Basic Ninja Tools
Weapons
Bō- 2 sp
The Bō is a long staff used by most ninja who focus on the martial arts. The Bō is a simple melee weapon that has the Versatile (1d8) property and deals 1d6 bludgeoning damage.
Weapon Mastery: Topple
Chokutō- 25 gp
A chokutō is a thin piercing blade noticeably used for piercing through armor. A chokutō is a martial melee weapon that has the Finesse property and deals 1d8 piercing damage.
Weapon Mastery: Vex
Dantō- 50 gp
This enormous blade is used by skilled Kenjutsu users. As the name implies, the guillotine sword is used for removing the enemy’s head. The dantō is a martial melee weapon has the Heavy and Two Handed properties and it deals 2d6 slashing damage.
Weapon Mastery: Graze
Kanabō- 10 gp
This large studded club is designed to crush and break opponents armor. A kanabō is a martial melee weapon that has the Heavy and Two-handed properties. It deals 2d6 bludgeoning damage.
Weapon Mastery: Topple
Kama- 1 gp
A kama is a small bladed weapon often wielded in the off-hand. A kama is a simple melee weapon that has the Light property and deals 1d4 slashing damage.
Weapon Mastery: Nick
Katana- 15 gp
A katana is a mighty blade used by masters of Kenjutsu. A katana is a martial melee weapon that has the Versatile (1d10) property and deals 1d8 slashing damage.
Weapon Mastery: Sap
Kunai- 2 gp
The kunai is one of the most basic ninja tools. The kunai is a simple melee weapon with the Finesse and Ranged (20/60 feet) properties. It deals 1d4 piercing damage.
Weapon Mastery: Nick
Kusarigama- 5 gp
This weapon consists of a sickle attached to a chain. This martial melee weapon has the Reach and Finesse properties and it deals 1d4 points of slashing damage.
Weapon Mastery: Slow
Manriki Chain- 10 gp
This thin but durable chain is effective at striking targets at a distance. This is a martial melee weapon that has the Reach property and it deals 1d6 points of bludgeoning damage.
Weapon Mastery: Topple
Naginata- 20 gp
The Naginata is a long polearm with a wicked, curved blade. This is a martial melee weapon that has the Reach, Heavy, and Two-Handed properties. It deals 1d10 points of slashing damage.
Weapon Mastery: Graze
Nodachi- 25 gp
The Nodachi is a massive sword that is often used while mounted. The nodachi is a martial melee weapon that has the Heavy, Reach, and Two Handed properties. It deals 1d10 slashing damage.
Weapon Mastery: Cleave
Nunchaku- 1 sp
The Nunchaku is two lengths of wood held together by a small chain. A nunchaku is a simple melee weapon that has the Light property and deals 1d4 bludgeoning damage.
Weapon Mastery: Slow
Shuriken- 5 cp
The shuriken is a basic ranged ninja tool. A shuriken is a simple ranged weapon with the Finesse and Ranged (20/60 feet) properties. It deals 1d4 piercing damage.
Weapon Mastery: Vex
Shuriken, Medium- 15 gp
The medium shuriken is a simple ranged weapon with the Finesse, Ranged, and Thrown (20/60 feet) properties. It deals 1d8 piercing damage. A ninja can carry up to 2 medium shuriken at a time without the use of a storage seal.
Weapon Mastery: Graze
Shuriken, Windmill- 45 gp
This shuriken folds in on itself, making it easier to travel with. The windmill shuriken is a martial ranged weapon that has the Finesse, Ranged, and Thrown (20/60 feet) properties. It deals 1d8 slashing damage. A ninja can carry up to 4 Windmill Shuriken at a time without the use of a storage seal.
Weapon Mastery: Slow
Shuriken, Giant- 30 gp
The giant shuriken is a martial ranged weapon with the Finesse, Ranged, Thrown (20/60 feet), and Two Handed properties. It deals 1d12 piercing damage. As it is large and cumbersome, a ninja can effectively carry 1 giant shuriken at a time without the use of a storage seal.
Weapon Mastery: Topple
Senbon- 1 sp
The sendbon is a needle-like thrown weapon designed for poison application. A senbon is a simple ranged weapon that has the Finesse, Ranged, and Thrown (30/120 feet) properties. If the damage caused by a senbon reduces a creature to 0 hit points, the creature falls unconscious but is stable. 1 dose of a poison can be applied to up to 4 senbon at once.
Weapon Mastery: Sap
Tanto- 10 gp
A tanto is a short but deadly sword used by ninja. A tanto is a simple melee weapon has the Light and Finesse properties and deals 1d6 piercing damage.
Weapon Mastery: Vex
Yari- 1 gp
The yari is a spear that can used to engage in combat up close or at a distance. A Yari is a simple melee weapon has the Thrown (20/60 feet) and Versatile (1d8) properties. It deals 1d6 piercing damage.
Weapon Mastery: Sap
Gear
Chakra blade- base weapon cost +100 gp
A chakra blade is made out of a rare material that conducts chakra. Any bladed weapon can be a chakra blade. Chakra blades are necessary for certain jutsu or abilities that a ninja can use.
Ninja Tool Pouch- 5 gp
A Ninja Tool Pouch is a pouch that holds kunai, shuriken, ninja tags, and scrolls. The pouch holds up to 5 kunai, 30 shuriken, 30 ninja tags, and up to two C-Rank jutsu scrolls.
Ninja Holster- 3 gp
This pouch is usually worn on the thigh of a ninja, and it is used to carry shuriken and kunai. The holster holds up to 10 kunai and 50 shuriken.
Ninja Tags-
There are multiple types of ninja tags that have different functions.
Fire Paper Bomb (100 gp)- The fire paper bomb can be added to a kunai or other thrown weapon. When you throw the weapon, it detonates on impact. Any creature within 10 feet of where the fire paper bomb goes off must make a DC 13 dexterity saving throw or take 3d6 fire damage. On a successful save, creatures only take half damage. Multiple fire paper bombs can be added to a weapon. For each additional fire paper bomb, add 1d6 to the overall damage (to a maximum of 10d6).
Explosive Tag (100 gp)- The explosive tag can be planted onto structures or weapons. Explosive tags can be set with a timer or they can be activated using chakra. An explosive tag set with a fuse detonates after a number of seconds determined at the time of its creation. Most explosive tags detonate after 30 seconds. When someone activates the fuse, they can choose to have it go off any number of seconds as long as it is less than or equal to the original fuse time. The user of an explosive tag can set it to explode in reaction to their chakra. As long as the tag is within 60 feet of the user, they can use an action to activate it to set it off.
An explosive tag takes an action to apply to a surface or object. An explosive tag explodes in a 15-foot radius sphere. Any creature in that area must make a DC 13 dexterity save or take 2d8 thunder damage. On a successful save, a creature takes only half damage. This damage is doubled for structures. Multiple tags can be placed in one spot increasing damage. For each additional tag, add 1d8 to the overall damage (to a maximum of 8d8).
Poison Tag (50 gp)- A poison tag is applied to a thrown weapon. The tag activates when it hits a solid surface. Any creature within a 10-foot radius must make a DC 13 constitution saving throw. On a failed save, a creature takes 2d4 poison damage and is poisoned for 1 minute. A target can make another save at the end of each of its turns to end the poisoned condition. On a success, a creature suffers half damage and ignores the poison condition entirely. Additional tags can be added to increase the damage. For each additional tag, add 1d4 poison damage (to a maximum of 10d4).
Lightning Tag (50 gp)- A lightning tag is applied to a thrown weapon. The tag activates when it hits a creature. That creature must make a DC 13 constitution save. On a failure, they take 1d10 lighting damage and they are paralyzed for 1 minute. At the end of their turn, the creature can make another save to end the paralysis effect. On a successful save, the creature takes half the damage and is not paralyzed.
Flash Paper Bomb (100 gp)- The flash paper bomb can be added to a kunai or other thrown weapon. When the weapon impacts a surface, the tag flares with an intense light. Any creature within 10 feet of where the flash paper bomb goes off must make a DC 13 constitution saving throw or become blind for 1 minute. A creature can repeat the saving throw at the end of each of their turns to end the effect.
Healing Tag (100 gp)- The healing tag can be thrown up to 20 feet away, or it can be attached to a kunai or other thrown weapon. When the tag or weapon hits a point within range, healing energy radiates in a 10-foot radius sphere healing all creatures in that area for 2d6 hit points.
Ninja Wire- 30 feet: 25 gp, 60 feet: 45 gp, 120 feet: 100 gp
Ninja wire is thin and nearly invisible to the naked eye. Ninja wire comes in spools of 30 feet, 60 feet, or 120 feet. Ninja wire is so well hidden that it requires someone to be within 10 feet of it, and they must have a passive perception of 20 to notice it. If one wishes, they can attempt to wrap ninja wire around an opponent. They can forgo a melee attack to make a dexterity (sleight of hand) check. The attack comes off as if they just slightly missed. If they roll lower than the target’s passive perception, then the target notices the wire; if it is higher than the target’s passive perception, then they do not notice. If the target’s passive perception is increased to a point higher than the sleight of hand check after the wire is applied, they still do not notice it unless they use an action to make a perception check. If a target is completely entangled by ninja wire, then they must make a DC 20 strength (athletics) check or dexterity (acrobatics) check to break free.
Ninja wire can be used to pull a thrown weapon back to a ninja using their bonus action. The wire is also durable enough to easily hold the weight of a ninja, allowing a ninja to swing or pull themselves using the wire.
The wire can be cut using a sharp blade. Ninja wire has an AC of 15 and 10 HP.
Basic Food Pills-
There are multiple types of food pills that grant a number of different benefits.
Strengthen Pill (50 gp)- The strengthen pill helps increase physical abilities. You can take one of these pills as an action. For the next hour, all of your melee attacks, including taijutsu techniques, deal an additional 1d4 points of damage.
Strengthen Pill, Major (250 gp)- The strengthen pill, major, greatly increases your physical strikes. You can take one of these pills as an action. For the next minute, all of your melee attacks, including taijutsu techniques, deal an additional 2d6 points of damage. You cannot gain the benefit from consuming this pill again until you have taken a short or long rest.
Reinforce Pill (50 gp)- This pill helps strengthen the body's defense. You can take one of these pills as an action. For the next minute, you gain a +1 bonus to your armor class.
Healing Pill (100 gp)- The healing pill stimulates the body’s natural healing ability. You can take this pill as an action. For every minute the pill is active, you regain 1d6 hit points. The effects of the pill last for as long as you avoid strenuous activities, such as combat, moving at a fast pace, or until 10 minutes have passed. You cannot gain the benefit from consuming this pill again until you have taken a long rest.
Chakra Pill (75 gp)- The chakra pill regenerates the chakra of the user. You can use an action to consume this pill. You immediately regain 1d4 chakra points. You cannot gain the benefit from consuming this pill again until you have taken a short or long rest.
Chakra Pill, Major (400 gp)- The chakra pill, major, greatly increases the consumer’s chakra. You can use an action to take this pill. You immediately regain 1d10+2 chakra points. You cannot gain the benefit from consuming this pill again until you have taken a short or long rest.
Healing Herb-
In order to quickly recover, a ninja can use a mixture of powdered herbs to heal their wounds. There are 3 types of these remedies with varying traits:
Green Herb (30 gp): The green herb is the most basic remedy, but it tends to be the most useful. You apply this to a creature using your action. That creature heals 1d4 hit points.
Red Herb (50 gp): The red herb assists with keeping you healthy by removing negative conditions. Apply this to a creature with a disease or a poisoned condition. This herb removes either of those negative effects.
Blue Herb (300 gp): The blue herb is rare, but extremely potent. When applied to a creature using an action, they heal 2d6 hit points and have 1 level of exhaustion removed.
Poisons-
One of the most common and deadly tools in a ninja’s arsenal, many poisons have been harvested or developed all which serve different purposes:
Serpent Venom (25 gp): You can coat a weapon with this poison as an action. The next time you hit a creature with the weapon, it must make a DC 11 constitution saving throw. They take 3d6 points on poison damage on a failed save or half as much on a successful one. Once the poison is applied to a weapon, it wears off after 1 hour if no successful attack occurs.
Smoke Bomb- 30 gp
This small sphere can be thrown at the ground to create a burst of smoke. You can use an action on your turn to toss a smoke bomb up to 20 feet. A 20-foot radius sphere of smoke fills that area. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1d6+1 rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Paper Bomb Ball- 300 gp
This sphere is composed entirely of paper bombs. You can throw it up to 40 feet away from you. It detonates on impact creating an explosion in a 15-foot radius. Any creature in that area must make a DC 15 Dexterity saving throw. A creature takes 8d6 points of fire damage on a failed save, or half as much on a successful one.
Blank Sealing Scroll-
These blank scrolls can be infused with sealing jutsu that can be placed on scrolls. A scroll has a number of slots based on the size of the scroll.
1 Slot (30 gp)
2 Slots (50 gp)
3 Slots (125 gp)
4 Slots (250 gp)
5 Slots (500 gp)
Ninjutsu Scroll-
These scrolls contain a stored ninjutsu that a ninja can cast using the action associated with the sealed ninjutsu. A ninja does not need the elemental nature to cast a jutsu in this way.
D-Rank Scroll (50 gp)
C-Rank Scroll (250 gp)
B-Rank Scroll (700 gp)
A-Rank Scroll (1,800 gp)
S-Rank Scroll (5,000 gp)
Advanced Ninja Tools
Advanced Ninja tools are far rarer and difficult to create. Some require special proficiencies that an ordinary ninja doesn’t have. Most of these tools are more specialized than common ninja tools.
Smoke-Flash Bomb- 200 gp
The metal canister is used to disorient your opponents. You can throw this canister up to 40 feet away as an action. Any creature within a 10-foot radius of where the canister lands must make a DC 15 constitution saving throw. On a failed save, a creature is blinded and deafened for 1 minute. A creature can repeat the saving throw at the end of each of their turns.
Climbing Mitts and Boots- 100 gp
This specialized climbing equipment assists a ninja with climbing without using chakra. While wearing this gear, you gain advantage on any ability check you make to climb.
Foam Spray- 250 gp
This solution is loaded into a small device which can then be used to better heal wounds if applied correctly. A ninja can use their action to activate this device and expend one of its charges. Make a DC 10 medicine check on an injured creature. If you succeed, you can heal the creature for 2d8+5 hit points. This also removes disease, and the following conditions: Poisoned, Paralyzed, Blinded, and Petrified. The item has 5 charges. The charges can be replenished if more spray is purchased.
Bingo Book- 500 gp
The Bingo Book is a handbook containing information pertaining to black-listed ninja. The information within bingo books are constantly updated and shared between villages. While you have a bingo book on your person, you can look up information about potential ninja opponents. Over the period of a short rest, you can flip through the book to learn information about a ninja that is within. You can use the book as an action to give you advantage on intelligence (history) checks to learn information about a particular ninja if they are within the book, but the information you gain from this check is limited due to the speed at which you must read it.
Plasma Pill- 100 gp
The Plasma Pill speeds up the flow and production of blood in the body. This pill can be taken as an action. You gain 15 temporary hit points after consuming this pill. The hit points remain until you take a short or long rest.
Arm-Mounted Drill (requires proficiency)- 400 gp
This powerful mechanical instrument can be used to burrow through surfaces while also serving as a weapon. This is a 1 handed weapon with the heavy property. It deals 3d4 points of piercing damage. You can use this device to burrow through solid surfaces. You can activate the device as an action. While it is active, it makes quite a loud noise, giving you disadvantage on stealth checks. While the drill is active, you gain a burrowing speed of 20 feet.
Blue Fire Powder Bomb- 450 gp
This canister is filled with a mixture of chemicals which explode into a fiery burst when thrown. You can throw this canister up to 90 feet away from you as an action. The canister explodes in a 20-foot radius sphere. Any creature in that area must make a DC 15 dexterity saving throw or take 8d6 points of fire damage (which ignores resistances). On a success, a creature takes half damage.
Flak Jacket- 500 gp
This green vest shows that a ninja of the Hidden Leaf village has attained the rank of Chunin or Jonin. Other than being a representation of status, the vest does have some function as well. There are a number of pockets and areas on the vest that can be used to store useful objects. There are 6 pockets in total that can be used to store ninjutsu scrolls of B-Rank or lower, or a sealing scroll with 3 or less slots.
There are 8 hidden pockets within the vest as well. Each pocket can store an object no larger than a Kunai. Hiding an object in one of these pockets will require a DC 25 intelligence (investigation) check to find.
The vest also provides a little protection to a ninja from piercing weaponry. The vest will reduce any piercing damage the wearer takes by 3.
Shinobi Armor- 400 gp
This specially made armor is constructed to leave a ninja flexible and reactive, which allows them to wear it and retain the benefits of any unarmored features they have. The armor provides a base armor class of 11.
This armor takes many forms. Anbu tend to wear guards on their chest and forearms. The First Hokage was known for weaning red plated armor along with his rival Madara.
Wireless Radio- 100 gp
A wireless radio fits securely around the neck of the wearer with a small ear piece that is worn around the ear. Up to 5 radios can be connected on the same channel for communication. While the wireless radio is being worn, a ninja can communicate with another person wearing a radio as long as they are within 1 mile of each other. The radios are water resistant, but not waterproof.
Hidden Kunai Mechanism- 50 gp
A spring-loaded wire device is worn around the user’s wrist. A single kunai can be attached to this device, and can be used to stealthily conceal a kunai up a ninja’s sleeve. While hidden in this way, a DC 23 wisdom (perception) check is required to find the kunai if searched. It can be drawn requiring no action.
Lightning Barrel- 20 gp
This simple tube is light and hollow. You can use an action to activate the rod causing a flashing bolt of lightning to hurl from it. The bolt flies up to 300 feet away and flares brightly. If you attempt to hit a creature with the lighting bolt, that target must make a DC 13 dexterity saving throw. On a failed save, the creature takes 2d6 lightning damage.
Eye Scope- 750 gp
A device that you place over one of your eyes to increase the distance you can see. Anything seen through the Eye Scope is doubled in size, and you can make out fine details up to 1 mile away. While wearing the Eye Scope, you gain a +1 bonus to all ranged attack rolls, and you ignore half and three-quarters cover when you make a ranged attack.
Chakra Suppression Seal- 500 gp
A simple seal that reduces or removes chakra gained from a source other than your own nature. You can use an action to place this seal on a creature that has temporary chakra points or chakra points from a source other than their own chakra network. You must make a martial arts attack against the creature. If you hit, the target's additional chakra is suppressed, causing it all to disperse. This seal is known for keeping the chakra of tailed beasts at bay. Once used, the suppression seal burns away and is consumed.
Magic Items
(Specific Items that might come up in game.)
Akamichi Bo Staff
Weapon (Quarterstaff), Rare (Requires Attunement by an Akamichi)
A unique weapon crafted by the Sarutobi clan for their fierce guardians within the Akamichi clan. This +1 Bo is tied to your chakra network and taps into your clan’s unique expansion jutsu. When you cast one of your clan jutsu that increases your size to large or larger, the weapon grows with you and deals an additional weapon die of damage when used.
Armor of the Anbu
Armor (Ninja Armor), Rare (Requires Attunement)
A set of armor unique to the secretive Anbu. This set of +1 shinobi armor grants you advantage on stealth checks.
Asuma’s Kunai-Knuckle
Weapon (kunai), Rare
Asuma Sarutobi wielded two of these weapons. This +1 Kunai is form fitted to your fist to also act as a set of Knuckles. When you make a martial arts attack while holding the weapon, the magical bonus from this weapon is also applied to that attack. This weapon is considered a chakra blade.
Bashōsen
Wondrous item, Very Rare (Requires Attunement)
One of the legendary tools of the sage of 6 paths, the Bashōsen allows the attuned user to access all 5 chakra natures, even the ones they do not naturally have. The Bashōsen has 7 charges. It regains 1d6+1 charges daily at dawn. You can use the charges to do the following:
Coil of Fire (2 charges) You create a 60-foot long 10-foot wide line of flame emanating from yourself. Any creature in that area must make a DC 16 dexterity saving throw. A creature takes 6d6 points of fire damage on a failed save, or half as much on a successful one.
Coil of Wind (1 charge) You create a sudden burst of forceful wind in a 15-foot cube directly in front of you. Creatures in that area must make a DC 16 constitution saving throw. A creature takes 3d8 points of bludgeoning damage and is pushed 10 feet away from you on a failed save. A creature takes half damage and is not pushed back on a successful save.
Coil of Earth (3 charges) You cause the ground to burst at a point up to 60 feet away from you. Creatures on the ground that are within 10 feet of that point must make a DC 16 strength saving throw. A creature takes 3d10 bludgeoning damage and is knocked prone, or they take half damage and are not knocked prone on a successful save. That area is now considered difficult terrain.
Coil of Lightning (1 charge) You cause a bolt of lighting to fire at a creature within 30 feet of you. That creature must make a DC 16 dexterity saving throw. A creature takes 2d12 lightning damage on a failed save.
Coil of Water (2 charges) You create a wave of water in a 15-foot cone emanating from yourself. Any creature in that area must make a DC 16 strength saving throw. A creature takes 4d6 points of bludgeoning damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.
You can use one of the elemental coils to enhance a jutsu using the Enhance action.
Cable of Returning
Wondrous item, Uncommon
This heavy cable is made out of coiled metal wires. You can attach this cable to a weapon that lacks the Thrown property. A weapon attached to the cable gains the Thrown property with a range of 20/60 feet. You can use a bonus action to pull the weapon back to your hand. A creature that attempts to disarm you of the weapon has disadvantage on any check they make to do so, and you have advantage on saving throws to resist being disarmed of the weapon.
Chakra Armor
Armor (Ninja Armor), Very Rare (Requires Attunement)
Chakra armor is infused with the chakra of its creator. This set of +1 Shinobi Armor grants the wearer advantage on saving throws to resist ninjutsu and genjutsu.
When you take damage from a ninjutsu, you can choose to gain resistance to that damage. This property of the armor cannot be used again until you take a short or long rest.
Chakra-tuned Ring
Ring, Very Rare
This ring is attuned to a particular chakra nature. When the wearer of this ring casts a ninjutsu of the associated nature, you reduce the cost of that jutsu by 1 point (to a minimum of 1).
Conch Shell Mace
Weapon, Rare (Requires Attunement)
This strange mace appears to resemble a shelled creature. You are considered proficient with the weapon while you are attuned to it. The weapon deals 1d10 points of bludgeoning damage, and it has the thrown (40/160 feet), heavy and two-handed properties. When the weapon is thrown, it automatically returns to you whether the attack hits or misses.
Weapon Mastery: Sap
Curse Mask
Wondrous item, Very Rare (Requires Attunement)
This mask fainty resembles the head of a bird, but a red snake is emblazoned on its surface. While wearing this mask, you learn and can cast the Project Image and the Manipulation Genjutsus without the use of chakra points.
This mask has 5 charges, regaining 1d4+1 charges daily at dawn. When a creature within 60 feet of you has an active DoJutsu, you can use your action expending a charge to nullify or dispel that DoJutsu.
Gunbai
Weapon (Mace), Legendary (Requires Attunement)
The Gunbai is a special fan made from a sacred tree. This fan is considered a +1 Mace that you are proficient with while attuned to it. It gives you a +2 bonus to your AC while you hold it. While holding the fan, you can attempt to convert incoming ninjutsu into a harmless dispersion of wind. When you are the target of a ninjutsu that targets only you and no other creatures, you can use your reaction to nullify the ninjutsu.
Weapon Mastery: Sap
Hero Water
Potion, Legendary
This is a special water from the Village Hidden in the Waterfall that is produced once every century. After drinking this water, you gain 100 temporary chakra points. These chakra points remain for 1 hour after consumption or until they are all used.
For every 5 chakra points you use from these temporary chakra points, you age 1 year after the hour ends or after you use all the temporary chakra points.
Hiramekarei
Weapon (Danto), Legendary (Requires Attunement)
This is one of the legendary blades of the 7 Ninja Swordsmen of the Mist. This +2 Danto is infused with chakra. Whenever you successfully hit a creature with this weapon, they take an additional 2d8 force damage. Whenever you strike an object or structure with this weapon, you deal double damage. As a bonus action while you are wielding Hiramekarei, you can cause the blade to manifest additional length granting it the reach property. This effect ends when you use another bonus action to turn it off, or until you sheath or drop the weapon. This weapon is also considered a chakra blade.
Kabutowari
Weapon (Handaxe and Light Hammer), Legendary (Requires Attunement)
These weapons were wielded by a member of the 7 Ninja Swordsmen of the Mist. This +2 Handaxe and +2 Light Hammer are connected via a tether. If you take the attack action using either of these weapons, you can use your bonus action to make an attack using one of the weapons as well. When you throw one weapon as an attack, make an attack roll for the other weapon as part of that attack. When you attack with the handaxe and hit a creature, you can use your second attack to hit the back of the axe with the hammer driving it deeper into the target. When you do this, you automatically hit using the handaxe and do not need to make an attack roll. These weapons are also considered chakra blades.
Weapon Mastery(s): Nick (Light hammer), Vex (Handaxe)
Kibas
Weapon (Tanto), Legendary (Requires Attunement)
These twin blades were wielded by a member of the 7 Ninja Swordsmen of the mist. The Kibas, known as “Fangs”, are imbued with lightning and are considered +2 Tantos. If you are attuned to both blades, they only take up one attunement slot. When you cast a lightning style ninjutsu while holding one or both of these blades, the DC or attack bonus for the jutsu increases by 1. Additionally, when you cast a lightning style while holding one or both blades, the chakra point cost to cast the jutsu is reduced by 1 (to a minimum of 1). These weapons are also considered chakra blades.
Kubikiribōchō
Weapon (Danto), Legendary (Requires Attunement)
This is one of the blades wielded by the 7 Ninja Swordsmen of the Mist, and it is also known as the “Guillotine Sword.” This is a +3 Dantō that also functions as a Sword of Lifestealing. This blade scores a critical hit on a roll of a 19-20. This weapon is also considered a chakra blade.
Lightning Tattoo
Wondrous item, Very Rare (Requires Attunement)
Made of chakra-infused black ink, this tattoo is placed on one of the bearer's shoulders and resembles the stylized kanji for “lightning” 雷. Whenever a bearer of the tattoo casts a lightning style jutsu, the lightning takes on a black and white appearance. While similar to a seal, this tattoo does not take up any sealing slots. If you were to unattune from the tattoo, the mark remains until you attune to it once more, but until you do you gain none of its benefits. While attuned to the tattoo, you gain the following benefits:
You gain resistance to lightning damage.
When you take lightning damage, you can choose to gain immunity to lightning damage caused by a single source. Once you do, you cannot do so again until you take a long rest.
Whenever you cast a lightning style jutsu that causes damage, it deals one additional die of damage, and you can add your proficiency bonus to the damage total.
If a creature has resistance to damage caused by a lightning style jutsu you cast, they are not considered resistant to your lightning style jutsu.
Mask of Concealment
Wondrous item, Rare (Requires Attunement)
A mask made of a special material that prevents people from identifying your chakra. While you wear this mask, creatures cannot locate you with chakra-related abilities, and creatures cannot determine your identity through chakra-related abilities. If a ninja casts a sensory jutsu that targets you or includes you in its area of effect, you have advantage on the save to resist the jutsu if it requires a save. In either case, the creature takes 2d6 points of psychic damage when they cast the jutsu.
Nuibari
Weapon (Chokuto), Legendary (Requires Attunement)
This is one of the legendary blades of the 7 Ninja Swordsmen of the mist. Known as the “Sewing Needle”, this +3 Chokutō has the Thrown property (30/120 feet). Additionally, 120 feet of ninja wire has been worked into the hilt of the blade. This acts as ordinary ninja wire, and can be replaced if damaged or broken. When you use the ninja wire attached to this blade to pull it back to you, you can do so without using an action. This weapon is also considered a chakra blade.
Samehada
Weapon (Danto), Legendary (Requires Attunement)
This is one of the blades of the 7 Ninja Swordsmen of the Mist. This weapon is considered a + 2 Dantō, but it deals piercing damage instead of slashing damage. The blade does an additional 1d6 damage on a successful hit. When you hit a creature that has chakra points, roll 1d6. The target loses an amount of chakra equal to the number rolled, and you regain a number of chakra points equal to that amount. This weapon is also considered a chakra blade.
Sentience. Samehada is a sentient neutral weapon with an Intelligence of 8, a Wisdom of 14, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed.
Personality. Samehada seeks to consume chakra. It wishes to be wielded by someone who uses it as a solution to most problems.
If one carries the blade without using it frequently on creatures with chakra, Samehada may start to seek a new wielder, or it may feed on the user’s chakra. It is inherently attracted to ninja with large amounts of chakra or the chakra of a tailed beast.
Scale of Samehada
Weapon (Tanto), Very Rare (Requires Attunement)
This +2 Tanto is made of a single long scale taken from the legendary blade Samehada. It lacks the complete sentience of the parent weapon, but it can convey simple emotions to its attuned user. The blade warns its user when danger is approaching, making them immune to being surprised as well as granting them advantage on all initiative checks. When you hit a creature that has chakra points using this weapon, they lose 1 chakra point. This weapon is also considered a chakra blade.
Shibuki
Weapon (Danto), Legendary (Requires Attunement)
One of the legendary blades of the 7 Ninja Swordsmen of the Mist, the Shubuki, also known as “Splash”, is a +2 Danto that has a scroll incorporated into its blade. Explosive tags are endlessly produced from this blade causing massive explosions that do not harm the blade or the wielder of the blade. When you successfully hit with this weapon, you deal an additional 2d6 points of fire damage to the target of the strike. Additionally, when you strike a target with the weapon, a large fiery explosion bursts around you in a 10-foot radius sphere centered on yourself. Creatures within that area must make a DC 17 dexterity saving throw. A creature takes 2d6 fire damage on a failed save. This weapon is also considered a chakra blade.
Sword of Kusanagi
Weapon (Katana), Very Rare (Requires Attunement)
A powerful blade that had once belonged to the leaf, but was eventually lost, the Sword of Kusanagi (otherwise known as “Grass Longsword”) has several useful features. The blade functions as a +2 Katana, but the blade itself is infused with its creator’s chakra. As a bonus action, you can cause the blade to grow in length. The blade gains a reach of 15 feet until you use another bonus action to reduce its length. The blade is capable of cutting through nearly any structure. The sword deals double damage against objects and structures. This weapon is also considered a chakra blade.
Super Vibrato Lightning Blades
Weapon (Kunai), Rare
These types of blades are very finely tuned chakra blades designed to especially deal lightning damage. A Super Vibrato Lightning Blade is considered a +1 Kunai that is also a chakra blade. When the user of one of these blades uses a lightning style technique through it, it deals one additional die of damage if the jutsu deals damage.
Sword of the Thunder God
Weapon (tanto), Very Rare (Requires Attunement)
A powerful blade created by the second Hokage, Tobirama Senju, the Sword of the Thundergod functions as a +2 Tanto. On a successful hit, the blade deals an additional 2d6 points of lightning damage.
The blade of this weapon is not always active. While it is not active, it simply appears as a metal hilt. The blade can be activated as a bonus action. When it is activated, it springs to life illuminating a 10-foot radius with bright light, and additional 10 feet of dim light. Rather than dealing piercing damage, the blade deals lightning damage.
Sudden Burst. When you score a critical hit with the Sword of the Thunder God, the creature you hit must make a DC 15 constitution saving throw. On a failed save, the creature is paralyzed until the end of your next turn.
Triblade Scythe
Weapon, Very Rare (Requires Attunement)
A blood-red scythe with 3 blades, the Triblade Scythe is designed to inflict harm, but not kill. You are considered proficient with this weapon while you are attuned to it. The weapon deals 1d12 points of slashing damage, and it has the Two-Handed and Heavy properties. When you hit a creature with this weapon, they cannot regain hit points until the start of your next turn. When you hit, the weapon deals an additional 1d6 necrotic damage.
This weapon is considered a chakra blade.
Weapon Mastery: Vex
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