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Naruto Shinobi 5e class

Hit Points:
Hit Die: 1d8 per level
st
Hit points at 1
level: 8+Con modifier

Hit Points at higher levels: 1d8+con modifier or 5


Proficiencies:
Armor: light
Weapons: Simple weapons, shuriken, kunai knives, katana
Tools: Choose either One Gaming set, one musical instrument, or the disguise kit
Saving Throws: Wisdom, Dexterity
Skills: Choose 2 from Acrobatics, Athletics, Deception, Investigation, Medicine, Nature,
Perception, and Stealth
Equipment:
You start with the following equipment, in addition to any equipment granted in your
background.
(a) 10 shuriken (same stats as darts)
(b) 4 kunai knives (same stats as daggers)
(c) A katana (same stats as rapier) or 2 paper bombs (explosives, do 1d8 damage, can be
placed or attached to a thrown weapon.)
Special Background Table:
Roll a d20, whatever number you roll coincides with a number on the table, this replaces your
Background.
1 Byakugan: You have the
eyes of the Hyuga clan;
you are a Leaf Ninja.
See the Byakugan table
for added abilities.

Kekkei Genkai,
Shikotsumyaku: You
have the ability to use
your bones as weapons.
See Shikotsumyaku in
Jutsu list.

1
7

2 Curse Mark: You have a


dreaded curse mark

1
0

Legendary Swordsman:
You are the owner of one

1
8

Kekkei Genkai, Ink


Release: You have the
ability to bring your
drawings to life. You
gain the jutsu Super
Beast Imitation
Drawing from the
Jutsu table, as well as
gaining a scroll and an
ink pen.
Hardy: you are a
strong and weathered

from Orichimaru, you


are a Sound Ninja. See
Curse Mark table for
added abilities
3 Weapons specialist:
You are proficient with
all weapons, including
improvised weapons.
You gain 2 extra basic
or martial weapons.
You can perform jutsus
requiring weapons
specialist.
4 ANBU Black Ops
training: You were
trained by the Leafs
special Ops. You are a
leaf ninja. You were
trained to be
emotionless. You gain
proficiency in
Perception and Sneak.
You also gain an ANBU
mask
5 Kekkei Genkai, Ice
Mirror Jutsu: You gain
Ice Mirror Jutsu from
Jutsu list.

1
1

of the Seven Ledgendary


swords. See legendary
swordsman table for
added abilities
Kekkei Genkai, Kurama
Genjutsu: You gain the
power of Genjutsu. See
Jutsu list.

1
2

Sharingan: You gain the


Uchihas legendary
Sharingan eyes. You are
a Leaf ninja. See the
Sharingan table for extra
abilities.

1
3

Kekkei Genkai, Wood


style: You have the style
st
of the 1
Hokage. You
are a Leaf ninja, you gain
Wood style jutsu.
Beast Master: You gain
an animal companion
with the same
parameters as the
ranger. You gain prof. in
animal handling and can
perform jutsus which
require Beast Master.
Kekkei Genkai, Poison
Insects: You share your
chakra and body with
poisonous insects who
leech off your chakara.
You lose 1/3 of your
chakara permenantly,
and anyone who touches

6 Missing-nin: You are


outlawed from your
village for commiting
heinous crimes. You
have a Bad Reputation
& gain Prof. in
Intimidation.

1
4

7 Jinchuriki: You share a


body with a legendary
tailed beast. See Tailed
Beast Table for added
abilities.

1
5

ninja; you gain the


Tough feat.

1
9

Akutski Member: You


are a member of the
feared Akutski criminal
group. You gain the
Criminal background.

2
0

Rinnegan: you have


the eyes of the Sage of
the Six Paths, see the
Rinnegan table to see
added abilities.

8 Taijutsu Master: You


have honed your body
rather than your
ninjutsu, you gain
abilities from the
Taijutsu Table only.

1
6

your skin takes 1d4


poison damage, including
unarmed attacks, and
takes 1 damage per
round/minute.
Noble Bloodline: You
gain the advantages of
the Nobility background
in the Backgrounds table.

Hidden Villiage:
st
At 1
level, you choose one hidden village to be from, this village will determine your ability to
learn certain Justus. You can choose from Leaf, Sand, Mist, Sound (sound ninja gain proficiency
in 1 musical instrument), and Cloud.

Chakra:
st
At 1
level your chakra equals your Wis Modifier + Con Modifier. You gain this amount of
chakra every level. You can take 1 point of psychic damage in order to regain 1 point of chakra
at any time, even if it would reduce you to 0 HP. If this is the case, you fall unconscious when
you chakra hits 0.

Unarmed Strike:
You are proficient in unarmed strikes, and your damage progresses as the Monks does.
nd
Chakra Accumulation:
At 2
level the Shinobi can accumulate chakra at one point in his body
to gain amazing gripping power. This can be used to walk on walls, ceilings, otherwise
impassable terrain, or to gain a +2 bonus to strength checks when grappling an opponent. Uses
2 chakra a round, or 1 chakra per square moved, if not in combat. At 10th level, the Shinobi can
use this ability to walk/stand on water at 3 chakra per round or 2 chakra per square(out of
combat). While using this ability, the Shinobi must make a DC 15 concentration check for each
round the ability is active, or each square moved, or lose the effect.

Ability Score Improvement:


A Shinobi gains an ability score improvement at levels 4, 8, 12, 16, & 19.
Extra Attack:
Shania gain an extra attack action at level 6.
Slowe Fall:

At level 6, Shinobi gain the ability to reduce all fall damage to zero.
Purity of Body:
At level 10, shinobi become immune to all diseases besides those of magical or supernatural
orgin.

Improved Evasion:
At level 14, On any reaction that involves a Dex save you gain a +1, and on a successful save
where you would take half damage, you instead take no damage.
Diamond Body:
th
At 18
level, you are immune to all poisons.

Perfect Self:
th
Beginning at 20
level, at the beginning of each combat, if you are starting a combat with 0
chakra, you gain a fourth of your chakra.

Jutsu List:
Shinobi are able to gain a jutsu every other level (every odd level). You can take one
jutsu from the level which coincides with your own, or lower level jutsus, whose levels
combined are less than or equal to your level. For example, when you reach level 9, you can
take one level 9 jutsu, or three level 3 jutsus, etc. However, you gain
all
level 1 jutsus. For any
jutsu that requires a save, your jutsu save is 10+Wis modifier+proficiency.
Level 1:
Transformation
: Requires 1 chakra to activate, and 1 chakra per minute to keep activated. This
jutsu has the same parameters as disguise self, to see through your Transformation, an
investigation check must be higher than your Jutsu save.
Rope Escape
: You can escape from any tied rope.
Clone
: Requires one chakra per clone. Two clones are made and have no substance and are
used to confuse the enemy. A concentration save of just 5 is needed to use this jutsu. To
confuse the enemy and provoke an attack of opportunity the enemy must fail at a spot check of
10. This jutsu is a beginning level jutsu and can only be used against level 5 or under enemies.
However, haze clones can be used against enemies up to level 6. This technique tricks the
enemy into thinking that the actual ninja is among the clones, this requires a DC for hide for the
caster against a DC for spot of the enemy. If the enemy fails an attack of opportunity can be
performed. However, after each turn and subsequent attack of opportunity a new check must

be performed. This usually requires double the amounts of clones so double the amount of
chakra is used.
Substitution:
Takes 1 chakra. When required to make a reflex save, when subject to an attack of
opportunity, or when an attack would reduce your HP to 0 or below, you can make a Dex save,
and if you outroll either the attack roll of your opponent, or a DC save of 10 (depending on the
situation), you can replace yourself with a random object within a 20 foot radius, and it will take
the damage rather than you.
Level 3:
Fireball:
Takes 2 chakra+1 per each dice added. This allows you to shoot a fireball 10 feet in
diameter up to 20 feet away. This fireball does 1d8 damage, 1d8 is added to damage at levels 5,
9, 11, 15, and 17.
Shadow Clone:
Takes 2 chakra. Creates an exact replica of a character with the same abilities
and stats as the user. The clones however, only have 1 HP.
Insect Tracking Jutsu:
This jutsu involves allowing your body to be a host for chakra devouring
insects. This permanently reduces your chakra by , (unless you already have poison insects
kekkei genkai, in which case you only have your first reduction). This jutsu allows you to use
one of your insects in order to track someone. The insects will follow a person for up to 10
miles away from the user, then come back and report the current location of the followed. This
can also be used to scout out areas for limited information (amounts of enemies, possibility of
traps) based on perception roll done by caster.
Level 5:
Shadow Possession Jutsu:
takes 5 chakra to activate, and 1 per turn afterwards. If an enemy is
within 30 feet, you can grapple an enemy with your shadow. Your enemy rolls a strength check
while you roll a wisdom check, if you succeed, the enemy is grappled, and can no longer move
or use an action. During this time, you may take your normal turn, but the enemy will mirror
your actions. The enemy must make a strength check at the end of each turn, and can break
free if he rolls higher than your jutsu save.
Man-Beast Mimicry:
Requires Beast Master Background. Uses 6 chakra. You and your animal
companion transform into identical humanoid figures with the abilities (eg. Dark vision, gills,
wings) and natural weapons of your animal companion (e.g. claws, spines, teeth, etc.). Your
animal companion gains all of your stats except your HP, which stays the same. If/When your
companions HP reaches zero, the transformation ends.
Twin Rising Dragons:
Requires Weapons Specialist Background. Uses 5 chakra. You launch
yourself high into the air and are able to launch up to 5 projectiles at any enemy(s) within a 60
ft cube. You may throw any and all weapons you have; even if they arent thrown weapons,
adding your dex modifier and proficiency.

Human Boulder:
Takes 6 chakra. You expand your body to the size of a boulder using your
chakra, and roll at an enemy at full speed, doing 1d12+str modifier+proficiency. You can roll a
total of 50 ft in a straight line, and can deal damage to all beings within that path.
Bug message Jutsu:
Must have either insect tracking jutsu or poison insect kekkei genkai. You
can send messages by sending a group of bugs up to 10 miles away, and having them spell out
simple words. This can be used to pass on any simple command or sentence.
Level 7:
Mind Transfer Jutsu:
Takes 10 chakra+2 every turn or 5 minutes. This ability allows you to
project your spirit at an opponent in a straight line up to 60 ft away, and completely take
control of their body, leaving your own empty, limp, and completely vulnerable. If the enemy
makes a reflex save of higher than your Jutsu save, he can avoid your spirit projection, which
will then take 1d4 turns to return to your body.
Mist Cover Jutsu:
Must be from the hidden mist village. Takes 11 chakra. You create a 30 ft
cube of mist which makes it impossible to see more than 10 ft away without true/magic vision,
lasts for for 1d6 rounds or minutes.
Partial Expantion Jutsu:
Takes 7 chakra. You are able to expand a certain body part of your
choosing. If you succeed in making a melee attack with said body part, it does double damage,
and then turns back to normal.
Healing Jutsu:
Takes 4 chakra per dice. You can heal wounds on yourself or others by pooling
chakra in your hands. You can heal 1d4+wis mod+proficiency per 4 chakra.
Lariat:
Must be from Hidden Cloud Village. Takes 8 chakra. You run full speed at an opponent,
and hold out your chakra imbued arm in order to clothesline them. You deal 1d10+wis mod+Str
mod+proficiency.
Level 9:
Shadow Strangulation Jutsu:
Must have Shadow Possession Jutsu. Takes 2 chakra per turn. After
successfully grappling someone with shadow possession jutsu, you can use this jutsu to deal
melee damage to the opponent. This jutsu does 1d2 per each turn of a round of combat,
including those who do not include you or your opponent.
Fang over Fang:
Requires Man-Beast Mimicry. Takes 12 chakra. You and your animal
companion, after completing previously stated jutsu, begin to spin rapidly using your chakra.
Using your sense of smell you can track your enemies, and hit them with your natural weapons
at ferocious speeds and force. You and your companion hit the enemy at full force for 2d10+2x
str modifier+2x proficiency, and send him flying back 50ft if he fails to roll a strength check
higher than your jutsu save.

Earth Rising Wall:


Takes 13 chakra. You are able to use the ground around you to make a solid
wall. The wall is 20 ft high, 40 ft wide, and 3 ft thick. It has an HP of 45, and an AC of your jutsu
save.
Level 11:
Chidori:
Takes 20 chakra. This jutsu requires one free hand. You charge chakra in your hand
and change it into handheld lightning. You can then sprint two times your max walking
speed and make a melee attack against one opponent. On a hit, this attack does
1d20+melee attack+Wis mod+Proficiency lightning damage.
Rasengan:
Takes 20 chakra. This jutsu requires one free hand. You spin chakra in your hand,
making a condensed spinning ball of chakra, you can then sprint 2x your max walking speed
and make a melee attack against an opponent. On a hit, this attack does 2d10+wis mod+str
mod+proficiency force damage, and if your opponents fail a strength check against your
jutsu save, they fly backward 50 ft.
Summoning Jutsu:
This jutsu gives you two choices:
A) Make a deal with one living being, it can be any living creatures of any size or alignment,
but it must agree to be able to be summoned by you when you call it. You finalize the
deal by cutting your hands (or the equivalent), and shaking them. To summon this being,
it takes 17 chakra, and you must cut your hand, to let your blood spill. This being then
immediately appears, but it has no requirement to follow your orders, it is completely
sentient. By retaking this jutsu upon reaching later levels, you can make the deal with
another being.
B) You can use summoning to summon up to 7 weapons. This is done by cutting yourself,
and drawing symbols in blood on your weapon, as well as writing it on a scroll, imbuing
your chakra in the symbols. By using 5 chakra per weapon summoning, you can press
your hand to the symbol on the scroll, and the weapon will appear from thin air.
Level 13:

Sand Coffin/Sand Burial:


Must be from Sand Village. Takes 25 chakra. This move takes two
turns. The first turn you use the ground around the chosen enemy to completely envelop them;
to avoid being enveloped, the enemy must make a dex save higher than your jutsu save. The
second turn allows you to use the enveloping earth to crush your opponent, breaking their
bones and filling their windpipes with earth. Roll a d20, on 1-18 this does 4d8+Wis
mod+Proficiency, on 19-20, you kill the opponent.
Sound-based Genjutsu:
Must be proficient in a musical instrument. Takes 27 chakra. You play
your musical instrument and all living beings within a 30 mile radius must make a Wis save
against your Jutsu save, if said beings have a negative wisdom save, they have disadvantage.

The creatures that fail are under a trance in which they have intense hallucinations. In addition
to doing 2d10 psychic damage, the beings are under this trance until they roll higher than your
Jutsu save. Rolls are completed at the end of the beings turns.
Bug Swarm Jutsu:
Must have either the poison insect kekki genkai or insect tracking jutsu. You
release a swarm of chakra eating insects who swarm around up to 3 enemies and do 3d12+wis
mod+proficiency dmg.
Level 15:
Giant Rasengan:
Must have Rasengan. Takes 30 chakra. You create a giant form of the Rasengan
(5ft radius), with the same stipulations, except that it does 3d10+str mod+wis mod+proficiency.
Channeled Chidori:
Must have chidori. Takes 30 chakra. This jutsu allows you to channel your
chidori into your weapon, and embue it with lightning. This makes your weapon magical
temporarily, if it is not already, and makes it do an extra 1d20+Wis modifier damage.
Improved Healing Jutsu: For every 6 chakra, you can heal 1d10+Wis mod+proficiency on
yourself or others.
Level 17:
Water Dragon Jutsu:
Takes 35 chakra. You take water from a nearby water source, or from the
surrounding air if there is not a nearby water source, and create a giant water dragon, 20 ft
long. The dragon flies at an enemy and envelops it in a ball of water. The enemy stays trapped
in the water without oxygen as long as you hold concentration. At the end of each turn, the
enemy must make a Con check against your jutsu save, on two failures, the enemy drowns.
Sealing Jutsu:
Takes 33 Chakra. You use your chakra to seal something, like a door, a coffin, a
book, coin purse, trunk etc. making it unable to be opened no matter how hard it is pried at,
except by the original sealer.
Level 19:
RasenShuriken:
Must have Rasengan. Takes your total chakra. You create a giant rasengan
with rotating wind blades. This version of the rasengan can be thrown up to 60 feet, and does
4d10+Str mod+Wis mod+proficiency force damage.
Area-Chidori:
Must have Chidori. Takes your total chakra. You can use either your hand or
your weapon if you have channeled chidori to touch the ground and make your chidori hit
every enemy within a 60 ft square of ground. This jutsu does 3d10+Wis mod+proficiency.
Massive Sand Coffin/Burial:
Must have Sand Coffin/Burial. Takes your total chakra. This move
takes 2 turns. During the first turn, the ground envelops all enemies in a 60 ft square. Then on
the second turn, the user rolls a d20 for each enemy. 1-17 does 5d8+wis mod+proficiency,
18-20 kills the enemy.

Kekkei Genkai Jutsu List:


th
Ice Mirror Jutsu:
You can take this jutsu at 11
level. Takes 22 chakra. Your enemy must make a
wis save against your jutsu save, if the enemy has a negative wisdom modifier, they have
disadvantage. If they fail the save, they fall into a hallucinogenic trance in which they are
surrounded by mirrors that all have your image in it. They can still attack, but have no idea
where you are, and when you attack them it seems to come from all directions. This gives you
advantage on all attack rolls. The enemy makes a Wis roll at the end of his turn in order to
break the jutsu.

Shikosumyaka:
This technique allows you to use your bones as weapons, which you are
automatically proficient in. You can only use one weapon at a time. Your ribs can be used as
daggers, they do 1d6+Dex or Str. You can grow short sword-like bone weapons from the palm
of your hand that do 1d6 dmg+Str or Dex, you can shoot your finger bones for 1d4+dex, and
you can use your spine as a long sword, that does 1d8+Str or Dex. The damage on all bone
weapons go up a damage dice each time you get an ability score improvement.
Wood Style Jutsu:
You get this jutsu at level 9. This takes 15 chakra. Wood emerges from your
hand and can be formed into anything that is a 20 ft cube or smaller. Wood has a 15 AC, a
strength of 13, and HP of 25. If formed into a weapon, it will do 1d4 bludgeoning damage for a
small weapon, or 1d6 for a medium weapon.
Kurama Genjutsu:
You gain this jutsu at Level 5. Takes 10 chakra. The enemy you cast this on
must make a Wis save higher than your Jutsu save. If not, they go into a trance in which they
feel they are being held in place. While under the effects of this jutsu, the enemy can make no
attacks, and you gain advantage on all attacks you make on the enemy. To break out of this
genjutsu takes at least two turns. First, the enemy must make a perception roll to realize its an
illusion, then make a Wis save to break free of it.
Ink Release Jutsu:
This jutsu allows you to take what you draw with ink and paper come to life.
At level 3 you can draw small and medium beings, at level 10, you gain the ability to draw large
beings, and at 15, all beings. If beings are a size larger than you, you can ride them. The beings
have all the abilities and stats the real beings do. However, their HP is 5. Small and medium
animals cost 5 chakra, large cost 15, and everything bigger is 20.
Taijutsu Master List: If you are a taijutsu master, you cannot use ninjutsu, so you instead use
extreme physical fitness. Your chakra is a combination of Str+Con modifiers each level. Your
jutsu save is 10+Con mod.+proficiency. When using the gate techniques, if you open open a
second gate while a previous gate is still opened, the previous gate stays opened an
additional turn. Opening a gate does not count as an action, but only one can be activated per
turn.

Leaf Whirlwind:
Level 1. Costs 1 chakra. You do a sweeping kick which does your max melee
damage, and can trip an opponent, making them prone, if they fail to roll a Strength check
higher than your Jutsu Save.
Primary Lotus:
Level 1. Takes 2 chakra. Takes 2 turns. Your first turn is a grapple, it
automatically succeeds, and to break out, the enemy must roll a 19 or 20 strength check. In the
second turn, you jump up with the enemy, and force them into a headlong dive into the
ground. This move does 2d6+Str mod+proficiency.
Weight Training:
Level 3. You wear extremely heavy weights on your arms and legs. They cut
your original move speed by 10 feet. You can remove them twice a day for a total of an hour,
when you do so, your move speed becomes double what the original was and adds 1 to your
dex score.
Gate of Opening:
Level 5. Takes 10 chakra. Allows you to increase your strength modifier by 1
for 2 turns. Does 1 damage to yourself every time it is activated.
Gate of Healing:
Level 7. Takes 15 chakra. You gain temporary hit points to get you back to full
HP. This lasts 3 turns, then you lose the same amount of HP you gained. Does 2 damage every
time it is activated
Gate of Life:
Level 9. Takes 20 chakra. Must have opened a previous gate prior to opening.
Increased bloodflow makes skin turn red, and allows for one extra melee attack with advantage
each turn of combat. Lasts 3 turns. Does 3 damage every time it is activated
Gate of Pain:
Level 11. Takes 25 chakra. Must have opened a previous gate. Makes your melee
attacks do an extra hit dice. Lasts 4 turns. Does 5 damage every time it is activated.
Gate of Closing:
Level 13. Takes 30 chakra. Must have two gates opened. Your base speed is
multiplied by 2, and all of your attack do an additional 1d8 force damage. Lasts 4 turns. Does 8
damage each time it is activated.
Drunken Fist:
Level 15. Requires getting drunk. This technique makes your movements strange
and erratic. You gain a +2 to your AC, and automatically ready evasion as a bonus action.
Gate of View:
Level 17. Takes 35 chakra. Must have 2 gates opened. This releases an extreme
amount of energy, which requires anyone within 10 feet make a strength check, if they fail to
pass your jutsu save, they are thrown back 30 feet and take 2d8 force damage. In addition, no
projectiles can make it through the energy field. Lasts 5 turns. This does 13 damage upon
activation.
Gate of Wonder:
Level 19. Takes 40 chakra. Must have 3 gates opened. This techniques allows
you to move so quickly, that you are unable to be seen, essentially making you invisible. This
allows you to essentially make yourself a projectile, which does 2x your melee dmg+str

mod+prof. per attack, and still get away unseen. If dodge is used as a bonus action, any attacks
made against you will miss. Lasts 5 turns. Does 21 damage upon activation.
Gate of Death:
Level 20. Takes 50 chakra. All other gates must be opened. After opening this
gate, all other gates stay opened until this gate closes. This technique is a last resort. This gate
makes the user invincible for 5 turns, or the end of combat and adds 1d10 to each melee
attack. It then drops the user down to 0 HP with one death save failure.
Byakugan Abilities: As a member of the Hyuga clan, you gain the ability to see chakra flow,
and the secret techniques to stop it.
Byakugan:
Level 1. You can see all around you, and see chakra flow of any person you see.You
gain the ability of true vision 15 feet, meaning you can see through walls and magical darkness,
as well as regular. You can also see anything happening in a 15 foot sphere around you.
Rotation:
Received at level 5. Takes 5 chakra. You can make a reaction to any projectile attack,
or melee attack which would take you to 0 HP. If you make a dex save higher than the damage
that would be done by the attack, you rapidly spin, while exerting chakra, making a chakra force
field, and reflecting the attack back at the opponent
Improved Byakugan:
Level 10. Your vision improves from 15 to 30 feet. And you can focus on
one target for up to 60 feet away. You can also see through invisibility.
8 Trigrams, 64 Palms
:
Level 15. Takes 20 chakra. When 10 feet away from an opponent, you can
activate this ability in order to hit the enemy in his pressure points. This gives you advantage on
all attacks, Gives you an extra 1d4 force damage, and if the enemy is a caster or another
shinobi, they can no longer channel their energy, and therefore cannot cast.
Sharingan Abilities: As a member of the Uchiha clan, you have the famed Sharingan.
Sharingan:
Level 1. Takes 2 chakra. You gain true sight for up to 10 feet. You can also activate
your Sharingan in order to make your attacks more precise, you gain advantage on all attacks.
Lasts one hour or 5 rounds.
Copycat Sharingan:
Level 5. Takes 7 chakra. After activating Sharingan, you can use this
sharingan ability to either counter an attack, making an attack do 0 damage, or copying a
spell/jutsu, to repeat the effects. This is saved as a readied action, and activated when you want
to do one of the two actions.
Improved Sharingan:
Level 10. Takes 10 chakra. You gain true sight for 20 feet. You also gain
advantage on all attacks. Lasts 2 hours or 7 turns.
Ameratsu/Tsukiyomi:
Level 15. Ameratsu takes 30 chakra. It is a black flame which shoots from
your left eye, it does 2d10 fire damage to whatever it touches, and it is impossible to put out,
so it does 1d4 damage every round until effected creature/object is dead. Tsukiyomi takes 50
chakra. It creates the torso of a purple human-like armored being around you that stands 12

feet high, and carries a giant sword. Emerges from your right eye. You can pantomime what you
would like the Tsukiyomi to do, and it will do so. The Tsukyomis sword does 3d10+Wis
Mod+prof. Lasts 1d6 rounds. Using either of the two abilities make you go blind in the eye the
ability originates from until your next long rest, straining to use either twice before a rest
involves rolling a d20. 1-10, the jutsu fails, and you take 2d12 psychic damage. On 11-20, you
succeed in casting the jutsu, but still take the 2d12 psychic damage.
Mangeyko Sharingan:
Takes 10 chakra. There is no level when you can get this ability, instead,
you receive it only after purposely killing, or at least making unconscious(0 HP), another player
character. With the Mangeyko, you gain the ability to transport things, people, and yourself, to
another dimension. The alternate dimension is infinite, expansive, and empty. This can be used
for storage of items, to trap people, or for transportation. You cannot die in the realm, but if
you stay for three days straight, you cease to exist. After transporting into the separate
dimension, the user of the Mangeyko can reopen the portal to the outside world in any location
that the user can picture vividly in his mind.
Rinnegan Table:
Rinnegan:
Level 1. You gain true sight for 20 ft, and can decipher all text.
Deva Path:
Level 5. Takes 10 chakra. You can either pull in or push away everything within a 20
ft diameter. The pull/push will do 2d6+Wis+proficiency damage. The push will push the
opponents 1d4x10 ft away, the pull will pull converge the opponents on the point chosen,
which must be within arms reach.
Human Path:
Level 10. Takes 17 chakra. You can read the mind of anyone you come in contact
with. If looking for a certain piece of information, you and your opponent both must roll
Wisdom saves; the enemy with disadvantage, if you win, you find what you want, if the enemy
wins, he decides what you find.
Rinne-rebirth:
Level 15. Takes all chakra. You are able to revive up to three subjects from death
to full HP. After use, you will drop to 0 HP with however many death save failures as people you
revived.
Jinchuriki Table: Roll a d10, you gain whatever beast your roll coincides with, and you gain all
the advantages associated with it.
1
2
3
4
5
6
7
8

Shukaku, the one-tailed sand beast.


Matatabi, the two-tailed chakra tiger
Isobu, the thee-tailed turtlecrab
Son Goku, the four-tailed ape king
Kokuo, the five-tailed white horse
Saiken, the six tailed slug
Chomei, the seven tailed armored beetle
Gyuki, the eight tailed bull octopus

9
1
0

Kurama, the nine tailed fox.


Reroll

Chakra Improvement:
Level 1. As a Jinchuriki, you have access to much more chakra, you gain
an additional 2 chakra at every level.
Chakra Bartering:
Level 5. You can barter with your tailed beast in order to borrow their chakra.
You can do this once a day, and roll a d20 to gain either none(1-2), (3-9), (10-15),3/4(16-19)
or all(20) of your chakra.
th
Tailed Beast Cloak:
Level 10. After hitting 1/10
of your health, the tailed beast cloaks you in its
chakra in order to protect you. This raises your AC by 1, and brings your chakra up by 5xWis
modifier, as well as adding an extra d4 to each attack. Lasts until combat is over. However,
every turn this is activated, you must make a Wis save in order to keep control of your body,
the save starts at 13, and increases by 1 each time the save must be made. You also must make
a save each time you are hit. Upon failure, the DM determines your actions (keep in mind that
tailed-beasts hate humans, and are agents of chaos).

Tailed Beast Bomb:


Level 15. Takes 45 chakra. You are able to make a very focused ball of
energy, and shoot it for up to 50 ft. The sphere has a 10 ft diameter, and upon impact, does
4d10+Wis mod+Proficiency, as well as repelling enemies back 20 ft.
Tailed Beast Form:
Takes 5 chakra per round. You gain this ability upon becoming friends with
the chaotic beast that lives inside you. Upon doing this, you are able to enter a form where you
cloak yourself in chakra, and slightly resemble the beast inside you. You can do this once per
day to increase your AC by 2, your chakra by 5x Wis mod, and an extra 1d6 per attack, lasts until
you run out of chakra.
Legendary Swordsman table: Roll a d8, you gain whatever weapon coincides with that roll.
1 Executioners Blade, a butchers-knife-like longsword used for decapitations, does
1d10+2 slashing base dmg.
2 Sharkskin, a giant, living blade covered in shark scales, this blade eats chakra. Does
1d10 slashing base damage. Whatever damage you do to the enemy, you gain that
back as chakra.
3 Sewing Needle, a sword in the shape of a needle with a long thin wire attached, does
1d8+2 piercing base damage, and acts as a projectile, which always returns back.
4 Helmet Splitter, An axe and hammer connected by a length of chain. Does 1d8+3
slashing/bludgeoning base damage. User gains advantage against all heavily armored
foes.
5 Splash, A sword with a scroll full of explosive tags incorporated. Does 1d10+1 base
damage. User can choose to use an explosive tag 5 times per day, which makes attacks
do an additional 1d6 explosive damage, and knocks back enemies 30 ft.

6 Fangs, Twin swords imbued with lightning to increase their cutting power. Each does
1d8+2 lightning damage.
7 Hiramekarei, a giant, flat sword, fishlike in appearance, which can store and discharge
users chakra. Does 1d10+1 base damage. User can choose to store chakra in the blade,
and for every five chakra points he stores, he is allowed to use the ability one time.
Chakra can be discharged in the blade for one attack, which does an additional 1d6 of
any chosen damage.
8 reroll
Curse Mark Table: After being bitten by Orochimaru, you are now one of his followers, and
gain the following abilities. To use all abilities, your alignment must be evil.
Curse Mark level 1:
Level 1. Usable once per day. When in times of trouble, you can activate
your curse mark, a pattern then spreads across your body, and embues you with +1 to strength
or dexterity as well as advantage on all attacks. Takes 1 HP per round of combat activated, to
deactivate, you must succeed a Con save of 12 or higher.
Enhanced Jutsu:
Level 5. All of your jutsu gain a bonus when your curse mark is activated. All
damaging jutsus do an additional 1d6 damage.
Curse Mark level 2:
Level 10. Useable once per day. Your curse mark changes your appearance
to something more beast-like, granting you any 1 natural weapon (cannot change after
originally picked), as well as +1 AC along with the effects of curse mark level 1. Does 3 HP per
round of combat activated. To deactivate, you must succeed in a Con save of 15 or higher.
Specialized Jutsu:
Level 15. You are able to take a Kekki Genkai from the list, and use it as your
own specialized jutsu.

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