to press the last button.

  Now our puzzle isn't exactly hard, but it isn't super easy either. We could go even further. How about, to add some tension, we add a few minions and standards to one or multiple rooms that the party must defeat before they can focus on the puzzle. What if, when the first 3 buttons are pressed in the second room, a big enemy spawns, like an elite, in the first room that one player must go through to press the final button.

While combat isn't always needed, it is a great way to spice things up and increase the length of a relatively short puzzle in a healthy way.

Build around your Players

Players in Naruto 5e, especially when compared to base 5th edition, have many many more abilities at their disposal, very early on. It is recommended that you consider what options your players have available as you design a puzzle, as there is a chance that the sheer plethora of options they may have could completely trounce a puzzle you have made in an unintended way. You do not necessarily need to fear this, as niche abilities finally getting some use could feel very satisifying for not just the players but for you as well, but if its something you want to avoid, here are some suggestions.

Using our previous example puzzle, lets say the party has a jutsu that allows them to create a light source in the first room. It could be reasoned that perhaps the energy in the environment causes the jutsu to not last as long, or not work at all, incentivising players to use more traditional methods for light, like a torch.

Another example. Let's say the party tries to break down the doors. If you don't want this to be an option, simply make them unbreakable, simple as that, however, if you want to make things more interesting, you could have an event happen like the floor breaking or a mob of enemies spawning as they make progress on breaking the door. The latter option doesn't block players from thinking outside the boss, and allows some difficulty to be maintained for progression.

Using the door example again, lets look at a more specific case. Say one of the players is a Hozuki or Iburi, N5e clans that can turn themselves into water/gas respectively. Regarding the pair of double doors in the first room of this puzzle that were described as bars, these players could easily just phase through these doors. This isn't necessarily a bad thing, and would 100% feel satisifying to the party and perhaps you as the DM if you thought of this before hand, but if you do not want this to happen, you could simply make the doors no longer barred, or have an encounter set up on the other side of these doors awaiting the player(s) in question as a surprise attack.

Adding restrictions and alternative options for your puzzle increases the fun you and the party may have, and makes your puzzle seem bigger than it actually is.

Ancient Realm DC

Let's say you want a player to attempt to do something and ask them to make a skill check to see if they can do it. In our example, maybe the party must make an Acrobatics check to get to the 3rd room in time. If the Hozuki goes into the other room by themselves, perhaps they must succeed a Wisdom saving throw or else be surprised for the first round of combat with the monsters that spawn because of their attempt to cheese the puzzle.

These are all fair reasons to ask for a roll, but what is the DC that the players have to roll against. Many DMs, myself included, may just completely fudge the DC needed and

just want to see if the player rolls reasonably high enough to save themselves. To help with coming up with more suitable DCs at the ready, here are some predetermined values based on the Level of the Sacred Trial. Use the DC that best fits the task the player is trying to accomplish. Adjust as needed of course.

Note while these are given for Ancient Realm trials, you could use these for any type of Trial really.

Ancient Realm DCs (For Skill Checks)
Sacred Trial Level Low Average High Very High
Level 1 15 18 20 24
Level 2 17 19 21 26
Level 3 19 21 23 29
Level 4 20 22 24 31
Level 5 21 23 25 33
Ancient Realm DCs (For Saving Throws)
Sacred Trial Level Low Average High Very High
Level 1 14 17 19 21
Level 2 14 18 20 22
Level 3 16 20 22 24
Level 4 16 21 23 25
Level 5 18 23 24 27

Penalties for Failure (Optional)

I will be denoting this section as optional as you may find the concept of permanently killing an entire party for failing a specific puzzle too punishing. Punishing failure can be done in a few ways, some of which have been explored with the example (Spawning enemies).

I believe the best way to add a downside would be to add multiple kinds of obstacles and intrusions that can potentially drain the players of their health and resources, which progressively get more intense and abundant the longer the party takes to complete their objective, at your discretion.

In the previous version of this class mod made a year ago, I tried making a "Time Tracking" system based on common activities players would likely do inside a Trial. Allow me to tell you now. Tracking time in DnD doesn't work. At least, in regards to how it was attempted before.

An intriguing concept could be exploring the time passing outside of a Trial, as Sacred Trials do not follow the same rules for the passage of time as the "Real World." Perhaps a party takes too long, what felt like hours to them was actually weeks, which may have an interesting narrative impact.

Final Notes

  • Remember to always keep a puzzle simple at the beginning. Gimmicks are fine, but remember that it's easier to expand upon a simple base than complex one.
  • Make sure that when you limit a parties' options, be sure to provide them with a solution that is reasonably attainable to account for that option. For instance, in our example we talked about restricting Light giving jutsu to incentivise the use of torches. If you do this, and the party doesn't have a torch in their inventory (as they would've had no way to see this trial coming), make sure that they can find one and somehow light it within the trial, if it isn't already lit.
  • Accept that there can be multiple solutions to a puzzle.
  • Remember to keep player count in mind when making Ancient Realm Trials. With the Example given, it works best with 2-3 players, but a party can be bigger than that. Try to plan ahead of time and figure out exactly how many players will be participating in assisting the Sacred Beast player with their Trial.
  • When using the Ancient Realm DCs, be sure to pick a DC for a specific task and stick to it, regardless of which player does it. It's not fair to target a specific player who's better at skill with a higher DC and simultaneously give a player doing the same task but with a lower skill bonus a lower DC.
  • Here are some great resources if you find yourself troubled in coming up with your own puzzles for Ancient Trials.
Suggested Scaling

Below is a recommended metric for scaling Ancient Realms as the Sacred Beast player progresses through the class mod. Truth be told, I believe these Trials are best at Levels 1-3, as past this point players will have so many more options at their disposal that tracking what they have to structure an Ancient Realm may be too difficult.

  • Level 1: Players should be tested with 1-2 puzzles to overcome, and acquire 1-2 Echoes of Light to complete the Trial.
  • Level 2: Players should be tested with 1-3 puzzles to overcome, and acquire 1-3 Echoes of Light to complete the Trial.
  • Level 3: Players should be tested with 2-3 puzzles to overcome, and acquire 2-3 Echoes of Light to complete the Trial. If you were ever thinking about adding enemy encounters, and haven't done so previously, now would be the level to do so and so on.
  • Level 4: Players should be tested with 2-4 puzzles to overcome, and acquire 2-4 Echoes of Light to complete the trial. These puzzles should get progressively more difficult, and at this stage, large overarcing puzzles should be introduced, if you were ever thinking of adding them.
  • Level 5: Players should be tested with one massive puzzle or multiple small puzzles (3-4). This final Trial should be a mashup of different styles of gameplay, incorporating multiple hazards, encounters, and perhaps some aspects of Silent Realm Trials. The amount of Echoes of Light required to complete the Trial is up to you.
















Silent Realm Trials

Silent Realm Trials are perhaps the best mix of complexity and simplicity. In these Sacred Trials, there is a strong emphasis on stealth, exploration, and maneuverability.

In a Silent Realm there are two primary obstacles to overcome. A complex environment, and creatures known as Twilight Guardians. Twilight Guardians are fearsome adversaries that easily outmatch the strength of a party, to an unfair degree. These adversaries are NOT intended to be fought or defeated. They are Immortal beings that must be navigated around stealthily. If caught red handed, a player can easily be killed by them.

Designing a Silent Realm

Silent Realms should be relatively large in size and feature an open terrain like an open forest or a desert. You could, at higher levels, introduce additional difficulty by making your trials take place in a more condensed space, like a mineshaft or tower.

The environment of a Silent Realms should feature multiple types of obstructions, like large trees, small caverns and hills, perhaps even some traps. The purpose of these obstructions should be to make the terrain harder to navigate for the players, but also provide the players with things to hide behind/use to get away from the Guardians.

Echoes of Light are littered throughout the environment of a Silent Realm. These Echoes are bigger than ones found in Ancient Realms and Twilight Realms, being clearly visible from a moderate distance (250 feet). These Echoes also radiate 10 feet of bright light, making them more detectable.

The difficulty of acquiring Echoes of Light should vary throughout a trial. Some should be extremely easy to get, needing only to walk a few feet from the spawn point or just climb a simple tree, but others should be more difficult to get, like atop a giant hill or in the middle of a set of guardians circling around it in a forest. Perhaps an Echo is along a slope that the players cannot maneuver around like traditional terrain without sliding down, so they must carefully time their movements to jump to get it while they are jettisoning along it.

A good rule of thumb is to place the easier to get Echoes of Light relatively close to the spawn point (say within the first 100 feet), and the Echoes of Light found deeper within the trial should be more difficult to get.

The Guardians of Sacred Trials

The primary mechanic is the Twilight Guardians, which are robotic sentinel-like creatures that do not speak, only act. They patrol around set areas to check to see if a player is within sight. Afterwhich, they will begin chasing down the player they see with great haste, trying to attack and kill them.

There are three types of Twilight Guardians, Brutes, Ghosts, and Watchers. Brutes are the most simplistic guardian. They are large, strong, fast, and wield gigantic weapons that pack a real wallop. These Guardians, due to their simple design, are treated as the most common Twilight Guardian in Sacred Trials, and will likely be the first one the party will ever encounter.

Ghosts are far more interesting in their ability. These Guardians are large creatures that wield two large blades, and they float and hover above the ground. What makes these Guardians more fearsome is that they can phase through walls and surfaces that exist within the environment. They will only do this if necessary to get to a player and cannot attack while doing so. You as the DM may rule that these Guardians cannot phase through surfaces created by the players if you deem this ability too strong, though I would recommend allowing the guardians to deal more damage to these surfaces to compensate and maintain tension.

Watchers are the final Twilight Guardian that players will encounter. Unlike other Guardians, Watchers do not attack, instead they inform. They appear as cloaked ghosts floating high in the air shining light on the ground beneath them with lanterns. These Guardians patrol to catch if there are any players within this light. Be default, if a player so much as steps in their light, they immediately inform ALL Guardians within the Trial of that player's location with a loud shriek, after which they will quickly disappear. You, as the DM, may rule that players can make a saving throw or skill check to maneuver around or even within a Watcher's light without setting off their "Guardian Signal." I would say that this would constitute a Dexterity or Intelligence saving throw, or perhaps a Acrobatics or Perception check. The choice is yours. After a Watcher uses their Guardian's Signal, they disappear.

You can find stat blocks for each Guardian at the end of this section.

Mechanics of Silent Realms

Lastly, there are a few extra mechanics to Silent Realms that are encouraged to be included. Firstly, when players first enter a Silent Realm, they are treated as "entering combat" for the purposes of taking turns. This "combat" lasts a single round. During this round, all Twilight Guardians become stationary, unable to see, move, or even think (As if someone hit their off button). Once this round ends, Twilight Guardians return to their normal functions. This round gives players a moment to breathe before the action really gets going.

Additionally, after this minute, if a player picks up a Echo of Light, all Guardians within 60 feet of them become inactive against losing sight of the player if they had it., The player also regains half of their full movement speed. After taking the Echo of Light, once they next stop moving, the Guardians will reactivate. They will also reactivate if the player takes too long to move (DM's discretion).


Some additional mechanics to include are the Fruit of the Gods and the Waking Water.


  • Fruit of the Gods. A small white fruit that can be found within a Silent Realm. When a player consumes this Fruit, for a brief moment they can see lights within the sky that point them to the general direction of an Echo of Light. The closer they actually are to the Echo of Light, the more precise the location given is. These Fruits can be found on the ground or perhaps in trees at your discretion. The amount of Fruits in a Silent Realm is finite, and the recommended amount of Fruits per Trial is half the number of Echoes of Light present.
  • Waking Water. Red murky water that glows with an ominous light. This water is intended as an obstruction to interfere with the ability of players to get from Point A to Point B, and is placed similarly to how normal bodies of water such as moat or lake. Players can clearly tell if water is Waking Water if they give it a good look. If a player takes a step in Waking Water, all Guardians within 60 feet are made aware of a disturbance in that location and begin rushing to that location. An example puzzle that can be used with Waking Water is the following; In the middle of a small hill is an Echo of Light. Surrounding this hill is a large 20-foot long moat of Waking Water. Periodically, this moat sinks into the earth, revealing normal ground, and reappears shortly after (like low tide and hide tide). Can the players find a way to maneuver quickly during "low tide" to get to the Echo of Light? Or perhaps is there another way?

Final Notes

  • Due to how stealth focused this trial is, you may want to assist players who are not proficient with stealth. Players with no proficiency in Stealth become half/full proficient while within a Silent Realm trial (Your choice).
  • Try to keep your Echoes of Light and Fruits of the Gods spread out throughout the make so players cannot blitz through the Trial. They shouldn't be able to do that anyway due to the way the terrain is suggested to be structured, but this is just a safety precaution.
  • If a party comes in stacked with multiple jutsu that buff speed, ignore difficult terrain, give bonuses, etc, you may need to impose additional penalties such as 1 or 2 less concentration slots, or perhaps adding another guardian.
  • For dynamic events that are time sensitive to complete, such as the Waking Water example, it may be best to refer to the Ancient Realm DCs on the previous page.
  • To keep things interesting, try to establish a theme for your Silent Realms location. Perhaps the first one was a simple field, but maybe this next one takes place across multiple different large islands, surrounded by Waking Water. Possibilities are endless.
  • Verticality is your Best Friend.
  • Twilight Guardians are designed to be rather "dumb" all things considered. They are powerful, but they do not have the greatest range of sight and they don't typically respond to disturbances in the environment, short of things that are non-ignorable such as Waking Water. This is done on purpose to keep players from being extremely overwhelmed, but if you feel your party is up for the challenge, change their statistics as needed.
  • The #MapSharing chat of the N5e dev server is a great place to find maps for Silent Realms.

Suggested Scaling

Below is a recommended metric for scaling Silent Realms as the Sacred Beast player progresses through the class mod. These Trials make great challenges at every level.

  • Level 1: Players need to find a minimum of 4 Echoes of Light, and will need to evade 2 Brutes and 1 Ghost guardian.
  • Level 2: Players will need to find a minimum of 5 Echoes of Light. They will have to face the same number of Guardians as before, but at this level, Waking Water should be introduced. Another Brute or Ghost Guardians should be introduced as well (your choice).
  • Level 3: Players will need to find a minimum of 7 Echoes of Light and in addition to the previous number of Guardians, and the Waking Water, 2 Watcher Guardians will be introduced.
  • Level 4: Players will need to find a minimum of 8 Echoes of Light and in addition to the previous Guardians and hazards, another Guardian, of any type, is introduced.
  • Level 5: Players will need to find a minimum of 10 Echoes of Light. In addition to the previous Guardians and hazards, you are encouraged to add as many Guardians as you see fit. This Sacred Trial should be one for the ages, drastically shaking things up. Perhaps collecting Echoes of Light no longer disables guardians? Perhaps there are no Fruits of the Gods? Or maybe some enemies from Twilight Realms make themselves known?

Twilight Realm Trials

Twilight Realm Trials are the most simplistic of all Trials. In these Sacred Trials, there is a strong emphasis on combat. Players will have to maneuver around an environment and locate enemies to destroy, plundering Echoes of Light from their ashes. Once all Echoes of Light have been collected, the party successfully completes the Sacred Trial.

There will be stat blocks provided for basic enemies that can be found in Twilight Realms, but DMs are encouraged to throw whatever they desire to make their party suffer (joke). Will you expand upon the alien mythos of Sacred Trials and create additional monsters for this environment? Or will you use the strange otherworldly aspects to surprise the players with corrupt versions of enemies they know from the real world, even ones that they have defeated before? Your call.

The Environment of a Twilight Realm

A Twilight Realm should be a standard map for exploration, similar to Silent Realms. There should be reasonable expectation of varying terrain, verticality, perhaps even different zones of the map. For Silent Realm Trials, it was recommended to use vast open space maps. For Twilight Realms, this can be done without much effort. A forest or desert would work fine. But it's recommended to introduce more "clutter" in a sense. A map that takes place in a city placed inside of a gorge in a valley. A giant colosseum with multiple levels and underground network. Etc.

Combat is very fun, but what makes a fight really special is the arena that it takes place on and the multitude of different interactions the battler can have with the environment (Think of Naruto and Sasuke's battle in the Valley of the End. They are found on edges of the valley, on top of the extremely tall statues, and on the water near the waterfalls. An iconic area.)

Encounters in a Twilight Realm

The area of a Twilight Realm is littered with monsters. Some monsters travel alone, while others travel in packs. Some monsters can be seen from afar, while others lie in waiting for a player to step on the right spot before they make an attack.

It is highly recommended that you let players find the encounters you have set up for this trial, as opposed to just throwing them at the party from the get go. Of course, if a party is taking too long in one area and is holding up the session, be more than willing to move an encounter to be right within 5 feet of them to get things moving.

When a monster in a Twilight Realm dies, they drop 1 Echo of Light.

Shadow Insects (Optional)

In the previous version of Sacred Beast of Twilight, Echoes of Light (formally called Wisps of Light), could be plundered from specific enemies known as a Shadow Insects. These "small" bugs (the size of a small dog) were the sole creatures in the entirety of the Twilight Realm that could drop Echoes of Light when defeated. These insects scamper away from players and hide within the environment to keep away from them, similar to how mice behave. They could be under a box, they could be buried under clearly disturbed ground. They could be hiding on the roofs of buildings, etc.


  If you would like to add more exploration to Twilight Realms, you may opt to use Shadow Insects to bear the Echoes of Light. Encounters with "normal" enemies will still occur, but now they aren't the main objective and the party will have to use their brains more.

Shadows Insects are capable of flight and have fluttery wings. As such, they tend to make a lot of noise. You can use this in conjunction with stealth checks from the Shadow Insects or Perception checks using the Ancient Realm DCs to give players a way to find these annoying creatures more easily.

Final Notes

  • If you are intrigued with the idea of using Shadow Insects, definitely watch the video from the intro section for the Types of Sacred Trials to get a better example of how they work.
  • You may be tempted to restrict your players more so than normal to be better equipped to face your encounters more fairly. I personally would discourage this, as remember that the base effects of being in a Sacred Trial more than nerf the players for this type of mission, so there will always be a lot of tension.
  • Verticality is your Best friend.
  • The format for a Twilight Realm trial is very basic. This is done on purpose, as the point is to fight enemies which is very simple. Feel free to mix things up with more complex terrain, dynamic events like weather or natural disasters, mechanics from Ancient Realms or Silent Realms. You got this!
  • The #MapSharing chat of the N5e dev server is a great place to find maps for Silent Realms.
Suggested Scaling

Below is a recommended metric for scaling Twilight Realms as the Sacred Beast player progresses through the class mod. These Trials make great challenges at every level.

  • Level 1: The party must defeat 5 enemies, of any classification you see fit, across 1-2 encounters.
    • With Shadow Insects: There will be at least 2 encounters comprising of at least 2 enemies each, and 3 Shadow Insects to defeat.
  • Level 2: The party must defeat 7 enemies, of any classification you deem fit, across 1-3 encounters.
    • With Shadow Insects: There will be at least 3 encounters comprising of at least 2 enemies each, and 4 Shadow Insects to defeat.
  • Level 3: The party must defeat 9 enemies, of any classification you deem fit, across 2-3 encounters.
    • With Shadow Insects: There will be at least 3 encounters comprising of at least 2 enemies each, and 6 Shadow Insects to defeat.
  • Level 4: The party must defeat 10 enemies, of any classification you deem fit, across 2-4 encounters.
    • Shadow Insects: There will be at least 4 encounters comprising of at least 2 enemies each, and 7 Shadow Insects to defeat.
  • Level 5: This final trial is special. I believe it would be best for a singular encounter with an extremely hard boss, regardless if Shadow Insects are being used. I have provided an example of a boss I feel would be fitting, the Calamitous Dark Beast.


Brute Guardian

S-Rank, Large Construct, Striker, Twilight Guardian, Prof = (4 + Level of Trial)


  • Armor Class 19 + (2 x Level of Trial)
  • Hit Points (150 x # of players) x Level of Sacred Trial
  • Speed 35 + (5 x Level of Trial) feet
  • Initiative +6 + (2 x Level of Trial - 2)

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 10 (+0) 16 (+3) 12 (+1)

  • Saving Throws Half proficiency (ALL)
  • Skills Half Proficiency (ALL)
  • Damage Resistances Necrotic, Poison
  • Damage Immunities Non-Chakra enhanced damage
  • Condition Immunities All Mental, Bleeding, Exhaustion, Petrified, Poisoned
  • Senses Passive Perception 15 + three times the level of Sacred Trial, Dark Vision (30ft)

(Level 1+) Immutable Form. You are immune to jutsu or effects that would alter your form.

(Level 1+) Guardian. You cannot be killed. When you would be reduced to 0 hit points, you become motionless and inactive for 1 minute, after which you come back with half of your hit points restored.

(Level 1+) Iconic Power. Treat Immunity as Resistance. Ignore Resistance. Damage Reduction is always treated as half its value against your damage.

(Level 2+) The Trial's Test. For each level of Sacred Trial above 1st, increase all of your ability scores by +2.

(Level 2+) Can't Hold Me Down. Your movement speed cannot be reduced below 15 feet. Additionally, you have advantage on saving throws or ability checks to resist and end the Grappled, Restrained, or Prone conditions.

(Level 3+) Twilight Vision. Your Darkvision is doubled, and you gain an equal amount of Blindsight and Chakra Sight.

(Level 3+) Problematic Obstacle. You add your full proficiency bonus to all skill checks and saving throws. Additionally, you have resistance to all damage, and immunity to damage types you were already resistant to.

(Level 4+) Charger. If you move more than half your maximum movement in a straight line towards your target, make your melee attack roll with advantage. On a hit, you knock your target prone in addition to any other effect.

(Level 4+) Brutish Strength. You cannot make any d20 with disadvantage.

(Level 5+) Endgame. You are immune to all conditions.

Actions

(Level 2+) Multiattack. You can make up to two attacks with your Great Mace, or up to three attacks if your Rage is active.

(Level 1+) Great Mace. Melee Weapon Attack: STR + Prof to hit, Reach 15 feet, one target. Hit: Xd10 + STR in bludgeoning damage, where X equals double the level of the Sacred Trial.

(Level 3+) Guardian's Rage. As a bonus action, while you are Bloodied, you enter a state of Rage. You emit a red aura, increasing your Strength score by your proficiency bonus, you double your movement speed, and your critical threat range by +2. This rage lasts for one minute and can only be used once per trial. Once this Rage ends, you are Slowed for the rest of the Trial.


Sky Guardian

S-Rank, Large Construct, Lurker, Twilight Guardian, Prof = (4 + Level of Trial)


  • Armor Class 19 + (2 x Level of Trial)
  • Hit Points (125 x # of players) x Level of Sacred Trial
  • Speed 30 + (5 x Level of Trial) feet (flying/hovering speed)
  • Initiative +5 + (2 x Level of Trial - 2)

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 12 (+1) 16 (+3) 10 (+0)

  • Saving Throws Half proficiency (ALL)
  • Skills Half Proficiency (ALL)
  • Damage Resistances Necrotic, Poison
  • Damage Immunities Non-Chakra enhanced damage
  • Condition Immunities All Mental, Bleeding, Exhaustion, Petrified, Poisoned
  • Senses Passive Perception 16 + three times the level of Sacred Trial, Blindsight (30ft)

(Level 1+) Immutable Form. You are immune to jutsu or effects that would alter your form.

(Level 1+) Guardian. You cannot be killed. When you would be reduced to 0 hit points, you become motionless and inactive for 1 minute, after which you come back with half of your hit points restored.

(Level 1+) Iconic Power. Treat Immunity as Resistance. Ignore Resistance. Damage Reduction is always treated as half its value against your damage.

(Level 2+) The Trial's Test. For each level of Sacred Trial above 1st, increase all of your ability scores by +2.

(Level 2+) Sage's Slice. When you score a critical hit with your Twinblades, you may make one additional attack with them against a different target within range, once per round.

(Level 3+) Twilight Vision. Your Blindsight is doubled, and you gain an equal amount of Chakra Sight and Tremorsense.

(Level 3+) Problematic Obstacle. You add your full proficiency bonus to all skill checks and saving throws. Additionally, you have resistance to all damage, and immunity to damage types you were already resistant to.

(Level 4+) Ghost of Twilight. You no longer require a Recharge for your Body Phasing ability, and while this ability is active, you may hide as a bonus action. Creatures cannot spot you with passive perception while hidden.

(Level 4+) Mark of Twilight. As a bonus action, select one creature you can see. This creature gains one rank of Slowed so long as they remain within your line of sight.

(Level 5+) Endgame. You become immune to all conditions.

Actions

(Level 2+) Multiattack. You can make up to two attacks with your Twin Blades.

(Level 1+) Twin Blades. Melee Weapon Attack: Dex + Prof to hit, reach 10ft., one target. Hit: Xd6 + Dex in slashing damage, where X equals double the level of the Sacred Trial. On a hit a creature must succeed a Dexterity saving throw at disadvantage (DC = Prof + Dex + 9) or gain two ranks of Lacerated.

(Level 2+) Body Phasing (Recharge 3-4). As an action, you are able to turn your body intangible while keeping your full senses. While intangible you automatically phase through any obstruction and become immune to all conditions until the start of your next turn.

Twilight Guardians, by nature of their design and the intention of Silent Realm trials, are NOT intended to be fair to fight. They are first and foremost meant to make players run and make players hide from them. This being stated, it is recommended due to their overwhelming statistics that you add additional "Weaknesses" to their stat blocks to give players more of an edge, if you feel they need it. This can also help diversify same-type Guardians from each other, adding more complexity and personality to your Trial. Below are some examples of features that could be given;

  • Blind. This guardian is blind and relies on sound to get around, the guardian is permanently under the blinded condition but gets a blindsight of 60ft, if any creature makes even the faintest of sound within this range the guardian instantly pick up on it and probably begins to attack the area regardless of what made the noise.
  • Shortsighted. This Guardian's visual range is limited to only 100 feet. Anything beyond this range cannot be seen by them.
  • Overexertion. When this Guardian moves more than half their movement speed in a single turn to chase a creature, they must make a Strength check vs. the Save DC attributed to the Sacred Trial's level in from the Ancient Realm Trials section. Brutes use High Skill DCs, while Ghosts and Watches use Average Skill DCs.
  • Vulnerability. This Guardian is vulnerable to one or more damage types and saving throws accompanied by those damage types. Players can discern what damage types a guardian is weak too with specific details. Perhaps a Guardian weak to chakra or lightning damage occasionally short-circuits. Perhaps a Guardian weak to cold damage avoids water and Waking Water. Perhaps a Guardian weak to bludgeoning has multiple dents in its frame, etc.
  • Weak Point. On this guardian, there is a weak point that when struck, deactivates the Guardian for 30 seconds. This weak point can be as obvious as you want. Perhaps there's a foreign eye on its back. Perhaps there's a button hidden on their wrist. Whatever the case may be, you must decide whether players can hit this weak point. An attack roll that always has disadvantage? An AoE of a specific damage type? A skill check?
  • Push Through. If you lose the ability to mold chakra, or if you are dealt damage or given conditions, from Arts or high ranking jutsu (Dm's Discretion), your condition immunities are treated as resistance (advantage), and damage ignores your resistance and treats immunity as resistance.
  • Dormant. Guardians can only be given this trait in a Silent Realm where Watchers are present. You lie dormant until a Watcher notices an intruder (player), or an intruder touches Waking Water. (It is recommended that DMs both increase and buff Watcher summons if using this trait. Fun Fact: This trait is canon to the game where Silent Realms come from. The Legend of Zelda: Skyward Sword).

Watcher Guardian

S-Rank, Construct, Controller, Twilight Guardian?, Prof = (4 + Level of Trial)


  • Armor Class 15 + (2 x Level of Trial)
  • Hit Points (Level of Trial + # of Players) x Proficiency
  • Speed 60 + (5 x Level of Trial) feet (flying/hovering speed)
  • Initiative + (2 x Level of Trial)

STR DEX CON INT WIS CHA
3 (-3) 12 (+1) 10 (0) 16 (+3) 18 (+4) 13 (+1)

  • Saving Throws Half Proficiency (STR, DEX, CON), Full Proficiency (INT, WIS, CHA)
  • Skills Proficient in Perception and Insight
  • Senses Passive Perception 20 + (2 x Level of Trial), Chakra Sight (15ft)
  • Condition Immunities All Mental

Ghostly Light (Level 1+). Choose between Blue Light or Yellow Light. This is the color of light your Lantern emits, and non-guardian creatures that would enter or start their turn within range of your Lantern's Dim Light must make a flat d20 check vs. a DC 10, or suffer a specified effect until the start of their next turn. If the creature is instead in range of your Bright Light, they immediately make this check and have disadvantage.

  • Blue Light: On a failed check, creatures lose the ability to mold chakra.
  • Yellow Light: On a failed check, creatures have their movement speed reduced to 0.

Watcher's Lantern (Level 1+). You carry a small lantern that emits 15 feet of Bright Light and 30 feet of Dim Light. If you ever spot a non-guardian in your bright light, you immediately use your Guardian Signal Action and cease existing.

Immutable Form (Level 1+). You are immune to jutsu or effects that would alter your form.

Eyes of Twilight (Level 2+). Your Chakra Sight becomes True Sight.

Twilight Insurgent (Level 3+). When you spot a creature outside of your Bright Light, you may use your reaction which you can use to move up to half your movement speed.

Alarm (Level 4+). When you take damage, if you are not instantly killed you may use your Guardian Signal as a reaction.

Endgame (Level 5+). Increase both radius' of light from your Watcher Lantern by +15 feet.

Actions

Guardian Signal. Upon spotting a creature with your Watcher Lantern's bright light, you let out a loud screech,
altering all Brute and Sky Guardians to the
detected creature's presence and
their exact locations. All of these
guardians may use their reaction
to move up to their full movement
speed and make one weapon
attack against a creature within
weapon's range. After using
this Action, you cease
existing, disappearing
like a ghost.


Twilight Realm Creatures

Creatures of the Twilight Realm largely consist of foes from the real world being represented by the mysterious essence of Twilight and emboldened by its power. You may use any stat blocks you possess to construct encounters for Twilight Realm Trials, though their appearance should be darker with markings of Twilight around them. They also should be stronger than normal, such as having increased damage, additional traits, higher attack bonuses and Save DCs. If you would like a number to use for reference, the Trial Level (X) should be suitable enough to determine these bonuses (+2X to damage rolls, +X traits, +X to ATK/DC, etc). Also, keep in mind that each defeated enemy should drop an Echo of Light, unless you are using the Shadow Insect rule.

If you are using the Shadow Insect rule, here is a provided stat block.



Shadow Insect

D-Rank, Tiny or Small Monstrosity, Minion,
Lurker, Pest, Prof = (4 + Level of Trial)


  • Armor Class 12 + (2 x Level of Trial)
  • Hit Points 20 + (4 x Level of Trial)
  • Speed 55 + (10 x Level of Trial) [Walk/Burrow]

STR DEX CON INT WIS CHA
8 (-1) 26 (+8) 12 (+1) 4 (-3) 18 (+4) 6 (-2)

  • Saving Throws Half Prof (All but DEX), Prof (DEX)
  • Skills Proficient in Acrobatics & Perception, Expertise in Stealth
  • Condition Resistances Grappled, Restrained, Prone
  • Condition Immunities Poison, Slowed
  • Senses Passive Perception 18 + Level of Trial, Darkvision 120ft, Tremor Sense 120ft.

Camouflage (Level 1+). While hidden, creatures cannot spot you with passive perception.

Hidden in Plain Sight (Level 1+). You can attempt to hide even when in partial cover or while lightly obscured.

Insect Wings (Level 2+). You gain a flying speed equal to half your movement speed.

Sneak Attack (Level 2+) (1/Life). When you hit a creature with an attack while in stealth, increase the damage dealt by Xd8 (X= 2 x Level of Trial).

Cover of Twilight (Level 3+). You cannot be seen with chakra sight, and cannot be sensed by Tremor Sense or Thermal Vision (You can still be seen normally, but these special senses cannot detect you).

Shadow Step (1/Life) (Level 4+). As a reaction, teleport to the shadow of a creature you can see and take the Hide action.

Endgame (Level 5+). Gain advantage on Stealth checks.

Actions

Ram. Melee Weapon Attack: Dex + Prof to hit, reach 10 feet, one target. Hit: 5 x Level of Trial in bludgeoning damage. On a hit the target is knocked prone.

Electric Discharge. You fire an orb of lightning. Ranged Weapon Attack: Dex + Prof to hit, reach 60ft., one target. Hit: 3 x Level of Trial in lightning damage and the target is Shocked.



Calamitous Dark Beast

S-Rank, Gargantuan Demon, Epic Controller, Solo, Demon of Twilight, Prof +9
Level: 19, Tenacity Die: 4 + (4 x # of players)


  • Armor Class 27 + # of players, DR 5 + (2 x # of players)
  • Hit Points 717 + (717 x # of players)
  • Twilight Sage Chakra 300
  • Speed 120ft, Initiative +16

STR DEX CON INT WIS CHA
26 (+8) 18 (+4) 21 (+5) 22 (+6) 24 (+7) 16 (+3)

  • Saving Throws Str +19, Dex +11, Con +17, Int +14, Wis +19, Cha +10
  • Skills Athletics +28, Acrobatics +13, Chakra Control +23, Illusions +25, Insight +16, Intimidation +21, Martial Arts +17
  • Damage Vulnerabilities (only +50% damage, not +100%) Force
  • Damage Resistances Bludgeoning, Piercing, Slashing, Poison
  • Damage Immunities Necrotic
  • Condition Immunities All Physical (excluding Dazed), All Mental, Exhaustion
  • Senses Passive Perception 17, True Sight 60ft, Blindsight 120ft

Aura of Calamity (15ft). Creatures who start their turn within range take 19 force damage and must succeed a Charisma saving throw or gain 1 rank of Fear against you. If facing 2+ players, creatures also take this damage and make this saving upon entering this range.

Calamitous Strike. When a creature fails a saving throw against the Dark Beast, they are temporarily crippled, unable to cast Jutsu or Arts that require the (M) component until the end of their next turn. Additionally, if the Dark Beast would knock a creature back on a hit or failed saving throw, the target(s) are knocked back twice as much distance.

Dark Gamble. The Dark Beast can initiate a clash with a creature's Jutsu/Art as a reaction, using any of its listed attacks or Arts. The triggering creature makes their Clash check with a -1d4 penalty. If the triggering creature succeeds their Clash against the Dark Beast using Martial Arts for their Clash check, they knock the Dark Beast prone, ignoring its immunity.

Great Cleave. When you score a hit with a melee weapon attack, up to two additional creatures within 5 feet of the target suffer the effects of the attack, if you scored a hit.

Iconic Power (If facing 2 + players). The Dark Beast ignores resistance, treats immunity as resistance, and ignores half of all damage reduction.

Siege Master. The Dark Beast deals quadruple damage to structures, constructs, and objects. A Sacred Beast Puppet Tool is immune to this trait.

Vengeful Fury. When Bloodied, the Dark Beast enters a rage, doubling its movement speed, granting it a +2 to critical threat range, and a -4 to AC for the remainder of combat.

Weak Point. On the Dark Beast's forehead there is a large gemstone which supplies the Dark Beast with the power of Twilight. While it cannot be removed, a creature can choose to announce a Called Shot and target the gemstone with a ranged attack, always rolling at disadvantage. On a hit, the Dark Beast falls prone (ignoring its immunity) until the end of the current turn (or until the start of its next turn, if the hit was a critical hit).
 On the Dark Beast's belly there is a large scar which radiates with a sacred white glow, causing melee attacks that hit the Dark Beast while prone to ignore its resistances and DR, and once per turn, deal an additional 19 damage.

Dark Beast Clan/Role Passives

Demon of Twilight. The Dark Beast is immune to Social Interaction, cannot lose the ability to mold chakra or use the (M) Component, and can spend 1 Tenacity die to gain +19 DR until the end of the current turn. The Dark Beast is vulnerable to Jutsu/Arts with the Fuinjutsu keyword and cannot spend more than 1 Tenacity Die to resist such Jutsu/Arts.

Pressure of Darkness. Hostile creatures halve any dice-based bonuses they would receive from jutsu or Arts to saving throws made to resist conditions the Dark Beast would inflict (Ex. Bless). If facing 2+ players, creatures instead cannot add such bonuses at all.

Stolen Twilight Power. When the Dark Beast deals damage with an attack or saving throw, it increases the damage dealt by +19 up to two times per turn, per creature. Additionally, the Dark Beast cannot make Strength or Constitution saving throws at disadvantage.

Twilight Arts

Twilight Arts. +25 to hit (Twilight Art Save DC 28)

Twilight Art Techniques (Cost: 15). Dark Energy Attack, Dark Shadow Burst, Dark Shrouding Strike, Midnight Eclipse, Midnight Warp, Majora's Wrath, Shards of Twilight, Twilight Ruin

Actions

Multiattack X. The Dark Beast can make up to X attacks, using any of its listed attacks (X = 3 + (# of players/2 (Min. 0)).

Dark Claws. Melee Weapon Attack: +18 to hit, reach 10ft., one target. Hit: 4d6+8 slashing damage. On a roll of a 16-20, the target is knocked back 15 feet and gains a rank of bleeding (The Dark Beast may chase the creature without expending its movement.)

Gore. Melee Weapon Attack: +18 to hit, reach 5ft., one target. Hit: 3d10+8 piercing damage. On a roll of 2 8-10s on this attack's damage die, the target is knocked upwards 15ft and gains one rank of Weakened.

Dark Charge (Recharge 3-4). The Dark Beast up to its full movement speed, ramming itself into any targets. This attack can be Clashed with a Martial Arts contest. Area Weapon Attack: DC 27 Dexterity, all targets in its path. Critical Success: The target moves out of the way, suffering no damage or effects. Success: Half damage, no effects. Failure: 10d6+8 piercing damage, Dazed, +1 ranks of Bruised, +10ft of knockback. Critical Failure: Same effects as a failure, prone, +10ft of knockback.

Dark Gate (Recharge: 3 Tenacity Die + 1 Round). As a reaction (or as part of using the Twilight Warp Art, in place of Counter/Defend), the Dark Beast charges forward, dispersing into Twilight and entering a pocket dimension where it cannot attack nor be targeted. Numerous portals of Twilight appears throughout the battlefield, and all creatures can sense that the Dark Beast is readying to charge from one of these portals. 10 Portals appear in total. The Dark Beast then charges out of one of these portals and uses its Dark Charge attack, increasing the damage dealt by 1 step, regardless of whether it is recharged or not. Before the Dark Beast charges, the party must make a Group Wisdom or Intelligence ability check (See Chapter 6 of the S.H.B) vs a DC 16. If the party succeeds, they are able guess which portal the Dark Beast emerges from in time and gains advantage on the saving throw against the attack. Additionally, one party member on a success gains an additional reaction until the conclusion of the attack, which they can use to either make a Ranged Attack at the Dark Beast or clash it using their Martial Arts as it charges. If this ranged attack is a Called Shot at the Dark Beast's weakpoint, they do not make their attack at disadvantage (but cannot gain advantage). If a clash is used, they gain advantage on the Clash check. If the party fails, they cannot benefit from a reaction against this attack. Regardless, if the Dark Beast is not stopped as it makes this attack it disappears into another portal, repeating this cycle up two more times.

Legendary Actions (# of players - 1)

The Dark Beast can take the following legendary actions. Only one legendary action can be used at a time, at the end of another creature's turn. The Dark Beast regains its actions at the start of his turn.

Attack. The Dark Beast can use any of its listed attacks, or spend an additional Legendary Action to cast a Twilight Art Technique with a casting time of one action or bonus action.

Teleport. The Dark Beast disperses into black rectangles of Twilight Sage Chakra, reappearing in a space within its movement speed.

Reaction. The Dark Beast can take an additional reaction, up to 1 reaction per triggering creature's turn.

The Sage's Shade

The Sage's Shade is the lingering spirit of the Twilight Sage recorded in legend. After reigning victorious in a hard fought war alongside their allies and their Sacred Beast, the Twilight Sage mysteriously vanished alongside their best friend, becoming a shadow of what they once were.

You and your Sacred Beast's dedication to mastering Twilight Energy has reawakened the spirit of the Twilight Sage and the Sacred Beast of yore, and now the Sage wants nothing more than to test your might to see if you are truly capable of wielding the power of Twilight. If the Sage deems you worthy, then they shall pass on their knowledge of Twilight Sage Chakra, sharing techniques that had been lost to time.

Below are the statistics for both the Sage's Shade, and the Sacred Beast of yore. These two always fight together, their fighting styles complementing each other perfectly. In earlier drafts of this Class Mod, this fight was designed to be 2v2, the Player and their Sacred Beast vs. the Sage's Shade and their Sacred Beast. While this can still be done, the stat blocks provided shall be designed to scale so that some or the entire party can fight the Sage's Shade together.

Using the Sage's Shade and the Sacred Beast of Yore

The Sage's Shade and the Sacred Beast of Yore are masters of combat. They are similar in that they are adept at using Bukijutsu and Inuzuka Hijutsu, as they both hailed from this clan in life.

They will always fight together, but they specialize in different areas. The Sage's Shade is more aggressive, an up close and personal fighter. While the Sacred Beast of Yore can perform well in close-quarters combat, it prefers to fight at more a distance, using its techniques to debilitate its opponents and support their master from a distance.

Offensively

When playing offensively, the Sage's Shade will primarily attack using their sword and shield, focusing on utilizing their unique sword techniques and Bukijutsu to focus on dealing with a single opponent at one time. The Sage's Shade will trust and rely on the Sacred Beast of Yore to focus on crowd control, dispersing and managing multiple opponents at once to keep the heat of battle evenly distributed between the two of them.

Defensively

When playing defensively, both the Sage's Shade and Sacred Beast of Yore prefer to stand their ground, with the Sage's Shade preferring to use reactions that provide a strong defense and offense, while the Sacred Beast will utilize more techniques to amplify their defenses.

If either senses they are becoming overwhelmed, they will regroup if afar and reassess the situation.


Scaling the Encounter

The battle between the Sage's Shade and the Sacred Beast of Yore is unique in that while necessary to attain full completion of the class mod, it is not mandatory. This encounter can occur at 3rd or 4th level of this class mod.

Within the statistics for the Sage's Shade and Sacred Beast of Yore, multiple bonuses such attack bonuses, skill bonuses, DCs, etc, will have two values listed, separated by the following symbol "|". The value on the left is intended for if this encounter occurs at 3rd of this class mod, and the value on the right for the 4th level of this class mod.

Note that these values are calculated with the Minimum Level Requirements for 3rd and 4th level in mind (3rd level = Character Level 12, 4th level = Character Level 15), so if you as the DM are not following the minimum level at your table, you will likely need to do some adjustments.



Sage's Shade

S-Rank, Sage Creature, Elite, Iconic Striker, Sage's Shade, Prof +6/8
Level: 12/16, Tenacity Die: 6/8


  • Armor Class 26/28 (Sage's Armor), DR (4/7) + # of players
  • Hit Points 510 + (# of players x 256) / 716 + (# of players x 359)
  • Twilight Sage Chakra 72 + (# of players x 8) / 128 + (# of players x 12)
  • Speed 70ft, Initiative +9/+11 (advantage)

STR DEX CON INT WIS CHA
20/28 (+5/+8) 18/20 (+4/+5) 16/18 (+3/+4) 16/18 (+3/+4) 20/22 (+5/+6) 16/18 (+3/+4)

  • Saving Throws Str +7/+16, Dex +9/+12, Con +5/+7, Int +5/+7, Wis +10/+13, Cha +8/+11
  • Skills Athletics +17/+26, Acrobatics +18/+21, Chakra Control +15/+20, Insight +17/+22, Intimidation +9/+12, Martial Arts +17/+26, Perception +11/+14, Persuasion +15/+20
  • Damage Resistances Non-Chakra Enhanced Damage, Acid
  • Damage Immunities Chakra, Necrotic, Poison
  • Condition Resistances Dazed, Incapacitated, Stunned, Genjutsu
  • Condition Immunities Berserk, Bleeding, Bruised, Charmed, Dazzled, Exhaustion, Frightened, Poisoned
  • Senses Passive Perception 21/24, Chakra Sight 120ft/240ft.

Ancient Hero. As part of casting a Senjutsu or Art, the Sage's Shade may make one weapon attack, using any of their listed attacks. Additionally, the Sage's Shade ignores up to 10 DR twice per turn, per creature, and all temporary hit points, once per turn.

Champion of Twilight. As a bonus action after taking the attack action, the Sage's Shade can make two attacks using any of their listed attacks. Alternatively, the Sage's Shade can cast a Senjutsu with the Bukijutsu keyword with the casting time of one action, as a bonus action (forgoing half the bonus of Sacred Casting).

Mission to Find a Successor. The Sage's Shade does not deal lethal damage, and is immortal. When the Sage's Shade and Sacred Beast of Yore reach 0 hit points, they will both end the encounter and be restored to their full hit points.

Sacred Casting. The Sage's Shade uses Twilight Sage Chakra in place of normal chakra for Jutsu they cast. Jutsu cast with Twilight Sage Chakra are classified as Senjutsu, and can use the Shade's Twilight Art Attack Bonus and Save DC, and gain a +2/+4 increase the number of damage, healing, temporary hit point or damage reduction dice.
 Also, Twilight Art Techniques the Sage's Shade uses are cast by the Shade themselves, not the Sacred Beast of Yore, as they possess the knowledge to use Twilight Sage Chakra themselves.

Tears of the Kingdom. The Sage's Shade gains a +3/+6 to all damage rolls. Creatures who would take a reaction to mitigate an attack or effect produced by the Sage's Shade must spend an additional amount of chakra equal to Shade's proficiency bonus in order to gain the benefits of their reaction (If the reaction does not cost chakra, they must spend twice the Shade's proficiency).

Unbreakable Will. The Sage's Shade cannot be controlled
against their will. Also, if the Sage's Shade would make an
attack roll or saving throw with a penalty to their roll
(including disadvantage), they can spend 4 Twilight Sage
Chakra to negate penalties for the roll (as long as the
Sacred Beast of Yore is not at 0 hit points, this trait
instead costs 2 Twilight Sage Chakra).

Twilight Sage Passive(s)

Beast's Best Friend. Once per round the Sage's
Shade regains 2d6 Twilight Sage Chakra. The
Shade can split the chakra gained between
themself and their Sacred Beast however
they wish.

Rival Duo. When the Sage's Shade or Sacred Beast of Yore cast a Senjutsu/Art with the Combo keyword, the other can use their reaction to cast a jutsu/Art with the Finisher keyword in place of the other, ignoring range and listed casting time. Additionally, the Sage's Shade and Sacred Beast of Yore can spend an additional 4 Twilight Sage Chakra to cast a Twilight Art Technique in place of a Finisher, treating the Art as a finisher.

Master Swordsman. As a free action, the Sage's Shade may activate the Purifying Blade Twilight Art for the remainder of combat. The Sage's Shade cannot lose concentration of this Art this way. If the Shade becomes Bloodied, this passive activates automatically if not already active (The Shade, in the first encounter, will likely not use this ability or at the least, until much deeper in the fight).
(16th level only): While Purifying Blade is active, the Sage's Shade gains a +2 all saving throws and Save DCs.

Senjutsu & Twilight Arts

Twilight Arts. +17/+21 to hit (Twilight Art Save DC 21/23)

D-Ranks (Cost: 1). Four Legs Technique, Tunneling Fang, 3-Point Pierce, Weapon Deflect

C-Ranks (Cost: 2). Fang Over Fang, Fang Tearing Fang, Afterglow, Falling Blade, Heaven Cutter, Shockwave Slash

B-Ranks (Cost: 3). After-Image Technique, Ichimonji, Whirlwind Strike

A-Ranks (Cost: 4). Fatal Blow, Elemental Backlash, Sakura Twister, Reversal

S-Ranks (Cost: 5). Living Force

Twilight Art Techniques (Cost: 7). Purifying Blade, Shards of Twilight, Wilderness' Agility, Wilderness' Fury

Actions

Multiattack 3/4. The Sage's Shade makes 3/4 attacks, using any combination of their listed attacks.

Sage's Blade. Melee Weapon Attack. +16/+21 to hit, reach 5ft, one target. Hit: 17 (2d8+8) / 27 (3d8+13) slashing damage. This weapon scores a critical hit on a 17-20 for any attack that includes it, and on a critical hit the target gains 2 ranks of Lacerated.

Shield Bash. Melee Weapon Attack. +16/+21 to hit, reach 5ft, one target. Hit: 14 (1d10+8)/ 29 (2d10+13) Bludgeoning damage. On a hit the target must succeed a DC 21/23 Strength saving throw or become Bruised and knocked back 15ft (The Sage's Shade may chase the target without spending their speed). On a critical hit, the target automatically fails this saving throw.

Shield Block. As a reaction, the Sage's Shade raises their shield to block an incoming attack or effect. Gain resistance to the triggering damage (if any) and reduce the damage further by 5d10. If the Sage's Shade does not take damage, they do not make any saving throws that may come alongside the damage or effect.

Elite Actions

The Sage's Shade can take one Elite Action at the end of another creature's turn, once each round to do one of the following or can spend their Elite Action to gain an additional reaction. The Sage's Shade regains spent Elite Actions at the beginning of each of their turns.

    Attack. The Sage's Shade makes two attacks using any of     their listed attacks, or cast a Senjutsu of B-Rank or lower.

    Move. The Sage's Shade moves up their full movement     speed.

    Command. The Sage's Shade commands the Sacred Beast      of Yore to move and take an Action (or Bonus Action).

     Senpo: Twilight Serenades. The Sage's Shade takes out a      musical instrument and plays any Song from the Senpo:      Twilight Serenades Art (prefers Elegy of War). If the       Sacred Beast of Yore is not at 0 hit points, they perform    the Song together, gaining the Song's Symphony         effect.



Sacred Beast of Yore

S-Rank, Sage Creature, Elite, Iconic Defender, Sacred Beast of Yore, Prof +6/8
Level: 12/16, Tenacity Die: 6/8


  • Armor Class 28/31 (Natural Armor), DR (3/5) + # of players
  • Hit Points 557 + (# of players x 279) / 780 + (# of players x 391)
  • Twilight Sage Chakra 100 + (# of players x 10) / 150 + (# of players x 20)
  • Speed 100ft, Initiative +11/+13

STR DEX CON INT WIS CHA
18/20 (+4/+5) 22/24 (+6/+7) 18/20 (+4/+5) 20/22 (+5/+6) 18/20 (+4/+5) 16/18 (+3/+4)

  • Saving Throws Str +7/+9, Dex +12/+15, Con +10/+13, Int +8/+10, Wis +10/+13, Cha +6/+8
  • Skills Athletics +10/+13, Acrobatics +18/+23, Chakra Control +17,+22 Insight +10/+13, Intimidation +15/+20, Perception +16/+21 (advantage on checks that rely on sight/smell).
  • Damage Resistances Non-Chakra Enhanced Damage, Necrotic
  • Damage Immunities Chakra
  • Condition Vulnerability Blinded, Dazzled
  • Condition Resistance Fuinjutsu
  • Condition Immunities Berserk, Charmed, Exhaustion, Frightened, Incapacitated, Stunned
  • Senses Passive Perception 26/31, True Sight 30ft/60ft

Breath of the Wild. The Sacred Beast of Yore ignores difficult terrain and takes no damage on a successful saving throw against an area of effect. The Sacred Beast also gains an extra reaction per round.

Force of Nature. The Sacred Beast of Yore has advantage on checks to maintain concentration, and excludes the Sage's Shade from suffering any negative effects from its attacks, senjutsu, and Arts. Additionally, once per round, hostile creatures who make a saving throw against the Sacred Beast's Jutsu/Arts roll with a -1d4 penalty.

Guardian Spirit. While the Sacred Beast of Yore has the Sage's Shade in their sight, the Sage's Shade cannot be knocked prone and has advantage on saving throws to resist physical conditions.

Mission to Find a Successor. The Sacred Beast of Yore does not deal lethal damage, and is immortal. When the Sage's Shade and Sacred Beast of Yore reach 0 hit points, they will both end the encounter and be restored to their full hit points.

Sacred Casting. The Sacred Beast of Yore uses Twilight Sage Chakra in place of normal chakra for Jutsu they cast. Jutsu cast with Twilight Sage Chakra are classified as Senjutsu, and can use the Sacred Beast's Twilight Art Attack Bonus and Save DC, and gain a +2/+4 increase the number of damage, healing, temporary hit point or damage reduction dice.

Unbreakable Will. The Sacred Beast of Yore cannot be controlled against their will, and has advantage on saving throws to resist Fuinjutsu.

Sacred Beast of Twilight Passive(s)

Sacred Beast's Persistence (3/Combat). When the Sacred Beast of Yore rolls a 12 or lower on any d20 roll, they can replace the roll with a 13.

Sacred Beast's Legacy. When the Sacred Beast of Yore spends Twilight Sage chakra, it regains hit points equal to twice the chakra spent. Additionally, twice per combat the Sacred Beast can cast any Twilight Art to initiate a clash, even if it does not have the clash keyword, when it or the Sage's Shade is targeted by a jutsu or Art.

Sacred Beast's Might. The Sacred Beast of Yore scores a critical hit on a 19-20, and increases all damage rolls by +6/+8.
(16th level only): Also, your Sacred Beast of Yore ignores half of a creature's DR when dealing damage.

Senjutsu & Twilight Arts

Twilight Arts. +19/+23 to hit (Twilight Art Save DC 23/25)

D-Ranks (Cost: 1). Four Legs Technique, Tunneling Fang, Fox Fire, Rising Rock Technique

C-Ranks (Cost: 2). Fang Over Fang, Fang Tearing Fang, Lightning Current, Spider Web

B-Ranks (Cost: 3). 10,000 Blades of Wind, Red Rain, Earth Style Wall

A-Ranks (Cost: 4). Fire Devastation, Water Dragon

S-Ranks (Cost: 5) (16th level only). Backlash Wave

Twilight Art Techniques (Cost: 7). Dark Energy Attack, Dark Shadow Burst, Dark Shrouding Strike, Midnight Eclipse, Midnight Grapple, Midnight Roar, Midnight Warp, Twilight Ruin, Wilderness Protection

Actions

Multiattack 2/3. The Sacred Beast of Yore makes 2/3 attacks, using any combination of their listed attacks.

Claws. Melee Weapon Attack. +16/+20 to hit, reach 5ft, one target. Hit: 20 (2d6+13)/ 27 (4d6+13) slashing damage. On a roll of a 18-20, the target is knocked prone and gains 1 rank of bleeding.

Senpo: Divine Intervention of the Gods (2/Combat). As an Action, Bonus Action, or Reaction, the Sacred Beast of Yore casts Release or Chakra Dispel at S-Rank on itself and the Sage's Shade, treating the jutsu as Arts, adding 1 + half their proficiency bonus to their check.

Elite Actions

The Sacred Beast of Yore can take one Elite Action at the start of each round to either move or take an additional Action. You can use your Elite Actions to perform the following actions.























Using Sacred Beast of Twilight with Puppet Master

So, instead of a Summon, Nin-Dog, Shark or Snake, you want your partner in crime to be your Puppet. Well if that's what you want, here's what you gotta do to make it work.

Lore Implications

The overall lore of Sacred Beast will remain the same, as will the involvement of the Sage's Shade. This class mod was first discovered by an Inuzuka and their best friend long ago.

In the case of you and your Puppet, you believe that your Puppet Tool's body can also serve as a conduit for the mysterious Twilight Sage Chakra that inhabits the Sacred Oasis.

Perhaps you believe you can do this out of sheer determination and stubbornness to see that it can be done. Perhaps you have developed a mechanism that you believe can harness it within the Puppet. In any case, you make the skill checks as normal and progress the mod in the same way.

Feature Changes

Twilight Metamorphosis

The following aspects of this feature should be removed.

  • Puppets do not gain condition immunities.
  • Puppets do not gain 20 times your class mod level in hit points.
  • Puppets do not gain chakra based on their Toughness score (they do not have a toughness score).
  • Puppets do not set all ability scores below 12, to 12. (They still gain the extra ASI points as normal).
























The following abilities should be added to this feature;

  • Puppets gains DR equal to twice your class mod level.
  • Puppets increase their maximum hit points by 10x your class mod level.
  • Puppets set all ability scores below 10, to 10.
  • Puppets reduce all jutsu they cast by them or through them an amount equal to its rank (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
  • Puppets gain +4 ASI points for each level you have in this class mod, as opposed to +2.
  • The maximum a Puppet Tool can have an ability score is increased by +2 (22). This increase occurs again at 2nd, 3rd (24), and 4th (26) level of this class mod.

Twilight Sage Chakra

  • Puppets do not need to move to gather Twilight Sage Chakra without disadvantage. Instead, following the normal rules of Sage Mode, where movement gives disadvantage instead.
  • For every 3 a Puppet gains over the DC, they gain +4 extra Twilight Sage Chakra, instead of +3.
  • The amount of time Puppets must wait to gather Twilight Sage Chakra without becoming weakened is halved.

Sagehood Ascension (Check me Later)

  • Your Puppet Tool may gain 2 Summon Traits at each rank, when they would gain traits, as opposed to all 3.
  • Alternatively, your Puppet Tool may trade these traits for 2 free Upgrades of a tier up to 1 rank higher than you have access to at the level you acquire traits for this feature. These upgrades do not count against your upgrades known and can be switched using 1 week of Downtime.

Shadow Sense

  • Puppets do not have a sense of smell. Instead of using smell and sorting through scents, Puppet Tools are able to recognize the DNA makeup of a creature, and are able to detect traces of the creature's chemical compounds using their eyes alone.
  • This feature, mechanically, operates the same.

Man's Best Friend

  • This feature is renamed to "Shinobi's Magnum Opus"
  • Puppets do not provide Master taught downtime, nor do they provide reduced downtime to modify jutsu.
  • Puppets allow the Puppet Master to spend 10 weeks of DT to learn an additional Tactic from the Tactics of the Craft feature. This may be done a number of times equal to your half your Sacred Beast of Twilight level.
  • (Optional) Puppets do not provide a reduced cost to Training DT activities.
    • Instead, Puppets allow the Puppet Master to spend a specified amount of downtime to craft additional upgrades, based on the Tier of upgrade. The Puppet Master may craft additional upgrades this way a number of times equal to their proficiency bonus. (Wood: 3 Weeks, Bronze: 6, Silver: 9, Gold: 12, Platinum: 15).

Sage's Shade

  • Mechanically this feature behaves the same.
  • Narratively, after you defeat the Sage's Shade, your Puppet gains a higher level of sentience, to the point where they are basically their own being. Why this is the case is up to you. Perhaps the Spirit of the Sage's Shade or the Sacred Beast of Yore has entered your Puppet. Perhaps the foreign Sage Chakra has transformed them to the point where a consciousness has developed.
  • Narratively, having a Puppet as your Sacred Beast can lead to interesting conversations with the Sage's Shade.

Embraced Twilight Form

  • Since Puppet's are immune to Exhaustion, on a failed Constitution saving throw, Puppets are broken beyond immediate repair, reducing their maximum hit points by 10% and any DR they have by -1 for each saving throw failed. Their DR and maximum hit points can be restored by taking the Recuperating DT activity a number of times equal to the number of Constitution saving throws failed this way.

Primordial Resonance

  • Reverse the rules for gaining advantage and negating disadvantage, following the precedent set by the changes to the Twilight Sage Chakra feature.
  • Puppets spend your Chakra Die to negate becoming Weakened, but they need only spend 2 Dice to do so, instead of 5.

Twilight Arts

Due to the sheer quantity of Passives, Abilities, and Techniques, nothing will be off the table when following these rules. Instead, it will be up to the DM and player in question to determine what should and should not be allowed for Puppets.

Additional Information

  • With these rules, what is intended is for the Puppet to be less powerful and less helpful (in context to aiding the Puppet Master's growth) compared to a summon, while in turn being more efficient due to being a machine and expanding upon the Puppet's customizability by gaining more upgrades.
  • These rules are written in the context of giving a single Puppet this class mod's benefits. If you desire to give multiple Puppets the benefits of this class mod, split the number of traits, upgrades, ASI points, maximum hit point increases, etc, amongst each puppet individually. The maximum amount of Twilight Sage Chakra a Puppet can generate as well as the Arts should be split amongst each Puppet Accordingly as well.
    • In the context of Red Technique, the Puppet Swarm gains access to this class mods benefits, though it cannot use the Embraced Twilight Form feature.
  • I would not recommend this class mod used in conjunction with the Juggernaut or Weaver subclasses, nor would I recommend the Puppet Master be allowed access to any of the Puppet Master class feats.
  • Players who have become Puppet Masters using the Archetype feats, cannot utilize this class mod in this way.
  • Players with a Sacred Beast Puppet, should not also have a Summon.
  • Summon traits the Puppet takes that require a Natural Weapon, cause the Puppet to gain that weapon.
  • Summon traits that cost jutsu slots, now cost 5 chakra per slot to activate, from either you or your Puppet (Traits that would provide chakra or temporary chakra, cannot be taken).
Creator Note

These are my quick set of rules to allow this combo to work. If you deem some or most of these rules to be insufficient, feel free to adjust at your table, and let me know so that perhaps something can be changed for the better. Best of luck!

Adversary Traits

For reference, please see the Class Mod Compendium for how Adversary Traits for class mods are handled in more detail. The following set of rules assumes you have read at least one of these sections.

Creating a Sacred Beast of Twilight Adversary

Sacred Beast of Twilight is a unique class mod in that it bestows its power to another person rather than the main user themself. It is a power that is dependent on the bonds of camaraderie and friendship in order to work.

All Adversaries with Sacred Beast of Twilight are expected to have an animal or mechanical companion with them that gains this class mod's benefits, as they do not gain any benefits themselves. Whether this is a close pet, a Nin-Dog, or a Summon, is up to your design.

All Adversaries who possess this class mod must take the following trait, taking from their total available traits; This trait counts as a Role Trait and an Affiliation Trait.


  • Twilight Sage Successor. This Adversary has access to the Sacred Beast of Twilight Class Mod and possesses a companion (known as a Sacred Beast) which gains this class mod's benefits, as well as access to Twilight Sage Chakra. This Adversary may command their Sacred Beast to move on their turn (no action required) and, once per turn, may use their Action or Bonus Action to command their Sacred Beast to use an Action (or Bonus Action). If your Adversary has Elite Actions, they may also use their Elite Action to command their Sacred Beast to move and take an Action (or Bonus Action). Sacred Beasts also roll their own initiative, and may act either on or after your Adversary's turn or when it would be their turn in initiative.

Using Twilight Sage Chakra

Sacred Beasts possess an amount of Twilight Sage Chakra which they use to fuel their Twilight Sage Arts as well as Sacred Beast of Twilight Adversary traits that request it. Unless your Adversary possesses the Master Sage Tier, all Twilight Sage Chakra will be delegated to the Sacred Beast, and will be calculated using their statistics.

Adversaries with Sacred Beast of Twilight do not enter or exit this variation of Sage Mode as they are assumed to always have access to the power, so long as their Twilight Sage Chakra is not 0.

To calculate an Adversary's Twilight Sage Chakra, use the following calculation; Proficiency Bonus + Constitution Modifier x Adversary Level.

Twilight Sage Chakra Example

A level 12 Adversary has a Sacred Beast of Twilight and a Level 12 Sacred Beast. The Sacred Beast has a +4 Constitution modifier. To calculate their Twilight Sage Chakra pool, they must add their Proficiency Bonus (+6) to their Constitution modifier (+4), which in this case totals 10, and then multiply the result by their level (12), which totals out to 120 Twilight Sage Chakra.






































Sacred Beast Tiers

Adversaries with Sacred Beast of Twilight do not possess class mod levels, instead, they possess Class Mod Tiers. Lesser Twilight Sage, Greater Twilight Sage, and Master Twilight Sage. Each Tier provides a specified Tier bonus and a myriad of benefits for both the Main Adversary (Denoted as a Sage) and the Sacred Beast they possess.

While adversaries with Sacred Beast of Twilight are intended to be a duo, with the Sage and the Sacred Beast, if you wish to do a standalone Sacred Beast, apply any bonuses intended for the Sage to the Sacred Beast as well.

Lesser Twilight Sage

Tier Bonus: +2

  • Sage: Gain 1 Class Mod Trait, of the Sage Category.
  • Sage: +X additional Jutsu (X = Tier Bonus)
  • Sage: +2 Stat Points.
  • Sacred Beast: Gain 2 Class Mod Traits, of the Sacred Beast Category.
  • Sacred Beast: Gain 2 Twilight Art: Techniques.
  • Sacred Beast: Lose any jutsu slots. Gain a chakra pool.
  • Sacred Beast: Resistance to Mental Conditions.
  • Sacred Beast: +X Hit Points (X = 20 x Tier Bonus).
  • Sacred Beast: +4 Stat Points.

Greater Twilight Sage

Tier Bonus: +4

  • Sage: Gain 2 Class Mod Traits, of the Sage Category.
  • Sage: +X additional Jutsu (X = Tier Bonus)
  • Sage: +4 Stat Points
  • Sacred Beast: Gain 3 Class Mod Traits, of the Sacred Beast Category.
  • Sacred Beast: Gain 4 Twilight Art: Techniques.
  • Sacred Beast: Lose any Jutsu Slots and gain a normal chakra pool, calculating your chakra as normal. (This only applies if your Sacred Beast is a summon).
  • Sacred Beast: Immunity to Mental Conditions.
  • Sacred Beast: +X Hit Points (X = 20 x Tier Bonus).
  • Sacred Beast: +8 Stat Points.

Master Twilight Sage

Tier Bonus: +6

  • Sage: Gain 3 Class Mod Traits, of the Sage Category
  • Sage: +X additional Jutsu (X = Tier Bonus)
  • Sage: +8 Stat Points
  • Sage: You gain access to a small pool of Twilight Sage Chakra (Calculation: Constitution Modifier x Proficiency Bonus).
  • Sage: Gain 3 Twilight Art Techniques.
  • Sacred Beast: Gain 5 Class Mod Traits, of the Sacred Beast Category.
  • Sacred Beast: Gain 6 Twilight Art: Techniques.
  • Sacred Beast: Lose any Jutsu Slots and gain a normal chakra pool, calculating your chakra as normal. (This only applies if your Sacred Beast is a summon).
  • Sacred Beast: Immunity to Mental Conditions.
  • Sacred Beast: +X Hit Points (X = 20 x Tier Bonus).
  • Sacred Beast: +10 Stat Points.

Twilight Art Attack and Save DC

To calculate an adversary's Twilight Art Attack bonus and Save DC, use the following calculations. Unlike players, adversaries can choose to use their Jutsu attack bonus and Save DC for Twilight Arts, based on the Keywords of the Art used, instead of their Sacred Beast of Twilight statistics.

Twilight Art Save DC: 10 + Half Adversary Level + Proficiency Bonus

Twilight Art Attack Bonus: Half Adversary Level + Adversary Tier Bonus + Proficiency Bonus.

Sacred Beast of Twilight Traits

Sacred Beast of Twilight handles adversary traits differently, due to this class mod's split nature of having its power shared between two persons. There are two categories of Adversary Traits, Sage Category Traits, intended for your Main Adversary, and Sacred Beast Category Traits, intended for your Adversary's companion.

Sage Category Traits


  • Beast's Best Friend. Once per round, regain 2d6 Twilight Sage Chakra at the start of your turn. This chakra is delegated automatically to your Sacred Beast, regardless of range, however if you also have a Twilight Sage Chakra pool, you may split the chakra gained between the two of you.
  • Courageous Fortitude. Gain advantage on saving throws against Genjutsu. You also are immune to the Dazed, Incapacitated, Stunned, and Paralyzed conditions.
  • Hero of Twilight. Increase your Twilight Art Attack Bonus and Save DC by half your Tier Bonus, rounded up. You and your Sacred Beast also gain advantage on initiative checks, and ignore half a creature's DR up two times per turn.
  • Legacy of the Ancient Sage. Once per round, you may spend 15 Chakra (or 7 Twilight Sage Chakra, if you possess it) to allow your Sacred Beast to take an additional action. You also gain access to the Shadow Sense Class Mod feature and gain 30 feet of True Sight.
  • Master Swordsman. Select one weapon you possess. As a free action on your turn, you may activate the Purifying Blade Twilight Art on this weapon. This Art remains active until the end of combat and does not require concentration.
  • Rival Duo. When you or your Sacred Beast use a jutsu or Art with the Combo keyword, the other uses one jutsu with the Finisher keyword as a reaction in place of the other, ignoring range and listed casting time. Additionally, you and your Sacred Beast can spend an additional 4 Twilight Sage Chakra to perform a Twilight Art Technique in place of a Finisher, treating the Art as a Finisher.

Sacred Beast Category Traits


  • Embraced Twilight. As a full turn action, your Sacred Beast enters an embraced state, gaining the following effects; Become one step larger, +2 to Unarmed/Natural Weapon Damage Die, +6 to all ability scores, triple movement speed, resistance to all damage, immunity to all conditions, additional Action. Lose 10 Twilight Sage Chakra per turn, this trait ends at 0. Become Paralyzed for 1 minute after.
  • Sacred Beast's Agility. Your Sacred Beast gains a +X bonus to movement speed (X = 15 x Tier Bonus), adds half your Tier Bonus to Dexterity saving throws, ignores difficult terrain, and takes half as much damage on a failed Dexterity save (And no damage or effects on a success).
  • Sacred Beast's Charisma. Effects that would make your Sacred Beast act against its will (Ex. Mind Body Transfer, the Command, Geas, Dominate Man Genjutsu) do not work against and provoke an attack of opportunity, where your Sacred Beast may move their movement speed and make one attack with their Unarmed Strike or a Natural Weapon. Also, against Fuinjutsu, your Sacred Beast is resistant to damage rolls and has advantage on saves.
  • Sacred Beast's Fortitude. Your Sacred Beast cannot be critically hit and increases its DR by your Tier Bonus. Allies within 10ft of it gain half cover (excluding itself).
  • Sacred Beast's Keen Eye. Your Sacred Beast can use the Shadow Sense Class Mod feature, and gains 30 feet of Chakra Sight. They also cannot be Blinded or Dazzled.
  • Sacred Beast's Legacy. When your Sacred Beast spends Twilight Sage Chakra, it regains hit points equal to chakra spent. Also, twice per combat when your Sacred Beast is targeted by a jutsu or Art, it can cast any Twilight Art it possesses to initiate a clash as a reaction.
  • Sacred Beast's Persistence. Thrice per combat, when your Sacred Beast rolls a 12 or lower on a d20, for any roll, it can treat the result as a 13.
  • Sacred Beast's Might. Your Sacred Beast gains a +1 to critical threat range and increases all its damage rolls by your Tier Bonus, as force damage. Your Sacred Beast also ignores half of a creature's DR when dealing damage.