Naruto's Jutsu (Shinobi World Supplement)

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Naruto's Jutsu[edit]

The following is a list of every jutsu Naruto uses. Attack bonuses and DC should be present on the page itself, and thus is left blank here. Any listed DC do not change across versions. Headers represent the version of Naruto that he gains such a jutsu, with lower listed versions having any jutsu that higher listed versions did.


Naruto, Young[edit]

Transformation (1+ Chakra).Naruto becomes identical to a person, creature or non-magical object he a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make an Investigation check realize that he is transformed. If the creature saw him 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). Naruto's movement speed doubles, and his movement does not provoke attacks of opportunity.

Shadow Clone (2+ Chakra/Clone). Naruto creates a any number of clones. The clones have 5 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, Naruto dismisses them at will, or Naruto falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 2 (minimum 0).

  • Shadow clones have no range limit as to how far away they can be.
  • When creating a shadow clone, Naruto can expend additional chakra to give one of the clones 5 additional hit points per chakra point spent, but he can't give a clone more hit points than his own maximum hit points. He can do this for as many clones as you wish.
  • Any effects affecting Naruto when the clone is created carries over to the clone.
  • A shadow clone carries a copy of all his equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

Rasengan (10 Chakra). Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: 12 (2d10) + his Intelligence modifier bludgeoning damage + 12 (2d10) force damage and the target must succeed a Strength saving throw. On a failure, they are pushed 20 feet away from Naruto. He must have a shadow clone within 5 ft. to use this before Naruto (Shinobi World Supplement).

Summoning Jutsu (4+ Chakra). Naruto summons one of the Toads of Mount Myoboku underneath him, spending an amount of chakra equal to twice the summoned creature's CR.

'Basic Ninjutsu Technique (1 Chakra). As a bonus action, Naruto 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.

Hidden Chakra. When Naruto has less than half his maximum chakra, he gains red chakra equal to his CR. He may use this once, regaining all uses at the end of a long rest.

Initial Release. As a bonus action, Naruto enters Initial Release. This reveals him as a Jinchūriki to anyone that can see him and anyone who can detect magic or see chakra may make an Insight check, and he gains the following benefits:

  • The cost of all Jutsu Naruto knows are reduced in chakra costs by 1, except for Jutsu that only cost 1 chakra.
  • Naruto's movement speed increases by +10 ft.
  • At the start of each of his turns, Naruto regains hit points equal to his Constitution modifier.
  • Naruto gains advantage on Strength and Dexterity checks and saving throws.
  • This state ends if you choose to do so as an action, or if he is knocked unconscious.
  • Naruto loses 2 chakra and gains 2 red chakra at the end of each of his turns.

Reactions[edit]

Substitution (3+ Chakra). When Naruto is hit by an attack and would take damage, he decreases the damage by 6 (1d10) + his CR and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. Naruto can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Naruto[edit]

Tailed Release. While Initial Release is active, Naruto gains the following:

  • Naruto's unarmed strikes deal an additional 1d4 slashing damage.
  • Naruto's movement speeds increase by 5 x his Dexterity modifier ft.
  • Naruto regains additional hit points equal to his Constitution modifier at the beginning of each of his turns.
  • Naruto can activate Hidden Chakra as a bonus action, and can use red chakra in tandem with his own.
  • Naruto loses 4 chakra and gains 4 red chakra at the end of each of his turns.

Naruto, Akatsuki Suppression Mission[edit]

Giant Rasengan (12+ Chakra). Naruto creates a 10 ft. radius thats edge is 5 ft. in front of him. On his next turn, as an action, all creatures in this range are targeted by a Rasengan attack. Naruto may spend 5 additional chakra to increase this jutsu's range by 5 feet. He must have a shadow clone within 5 ft. to use this.

Rasenshuriken (20 Chakra). Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: 20 (8d4) + his Intelligence modifier thunder damage and 15 (6d4) piercing damage. Naruto and the target must make a Constitution saving throw, taking 9 (2d8) piercing damage and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. He must have a shadow clone within 5 ft. to use this before Naruto, War Arc (Shinobi World Supplement).

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Tailed Beast Shockwave (4+ Chakra). Each creature within a 5 ft. radius must succeed a Strength saving throw or take 4 (1d8) force damage and be pushed to the edge of this jutsu’s range. Naruto can add an additional 5 (1d8) damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage. Naruto may spend 4 additional chakra separate from the previous effects to use this as a reaction, causing the ranged attacks it may be made in response to to miss in addition to its normal effects.

Naruto, Pain Arc[edit]

Sage Meditation. As a full turn action, Naruto becomes blind and prone until the beginning of his next turn, and 4 points of Naruto's normal chakra becomes senjutsu chakra. If a clone is dispelled while being effected by this action, any chakra it would have granted Naruto is instantly converted into senjutsu chakra.

Sage Art. As part of another jutsu, Naruto either fulfills its cost with senjutsu, or spends an additional amount of senjutsu chakra equal to 1/4 of its cost, doubling the range or damage of, grants a creature disadvantage against any 1 saving throw it incurs, or grants himself advantage on any 1 saving throw it incurs.

Naruto, War Arc[edit]

Planetary Rasengan (25 Chakra). Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: 55 (10d10) + his Intelligence modifier force damage, and the target must attempt a Strength saving throw. On a failure, they are pushed 60 feet away from Naruto. Naruto must prepare this action as an action on the turn before using this jutsu.

Twin Rasengan (10+ Chakra). Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: 18 (3d10) + his Intelligence modifier force damage and the target is pushed 5 feet away from Naruto. Naruto may make 1 additional attack up to the number of hands he has for every 5 additional chakra spent.

Kurama Chakra Mode. While in Tailed Release, Naruto gains the following:

  • Naruto gains a damage reduction of 5.
  • Naruto may gift a creature he can touch up to 3 chakra or red chakra as a bonus action.
  • Naruo sheds bright light for 10 feet and dim light for another 10 feet.
  • Naruto gains 1 additional use of Hidden Chakra. This is only granted on his first use of this feature, regaining this use at the end of a long rest.
  • Naruto may create up to 9 hands for an equal number of chakra points that last until the end of this feature.
  • Naruto loses 6 chakra and gains 6 red chakra at the end of each of his turns.

Naruto, Six Paths[edit]

Tailed Beast Mode. As a full turn action, Naruto becomes identical to Kurama, keeping his actions, features, and total percentage of hit points and chakra points. He loses 6 chakra and gains 6 red chakra at the end of each of his turns.

Magnet Style Rasenshuriken (20 Chakra). Melee Weapon Attack: +X to hit, range 60 ft., one target. Hit: 35 (14d4) + his Intelligence modifier bludgeoning damage. The target must make a Constitution saving throw, becoming restrained for 5 minutes and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. They may retry this saving throw to escape being restrained.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Blue Fire Rasenshuriken (20 Chakra). Melee Weapon Attack: +X to hit, range 60 ft., one target. Hit: 50 (20d4) + his Intelligence modifier fire damage. The target must make a Constitution saving throw, taking 9 (2d8) fire damage and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Deep-Sea Rasenshuriken (20 Chakra). Melee Weapon Attack: +X to hit, range 60 ft., one target. Hit: 50 (20d4) + his Intelligence modifier cold damage. The target must make a Constitution saving throw, becoming stunned until the beginning of their next turn and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Lava Style Rasenshuriken (20 Chakra). Melee Weapon Attack: +X to hit, range 60 ft., one target. Hit: Their maximum hit points are decreased by 50 (20d4) + his Intelligence modifier hit points. The target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Vapor Style Rasenshuriken (20 Chakra). Melee Weapon Attack: +X to hit, range 60 ft., one target. Hit: 50 (20d4) + his Intelligence modifier fire damage. The target must make a Constitution saving throw, taking 11 (4d4) additional damage (once per creature) from all sources for 1 minute and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. They may retry this saving throw at the end of each of their turns to end the additional damage effect.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Bubbling Rasenshuriken (20 Chakra). Melee Weapon Attack: +X to hit, range 60 ft., one target. Hit: 50 (20d4) + his Intelligence modifier acid damage. The target must make a Constitution saving throw, decreasing their AC by -2 (once per creature) and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. They may retry this saving throw at the end of each of their turns to end the AC decrease effect.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Insectoid Rasenshuriken (20 Chakra). Melee Weapon Attack: +X to hit, range 60 ft., one target. Hit: 50 (20d4) + his Intelligence modifier poison damage. The target must make a Constitution saving throw, becoming poisoned for 1 minute and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. They may retry this saving throw at the end of each of their turns to stop being poisoned.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Inky Rasenshuriken (20 Chakra). Melee Weapon Attack: +X to hit, range 60 ft., one target. Hit: 45 (18d4) + his Intelligence modifier thunder damage. The target must make a Constitution saving throw, becoming blinded for 1 minute and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. They may retry this saving throw at the end of each of their turns to stop being blinded.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Overwhelming Rasenshuriken (20 Chakra). Melee Weapon Attack: +X to hit, range 60 ft., one target. Hit: 70 (28d4) + his Intelligence modifier thunder damage. The target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Tailed Beast Bomb (20 Chakra). All creatures in a 10 ft. by 60 ft. line or 20 ft. radius 60 ft. from Naruto must succeed a Dexterity saving throw. On a failure, they take 55 (10d10) + his Intelligence modifier force damage, are pushed to the closest edge of the area, and fall prone. On a success, they take half as much damage. This jutsu ignores evasion.

Truth Seeking Orb. As a reaction when Naruto would take damage, he diverts said damage to his 6 truth-seeking orbs. Each orb has 50 hit points. Once destroyed, an orb is lost forever.

Naruto, The Last[edit]

Baryon Mode. While in Kurama Chakra Mode, Naruto gains the following until he becomes unconscious:

  • Naruto gains an additional damage reduction of 5 (10 total).
  • Naruto adds Kurama's hit points and his chakra points to his hit points (.
  • At the start of each of Naruto's turns, his current and maximum hit points are decreased by 20 hit points.
  • Any jutsu Naruto uses spends hit points instead of chakra points.
  • Naruto sheds bright light for 10 feet and dim light for another 10 feet (20 ft. total).
  • Naruto has a number of hands up to the most tails your Tailed Beast has.
  • Naruto's unarmed strikes deal an additional 1d4 force damage.
  • At the end of each of his turns, Naruto may choose 1 creature who he has damaged on the same turn. That creature automatically loses 20 maximum and current hit points.
  • This feature ends when Naruto become unconscious.
  • When Naruto's hit points are reduced to 0, he is stable, but he loses access to all Path of the Beast features as Kurama dies.

Tailed Beast Bomb Enhancement (15 Chakra). As part of casting another jutsu that deals damage, Naruto adds Tailed Beast Bomb's range, damage, or half of both.

Naruto, Boruto[edit]

'Hashirama Regeneration (5 Chakra). As a bonus action, Naruto regains 6 (1d10) + his Constitution modifier hit points.

Naruto, Late Boruto[edit]

Naruto loses access to any actions gained after Naruto, Pain Arc, Tailed Release, Initial Release, and Hidden Chakra.


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