Earth Style Chunin (Shinobi World Supplement)
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Earth Style Chunin
Medium humanoid (Human), any alignment
Saving Throws Dex +7, Int +7, Wis +5
Chakra. The chunin has 20 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Evasion. When the chunin is targeted by an area effect that lets him make a Dexterity saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.
Ninja Speed. The chunin can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Multiattack. The chunin can make 2 unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.
Shuriken (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 4 (1d3 + 3) slashing damage. The chunin may make 1 additional attack for every additional chakra point spent. The chunin may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 2 (1d3 + 1) piercing damage on a hit.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, the chunin can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.
Rope Escape (6 Chakra). When the chunin attempts a d20 roll to attempt to remove an object from their person, including escaping the restrained condition from a physical restraint, they automatically roll a 20.
Basic Clone (3 Chakra). Any creature that can see the chunin must attempt a DC 14 Intelligence saving throw. On a failure, attacks against the chunin have disadvantage, and the chunin has advantage on any saving throws the creature forces them to attempt. On a success, they are no longer effected by this jutsu until it is recast. Creatures with blindsight, truesight, or that can sense magic or chakra automatically succeed this saving throw. You must spend 1 chakra at the end of each of your turns to maintain this effect.
Transformation (1+ Chakra). The chunin becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 14 Investigation check realize that they are transformed. If the creature saw them performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.
Body Flicker (3 Chakra). The chunin's movement speed doubles, and their movement does not provoke attacks of opportunity.
Lightweight Boulder (2+ Chakra). As a bonus action, the chunin can divide one object's weight by the amount of chakra spent. The chunin may target a creature with this jutsu for 7 chakra. Doing so also grants them a flying speed equal to their movement speed
Weighted Boulder (7+ Chakra). One creature or object the chunin can touch becomes 2 + half the additional amount of chakra times heavier for 1 minute. If the target is a creature, their movement speed becomes 0 and their melee attacks deal twice as much damage.
Fissure (3 Chakra). The chunin creates a 30 ft. long, 10 ft. wide, 50 ft. deep or smaller fissure. Each creatures in the area must make a DC 14 Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making a DC 14 Athletics or Acrobatics check. The fissure has an initiative of 20. At the start of its fourth turn it closes. A creature still in the fissure takes 19 (3d6 + 2d4 + 3) force damage and is pushed to the top.
Rock-Tatami (5 Chakra). The chunin creates a rock mat that fills a 5 ft. square area. As a bonus action during the next 5 minutes, they may force any creature to attempt a DC 14 Strength saving throw. On a failure, they become prone or move up to 10 ft. in a direction of your choice including straight up (unless they are larger than Large), and take 16 (5d4 + 3) bludgeoning damage. On a success, they take half as much damage. If they are moved, the mat moves as well, and stays there until you move it again or this jutsu ends.
Stone Pillar Spears (8 Chakra). The chunin creates five stone pillars within 20 ft. of them. The pillars are 5 ft. cylinders that protrude 30 ft. out of the ground and pass through obstacles to reach the target. The target of each pillar must make a DC 14 Dexterity saving throw or take 15 (2d6 + 2d4 + 3) piercing damage for each pillar that hits it.
Explosive Seal (1+ Chakra). The chunin creates an explosive seal on one surface they can touch.
Paralysis Seal (2+ Chakra). The chunin creates a paralysis seal on one surface they can touch.
Substitution (3+ Chakra). When the chunin is hit by an attack and would take damage, they decrease the damage by 15 (1d10 + 10) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. The chunin can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.
After intense training, a Earth Style Genin might pass the Chunin Exams, thus gaining the rank of Chunin. Chunin typically undertake C-Rank and B-Rank missions, and often become academy teachers later in life. Along with a flak jacket, and often but not necessarily a new forehead protector, chunin are granted the opportunity to oversee official shinobi events in their village, and carry a palpable respect among civilians and most chunin. With luck, and lots of training, a chunin may exceed all expectations, rising to the rank of Jonin.