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1
TABLE OF CONTENTS
Credits ................................................................................ 1
Table of Contents ...................................................................... 2
Anteater ....................................................................................... 3
Save DCs & Attack Bonuses ................................................ 3
Special Features ................................................................... 3
Anteater Jutsu Specialist .................................................... 3
Cat .................................................................................................4
Save DCs & Attack Bonuses ............................................... 4
Special Features .................................................................. 4
Cat Jutsu Specialist ............................................................. 4
Deer .............................................................................................. 5
Save DCs & Attack Bonuses ................................................5
Special Features ...................................................................5
Deer Jutsu Specialist ...........................................................5
Hummingbird ........................................................................... 6
Save DCs & Attack Bonuses ............................................... 6
Special Features .................................................................. 6
Hummingbird Jutsu Specialist ........................................ 6
Moth/Butterfly ........................................................................... 7
Save DCs & Attack Bonuses ................................................7
Special Features ...................................................................7
Moth/Butterfly Jutsu Specialist ........................................7
Lepidopteran Senjutsu .......................................................7
Raccoon .......................................................................................8
Save DCs & Attack Bonuses ............................................... 8
Special Features .................................................................. 8
Raccoon Jutsu Specialist ................................................... 8
Sheep/Mountain Goat ............................................................. 9
Save DCs & Attack Bonuses ............................................... 9
Special Features .................................................................. 9
Sheep/Goat Jutsu Specialist.............................................. 9
2
ANTEATER Supreme Charge: You can use the Charge attack with a
range of up to 10 feet. You end your Charge attack exactly
Anteaters, like dogs, are cuddly doofuses. Once they get
5 feet from the target.
into combat though, they become massive beasts of
If you already have the Powerful Charge feature the
destructive power – especially if they feel their
range goes up to 30 feet instead.
summoner is in danger.
If you already have the Perfect Charge feature, you can
Summon Type: Carnivoran charge twice with the same action targeting two
Hit Dice: d12 different creatures. While doing this, you do not cause
Chakra Dice: d6 opportunity attacks.
Saving Throws: Strength, Constitution
Creature Skills: Athletics, Intimidation, Survival ANTEATER JUTSU SPECIALIST
Creature Senses: Blindsight (60ft), Keen Smell
Anteaters are only able to cast Ninjutsu with the Earth
(Advantage on Perception Checks that rely on Smell)
Release Keyword, Taijutsu that require an attack roll,
Natural Weapons and Bukijutsu with a Melee Slashing Weapon
Claws (Melee Weapon Attack: Reach 5ft., one target. Str + component.
Prof to hit, +Str Slashing damage).
Charge (Melee Weapon Attack: Reach 5ft., one target. Str
+ Prof to hit, +Str Bludgeoning damage).
D-RANK:
Near Blindness: Anteaters are almost blind. You are
immune to Genjutsu with the Visual keyword.
C-RANK: SELECT 1
Multiattack: You can make up to two attacks using
your Claws.
Powerful Charge: You can use the Charge attack with a
range of up to 10 feet. You end your Charge attack exactly
5 feet from the target.
B-RANK: SELECT 1
Earthbender: You reduce the Chakra cost of Earth
Ninjutsu by half your Proficiency modifier (minimum of
1).
Perfect Charge: You can use the Charge attack with a
range of up to 10 feet. You end your Charge attack exactly
5 feet from the target.
If you already have the Powerful Charge feature the
range goes up to 30 feet instead.
A-RANK: SELECT 1
Damaging Strike: Your Taijutsu and Bukijutsu ignore
resistance and creatures that take damage from your
Claws attack must succeed on a Constitution saving
throw against your Jutsu Save DC or gain 1 stack of
Bleeding.
ANTEATER
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th
S 16 11 12 8 12 10 2 D-Rank 30ft
C-Rank 8th
S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 30ft
B-Rank 12th S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16 th
S-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank 40ft
S-Rank 20 th
S-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank 50ft
3
CAT you can recover without being unsummoned. While
resting, you are fully aware of your surroundings.
Cats are conniving and cunning, being meticulous little
Catnip Trafficking: You have a stack of Catnip equal to
bastards. They will do all they can to annoy their
¼ of your creature level. Once ingested, Catnip gives
summoner, from throwing his stuff in the ground to
advantage to all checks that involve Dexterity or
biting his leg at random intervals.
Intelligence for a number of rounds equal to half your
Summon Type: Carnivoran proficiency bonus rounded down. You can ingest Catnip
Hit Dice: d10 as a bonus action. Catnip can only be ingested by felines.
Chakra Dice: d8 This stack is regained 5 hours after you are
Saving Throws: Intelligence, Charisma unsummoned, when you either go for a walk to find
Creature Skills: Insight, Persuasion, Survival some more or buy some from a catnip trafficker.
Creature Senses: Darkvision (120ft), Keen Sight If you already have the Catnip feature, you have a stack
(Advantage on Perception Checks that rely on Sight) of catnip equals to half your creature level. Once
ingested, it also gives advantage to a number of attacks
Natural Weapons
(including jutsu) equal to ¼ your proficiency bonus. You
Claws (Melee Weapon Attack: Reach 5ft., one target. Dex
can ingest catnip as a reaction once per minute. Your
+ Prof to hit, +Dex Slashing damage).
catnip stack is regained after 2 hours after being
SAVE DCS & ATTACK BONUSES unsummoned. Every time you are summoned you bring
to your summoner a number or Ryo equal to half the
All Jutsu Save DCs: 8 + Half your Proficiency + Half stack of catnip you can have times each increment of
Creature Level. time you have been gone (each increment being equal to
All Jutsu Attack Bonus: Inteliigence Modifier + Your 2 hours). The amount of Ryo caps at a value decided by
Proficiency bonus. the DM. Catnip can only be ingested by felines.
C-RANK: SELECT 1
Cat Jump: You can use 10 + Strength for Long Jumps.
You can also use 5 + Strength for High Jumps (page 144,
Shinobi Handbook for rules on Jumping).
Hurtful Claws: Your claws attack does one additional
dice of damage and crits on 19-20. On a crit, it gives one
stack of Bleeding. You also can use simple melee
weapons that deal Slashing damage with proficiency.
B-RANK: SELECT 1
Aware Catnap: You recover all your HP and CP after 12
hours of your last summoning.
If you already have the Catnap feature, you recover all
your HP and CP after only 6 hours of your last fight and Art by JuliettaSan at DeviantArt
C AT
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th
S 8 12 10 16 10 14 2 D-Rank 30ft
C-Rank 8th
S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 40ft
B-Rank 12th S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16 th
S-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank 50ft
S-Rank 20 th
S-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank 60ft
4
DEER your jutsu save DC, being moved 10ft away from you on a
falied save.
Deer are timid, docile creatures, who do not like to fight
as a general rule. Caring, kind, and almost parental, they
B-RANK:
nonetheless can be roused to fight in defense of those Enlightened Healer: You can add your Wisdom
they care about. They will not stand for outright warfare
modifier to any jutsu that heals hit points.
or cruelty in any form, and will usually stop fighting as
If you already have the Wise Healer feature, you can
soon as the losing side surrenders, flees, or is unable to instead add twice your Wisdom modifier to any jutsu
fight. They will only truly serve those who are healers or that heals hit points.
kind leaders, who see violence as a last resort.
C-RANK: SELECT 1
Calming Aura: As long as you are within 15ft of a
Creature, you and all creatures within 15ft of you have
advantage on Wisdom saving throws against Fear
effects.
If you already have the Herd Mentality feature you can,
as an action, invoke an aura of calm around you for 1 This summon was based on Yutai’s (Mirran#4761) Deer
minute. Allies within 30ft of you gain advantage on summon homebrew. This rewrite and review of the Deer
Wisdom saving throws against effects and jutsu that summon was consented by Yutai.
would inflict the fear or Berserk conditions.
Defensive Kick: When a creature makes a melee attack
against you and misses, you can use your reaction to
attempt to shove that creature up to 10 feet away. The
target creature must make a Strength saving throw vs.
H UMMINGBIRD
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th
S 13 14 10 10 15 8 2 D-Rank 40ft
C-Rank 8th
S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 40ft
B-Rank 12th S-H +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 50ft
A-Rank 16 th
S-L +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank 60ft
S-Rank 20 th
S-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank 60ft
5
HUMMINGBIRD action by adding half of the second jutsu’s original cost
to the final cost.
Hummingbirds are hyperactive little critters. They are
always moving, even when idle. If they are hovering or
flying, all you can see is a blur with lightning streaks
HUMMINGBIRD JUTSU SPECIALIST
where the wings should be. Hummingbirds are only able to cast Ninjutsu with the
Wind Release and Lightning Release Keywords and
Summon Type: Avian
Bukijutsu with a Melee Slashing or Piercing Weapon
Hit Dice: d6
component.
Chakra Dice: d12
Saving Throws: Dexterity, Intelligence
Creature Skills: Acrobatics, Sleight of Hand, Stealth
Creature Senses: Darkvision (90ft), Keen Sight
(Advantage on Perception Checks that rely on Sight)
Natural Weapons
Talons (Melee Weapon Attack: Reach 5ft., one target. Dex
+ Prof to hit, +Dex Slashing damage).
Peck (Melee Weapon Attack: Reach 5ft., one target. Dex +
Prof to hit, +Dex Piercing damage).
SPECIAL FEATURES
You may select 1 feature at each applicable rank. Higher
Ranked summons select 1 feature from each previous
rank.
D-RANK: SELECT 1
Multiattack: You can attack twice in the same action
with your Natural Weapons.
Hard to Catch: Hummingbirds are immune to the
grappled and restrained conditions.
C-RANK: SELECT 1
Dashing Winds: You can dash as a free action once per
turn.
Dexterous Wings: You have advantage on Dexterity
saving throws.
B-RANK: SELECT 1
Multijutsu: Choose a jutsu from your list. You can cast
it twice in one action by adding half of its original cost to
the final cost.
Rogue Bird: You have advantage on Dexterity (Stealth)
checks. You also have advantage on Dexterity (Sleight of
Hand) checks to pickpocket items.
A-RANK:
Advanced Multijutsu: Choose a jutsu from your list.
You can cast it twice in one action by adding half of its
original cost to the final cost.
If you already have the Multijutsu feature you can
choose two jutsu from your list and cast them in one
H UMMINGBIRD
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th
T-S 6 16 10 14 10 12 2 D-Rank 40ft Fly
C-Rank 8th
T-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 50ft Fly
B-Rank 12th T-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 60ft Fly
A-Rank 16 th
T-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank 80ft Fly
S-Rank 20 th
T-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank 100ft Fly
6
MOTH/BUTTERFLY If you already have the Powerful Genjutsu feature, you
gain this effect instead: When you cast a Genjutsu, you
Lepidopterans are mysterious creatures, but once they
can, by spending half the original cost of the jutsu, give
open up, they become quite the little tricksters.
the target disadvantage to the Genjutsu’s saving throw.
Summon Type: Lepidopteran
Hit Dice: d6 MOTH/BUTTERFLY JUTSU SPECIALIST
Chakra Dice: d12
Lepidopterans are only able to cast Genjutsu and
Saving Throws: Wisdom, Charisma
Ninjutsu that deals Poison damage.
Creature Skills: Deception, Illusion, Insight
Creature Senses: Darkvision (90ft), Keen Sight
Art by Ginger-of-Art at DeviantArt
(Advantage on Perception Checks that rely on Sight)
Natural Weapons
Poison Dust (Ranged Weapon Attack: Reach 15ft., one
target. Wis + Prof to hit, +Wis Poison damage).
SPECIAL FEATURES
You may select 1 feature at each applicable rank. Higher
Ranked summons select 1 feature from each previous
rank.
D-RANK: SELECT 1
Mental Intoxication: Genjutsu you cast add your jutsu
attack bonus to the damage.
Phantom Dodge: Damage you take is reduced by half
your proficiency (minimum damage of 1).
C-RANK: SELECT 1
Powerful Genjutsu: Genjutsu you cast gain a +1 bonus
to their DC.
Effective Genjutsu: Genjutsu you cast have their cost
reduced by half your proficiency modifier (minimum
cost of 1).
M OTH /B UTTERFLY
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4 th
T-S 5 10 10 12 16 14 2 D-Rank 20ft Fly
C-Rank 8 th
T-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 25ft Fly
B-Rank 12th T-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 30ft Fly
A-Rank 16 th
T-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank 40ft Fly
S-Rank 20 th
T-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank 50ft Fly
7
RACCOON These D-Rank Raccoons are all pieces of the original
Raccoon, sharing the same consciousness. Each of these
Raccoons are stealthy rogues, perfect for a silent
D-Rank Raccoons share 1/8th of the original Raccoons
ambush. Raccoons will never snitch on their partners in
maximum hit points. Their consciousness can be shared
crime. Once the summoner has built enough trust with a
across 100 miles of the Alpha Raccoon (can be any of the
Raccoon, any secret shared between them stays
D-Rank Raccoons, and is chosen by the summoner when
unspoken. The Raccoon society is very conservative on
the Raccoon divides itself – the Alpha Raccoon can be
secret-keeping, sometimes occasioning on hard
discerned from the others as they gain a little crown
punishment. Snitches get stitches, after all.
made of scrap metal to represent their status). If any D-
Summon Type: Carnivoran Rank Raccoon moves above the 100 miles limit, the rest
Hit Dice: d10 of the Raccoons only recover the knowledge of what
Chakra Dice: d8 happened to that specifically Raccoon once it is dead.
Saving Throws: Dexterity, Wisdom These Raccoons can remain separated until the Raccoon
Creature Skills: Insight, Sleight of Hand, Stealth is unsummoned.
Creature Senses: Darkvision (60ft), Keen Sight
(Advantage on Perception Checks that rely on Sight)
Natural Weapons
Claws (Melee Weapon Attack: Reach 5ft., one target. Dex
+ Prof to hit, +Dex Slashing damage).
D-RANK:
Unseen Thievery: You have advantage on Dexterity
(Stealth) checks.
C-RANK: SELECT 1
Quick Claws: You can make up to two attacks using
your Claws attack.
Damaging Claws: Your Claws attack scores a critical
strike on a roll of 19 or 20.
B-RANK: SELECT 1
Expert Thief: You have expertise on Dexterity
(Stealth) checks. You also have expertise on Dexterity
(Sleight of Hand) checks to pickpocket items after a
successful Stealth check.
Cunning Action: You can take a Bonus Action on each
of your turns that can only be used to take the Dash,
Disengage or Hide action.
R ACCOON
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th
S 11 16 8 10 14 12 2 D-Rank 30ft
C-Rank 8th
S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 40ft
B-Rank 12th S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16 th
S-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank 50ft
S-Rank 20 th
S-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank 60ft
8
SHEEP/MOUNTAIN GOAT If you already have the Fluff Prowess feature and you
reduce the damage taken to 0, you gain temporary hit
Sheep are fluffy, cloud-like mammals. They can be used
points equal to 1 + your proficiency bonus.
as cushions, beds and pillows.
SPECIAL FEATURES
You may select 1 feature at each applicable rank. Higher
Ranked summons select 1 feature from each previous
rank.
D-RANK: SELECT 1
Fluff Power: Damage you take is reduced by an
amount equal to half your proficiency.
Armored Wool: Jutsu that increases your AC have a
bonus of +1 to the AC increase. Copyright credit: Gamefreak
C-RANK: SELECT 1
Fluff Prowess: Damage you take is reduced by an
amount equal to half your proficiency bonus.
If you already have the Fluff Power feature you instead
reduce the damage by an amount equal to your
proficiency bonus. If you reduce the damage to 0 you
gain temporary hit points equal to 1.
Ironclad Wool: Jutsu that increases your AC have a
bonus of +1 to the AC increase.
If you already have the Armored Wool feature, you
increase the AC bonus by 1.
B-RANK:
Do Shinobi Dream of Electric Sheep? (Sheep only):
You can learn Ninjutsu with the Lightning Release
keyword.
Infinite Fluff (Goat Only): Damage you take is reduced
by an amount equal to half your proficiency bonus.
If you already have the Fluff Power feature you instead
reduce the damage by an amount equal to your
proficiency bonus. If you reduce the damage taken to 0
you gain temporary hit points equal to 1.
S HEEP/G OAT
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th
S 14 8 16 12 10 10 2 D-Rank 30ft
C-Rank 8th
S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 30ft
B-Rank 12th S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16 th
S-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank 40ft
S-Rank 20 th
S-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank 50ft
9
10