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minimum amount of XP required to reach that level (see ABILITY S CORE S UMMARY

“Beyond 1st Level” later in this section).

HIT/CHAKRA POINTS & HIT/CHAKRA DICE S TRENGTH


Your character’s hit points define how tough your
character is in combat and other dangerous situations. Measures: Natural Athleticism, bodily power.
Your hit points are determined by your Hit Dice (short Important for: Taijutsu or Bukijutsu focused Characters.
for Hit Point Dice). Your characters chakra points define Clan Increases:
how much stamina your character has and how many
jutsu and other special abilities they can pull off before
they run out of steam in and out of combat. Your chakra Hebi (+2) Kaguya (+2) Hoshigaki (+1)
points are determined by your Chakra Dice (short for Sarutobi (+2) Akimichi (+1) Inuzuka (+1)
Chakra point Dice).
At 1st level, your character has 1 Hit Die & Chakra Die
and the die type for each is determined by your class. You
D EXTERITY
start with hit points and chakra points equal to the Measures: Physical agility, reflexes, balance, poise.
highest roll of those respective die, as indicated in your
Important for: Taijutsu, Ranged, Bukijutsu focused Characters.
class description. (You also add your Constitution
Clan Increases:
modifier, which you’ll determine in step 3.) This is also
your hit or chakra point maximum.
Record your character’s hit & chakra points on your Fuma (+2) Uchiha (+2) Hyūga (+1)
character sheet. Also record the type of Hit Die & Chakra Kaguya (+2) Yuki (+2) Tsuchigumo (+1)
Die your character uses and the number of both Dice you
have. After you rest, you can spend your hit die to regain
hit points and your chakra die to regain chakra points. C ONSTITUTION
(see “Resting” in the Adventuring section).
Measures: Health, stamina, vital force
PROFICIENCY BONUS Important for: Health & Chakra (everyone)
The table that appears in your class description shows Clan Increases:
your proficiency bonus, which is +3 for a 1st-level
character. Your proficiency bonus applies to many of the
numbers you’ll be recording on your character sheet: Akimichi (+2) Ryu (+1) Kaguya (+1)
Hoshigaki (+2) Kuru (+1) Hebi (+1)
• Attack rolls using weapons you’re proficient with
Uzumaki (+2) Sarutobi (+1)
• Attack rolls with jutsu you cast
• Ability checks using skills you’re proficient in
I NTELLIGENCE
• Ability checks using tools you’re proficient with
• Saving throws you’re proficient in
• Saving throw DCs for jutsu you cast (explained in each Measures: Mental acuity, information recall, analytical skill.
class) Important for: Ninjutsu focused Characters.
Clan Increases:
Your class determines your weapon proficiencies, your
saving throw proficiencies, and some of your skill and
tool proficiencies. (Skills are described in Hatake (+2) Ryu (+2) Kurama (+1)
“Using Ability Scores”, tools in “Equipment.”) Your Nara (+2) Yuki (+1) Uchiha (+1)
Clan gives you additional skill and tool proficiencies. Be
Yamanaka (+1)
sure to note all of these proficiencies, as well as your
proficiency bonus, on your character sheet. W ISDOM
Your proficiency bonus can’t be added to a single die
roll or other number more than once. Occasionally, your
proficiency bonus might be modified (doubled or halved, Measures: Awareness, intuition, insight
for example) before you apply it. If a circumstance Important for: Genjutsu focused Characters.
suggests that your proficiency bonus applies more than Clan Increases:
once to the same roll or that it should be multiplied more
than once, you nevertheless add it only once, multiply it
Hyūga (+2) Kurama (+2) Aburame (+1)
only once, and halve it only once.
Inuzuka (+2) Kuru (+2) Fuma (+1)
Tsuchigumo (+2)

C HARISMA

Measures: Confidence, eloquence, leadership


Important for: Social interaction
Clan Increases:

Aburame (+2) Kurama (+2) Nara (+1)


Yamanaka (+2) Hatake (+1)

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