Naruto: Shinobi (5e Class)/Basic Ninjutsu

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Basic Ninjutsu[edit]

Hand Seal Jutsu[edit]

Shuriken Shadow Clone Jutsu

Cost: 1 chakra per weapon

Requirements: Shuriken Jutsu

When you use the shuriken jutsu, you may spend chakra to instantly create a copy of the weapon thrown. This weapon disappears at the end of your turn.


Explosive Seal

Cost: 1+ Chakra

Casting Time: 60 seconds plus 10 for every 2 chakra spent (stacks with damage cost)

Range: Touch

Duration: 1 minute + 1 for every additional chakra spent (stacks with damage cost)

Material Component: Requires Ink or calligrapher's tools to draw the seal

You draw an explosive seal on your chosen surface, then infuse it with chakra. The seal explodes after 1 minute of being placed, unless triggered by you as a bonus action. The seal can also be given a condition (such as being touched or a creature coming within 20 ft. of it) after which it will explode.

Any creature within 20 ft. of the seal when it detonates must attempt a Dexterity saving throw. On a failure, they take 2d6 fire damage and are pushed back 10 feet. On a successful save, a creature takes half as much damage and isn't pushed back. A creature touching the seal as it detonates must make a Constitution saving throw at disadvantage instead of a Dexterity saving throw. You may increase the damage this jutsu deals by 1d6 for every 2 chakra spent to a maximum of 4d6


Mutually Multiplying Explosive Tags

Requirements: Explosive Seal

Cost: 2 chakra

One creature of your choice that is controlled or charmed by you, including yourself, has their movement speed halved as they begin to exude explosive tag formulas. At the beginning of each of their turn until the creature is reduced to 0 hit points or ends this effect as an action, all creatures in a 10 foot radius of the creature, including the creature themselves, must attempt a Dexterity saving throw. On a failure, they take 3d6 + your Intelligence modifier fire damage. On a success, they take half as much damage.


Transformation

Cost: 1 chakra

Duration: 1 hour per chakra point spent

As an action, you transform into a person, creature or non-magical object you have seen before or have a basic idea of, and become identical visibly to that image unless you choose not to be. Creatures must make an Investigation check against you save DC to be notice you aren't what you appear to be. If it saw you performing the Jutsu, it automatically succeeds. Your statistics remain the same. You can not become a light source, armor, tool, or vehicle and you can not recreate a magical effect.

At 6th level, if you transform into a creature with a swim or fly speed, you gain the speed equal to your movement speed, however you do not gain any of the other characteristics of the creature.


Body Flicker

Cost: 3 chakra

As an action, your movement speed increases by half its total (rounded down) until the end of your next turn. This movement does not provoke attacks of opportunity.


Basic Clone

Cost: 3 chakra

Requirements: Body Flicker

Among the most basic jutsu taught to shinobi, the effects of this jutsu are more akin to afterimages than true clones. As a bonus action, any creature that can see you must attempt an Intelligence saving throw. On a failure, attacks against you have disadvantage, and you have advantage on any saving throws they force you 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 have advantage on this saving throw. You must spend 1 chakra at the end of each of your turns to maintain this effect.


Paralysis Seal

Cost: 2+ Chakra

Casting Time: 60 seconds + 10 for every 2 chakra spent (stacks with range cost)

Range: Touch + 2 for every additional 5 feet

Material Component: Requires Ink or calligrapher's tools to draw the seal

You draw a paralysis seal on your chosen surface then infuse it with Chakra. The seal triggers when any creature other than you gets within range of the seal. When triggered, each creature other than you within range must pass a Constitution saving throw or be paralyzed for 1 minute. A creature touching the seal as it triggers must make a Constitution saving throw at disadvantage. At the end of each of its turns, the affected creature can make another Constitution saving throw. On a success, the creature is no longer affected by the seal.


Substitution

Cost: 3+ chakra

As a reaction, when you are hit by an attack and would take damage, you can lower the damage by 1d10 + your Dexterity + your Shinobi Level and teleport up to 15 ft in any direction to an unoccupied space during which you take the Hide action. A log or generic object is left in your place and you take any left-over damage from that attack. You can add an additional 1d10 per chakra point spent over the initial cost.


Healing Seal

Cost: 1+ Chakra

Casting Time: 60 seconds plus 10 for every 2 chakra spent (stacks with healing cost)

Range: Touch

Material Component: Requires Ink or calligrapher's tools to draw the seal

You draw a healing seal on your chosen surface then infuse it with your Chakra. As a bonus action, you may cause one creature touching your seal receives healing pulse of chakra. When activated, each chosen creature within range heals for 1d6 hit points. You may increase this healing by 1d6 hit points for every 2 additional chakra spent to a maximum of 4d6.


Shadow Clone

Cost: 4+ chakra per clone

As an action, you create up to five clones, each clone created in this way counts as a different casting of the Jutsu, but still only requires one action. Each clone 5 hit points and the chakra spent creating it (this applies to things that would reduce the cost). 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, you dismiss them at will, or you fall unconscious. If the clone still has chakra when it dissipates, you regain any remaining chakra from the clone - 4 (minimum 0).

  • Shadow clones have no range limit as to how far away they can be.
  • Any effects affecting you when the clone is created carry over to the clone.
  • A shadow clone carries a copy of all your 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.


Clone Great Explosion

Requirements: Shadow Clone

Cost: 1 chakra

When you create a shadow clone, you may grant it a short timer, after which it explodes. This clone can exist for up to 4 rounds, as determined when you create it. It is most suggested to keep track of this with a d4. At the end of this clone's final turn, or when it is destroyed by any means other than being dispelled, every creature within 5 ft. of the clone must attempt a Dexterity saving throw. On a failure, they takes 2d8 fire damage. On a success, they take half as much damage. This also causes you to not regain the base chakra spent to create the clone.


Sealing Seal

Cost: 5+ Chakra

Casting Time: 60 seconds plus 10 for every 2 chakra spent (stacks with duration cost)

Duration: 1 minute + 1 for every 2 chakra spent

Material Component: Requires Ink or calligrapher's tools to draw the seal

You draw a sealing seal on your chosen surface then infuse it with your Chakra. The seal activates once touched. A creature touched by this seal must pass an Intelligence saving throw or lose the ability to cast spells or spend any resource (such as Ki, Chakra, Psi etc.) for 1 minute + 1 for every 2 additional chakra spent. They may attempt a Constitution saving throw at the end of each of their turns after their first, ending this effect early on a success.


Summoning Jutsu

Cost: An amount of chakra equal to three times the CR of the creature (minimum of 1), or equal to the creature's level or CR if using PECR

You gain the ability to form contracts with creatures in order for you to summon them to assist you in combat.

You make a contract with a creature of your choice. For the purpose of this contract, you have the ability to speak with the animal you wish to try and form the contract with. You may form contracts with a number of creatures equal to twice your Charisma modifier (minimum of 1). If you form a contract with a creature above this threshold, you must choose one creature to end your contract with.

As an action, you form the correct seals, take some of your own blood (often by biting the thumb), and place your hand on the ground. When done, your selected summon appears in the space you were in or a space within 5 ft. of you. The creature returns to where it was when it was summoned after 1 minute or when it is dismissed as an action.

If the creature is of size category Large or higher, it appears in the spot where you were standing and you are teleported on top of it. For instance, if you form a contract with a young red dragon or storm giant, you would be placed on the dragons back, the storm giants shoulder, or beside your summon.


Summoning: Quick Beheading

Requirements: Summoning Jutsu

Cost: 10 chakra

When you summon a creature using Summoning Jutsu, you accelerate it during the teleportation, allowing it to take one action the moment it is summoned.


Empty Cicada Shell

Cost: 3+ chakra

Range: 60 feet

Duration: 1 minute

As a bonus action, you lace your voice with chakra, causing any sound you speak to come from one location of your choice within range until this jutsu ends. You may move the location it comes from to any other location within range instantly as a bonus action. If the location is no longer within 60 ft., this jutsu does not function until it is moved. You may increase this jutsu's range by 15 ft. or its duration by 1 minute for every 2 additional chakra points.


Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth

Requirements: Healing Seal, Sealing Seal

Cost: 2-100 Chakra

Casting Time: 1 hour

Duration: 12 hours + 2 for every 2 chakra spent

Material Component: Requires Ink or calligrapher's tools to draw the seal

You draw an extremely complex seal on your chosen surface, then infuse it with your Chakra. As a bonus action, a creature may release all the chakra stored within it, retaining the type of chakra spent (i.e. red chakra, black chakra, senjutsu). Any creature that can touch the seal may spend this chakra, and all chakra remaining in the seal is lost at the beginning of the creature's next turn. As a bonus action, the creator of the seal may add additional chakra into the seal, resetting its duration.


Fury

Range: 5 mile radius

Cost: 100 chakra

You release a massive blast of pure chakra. Every creature within range must succeed a Constitution saving throw with disadvantage. On a failure, they take 20d10 force damage. On a success, they take half as much.

Non-Hand Seal Jutsu[edit]

Basic Ninjutsu Technique

Cost: 1 chakra

Duration: 10 minutes

As a bonus action, you gain the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).

If you cast this Jutsu while submerged in a liquid, the Jutsu carries you to the surface of the liquid at a rate of 60 feet per round.


Rope Escape

Cost: 6 chakra

When you attempt a saving throw or skill check to remove an object from your person, including escaping the restrained condition from a physical restraint, you automatically roll a 20 as you enhance your ability to reach for the object, often extending fingers and dislocating joints with little repercussions.


Cloak of Invisibility

Cost: 5 chakra

Duration: 1 minute

Components: 1 piece of cloth

As an action, you cover the cloth in a layer of chakra, causing its surface to resemble one environment of your choice (i.e. forest, marsh, desert, mountains, tundra, urban, etc.). While still and covered by this cloak within said environment, you have advantage on Stealth checks.


Shuriken Jutsu

Cost: 1+ chakra

Range: 60 ft

As an action, you throw multiple simple thrown weapons. At 1 chakra, you throw two. For every additional chakra, you throw one more. Make a separate thrown weapon attack for each projectile. Only the first attack that hits adds your Dexterity or Strength modifier to damage (minimum 1). All additional thrown attacks deal +1 piercing damage as their damage modifier.


Hidden Jutsu: Stone Needles

Cost: 8 chakra

Duration 1 minute

Requirements: Shuriken Jutsu

As a bonus action after you hit a creature with an attack from the Shuriken Jutsu, the target must attempt a Wisdom saving throw. On a failure, they take the weapon's damage an additional time and are paralyzed for one minute. On a success, they take half as much damage and are not paralyzed. A creature may retry this saving throw at the end of each of their turns, ending the effect early on a success.


Rasengan

Cost: 10 chakra

Range: Touch

The Rasengan is a spinning ball of chakra formed and held in your palm. As an action, you thrusts your hand into the target. Make a melee spell attack. On a hit, the target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away. The target has a mark on its body in the shape of multiple swirls scratching its skin.


Giant Rasengan

Requirements: Rasengan

Cost: 12+ chakra

Range: 10 foot radius

The edge of this jutsu's range is 5 feet from you. As an action, you make a melee spell attack against every creature in range. On a hit, they take 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage. The targets must make a Strength saving throw or be pushed 20 feet away. You may spend 5 additional chakra to increase this jutsu's range by 5 feet.


Planetary Rasengan

Requirements: Rasengan

Cost: 25 chakra

Range: 15 feet

On your next turn, as an action, you make a ranged spell attack with a large Rasengan surrounded by 3 smaller Rasengan. On a hit, you deal 12d10 + your Intelligence modifier force damage. The target must make a Strength saving throw or be pushed away 60 feet away.


Compression Rasengan

Requirements: Rasengan

Cost: 12+ chakra

Range: Touch

Creating a Rasengan in one hand, the user covers it with their other hand, compressing it into a fraction of the size with the same level of force. As an action, you thrust your hand into the target. Make a melee spell attack. On a hit, the target takes 4d10 + your Intelligence modifier force damage. This jutsu has a +2 bonus to its attack roll and damage that increases by +1 for every 2 additional chakra spent. The target must make a Strength saving throw or be pushed 20 feet away.


Twin Rasengan

Requirements: Rasengan

Cost: 10+ chakra

Range: Touch

With intense training, a shinobi is capable of forming a Rasengan in each of their hands. As an action, you thrust your hand into the target. Make a melee spell attack. The target takes 3d10 + your Intelligence modifier force damage and they are pushed 5 ft. from you. For every 5 additional chakra spent, you may make 1 additional attack up to the number of hands you have.


Amenomihashira

Requirements: Rasengan

Cost: 30 chakra

Range: 60 ft.

The predecessor of the Rasengan, the user creates a barrier filled with swirling spheres of chakra. Make 4 ranged spell attacks. On a hit, the target takes 2d10 + your Intelligence modifier bludgeoning + 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away. If all attacks hit, the target is paralyzed for 1 minute. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success.


Rasengan: Flash

Requirements: Rasengan

Cost: 10 chakra

Range: 40 ft. line

You master the Rasengan for what it truly is; a false Tailed Beast Ball. Make a melee spell attack against every target in range. On a hit, the target takes 2d8 + your Intelligence modifier bludgeoning plus 2d8 force damage. The target must make a Strength saving throw or be pushed 10 feet away.


Rasengan: Flare

Requirements: Rasengan

Cost: 10 chakra

Range: 60 feet

As a reaction, when you are targeted by a feature, jutsu or attack, you may choose to shoot a less dense but brighter rasengan at the creature's face aiming to disrupt their effect, forcing them to roll a Wisdom saving throw using their spell casting modifier. On failure, they do not use the effect and exhaust the resources that they used.


*Thrown Rasengan*

Requirements: Rasengan

Cost: 10 chakra

Range: 30/60 ft.

Just like its predecessor, a Rasengan can be thrown with enough practice. Make a melee spell attack. On a hit, the target takes 2d8 + your Intelligence modifier bludgeoning plus 2d8 force damage. The target must make a Strength saving throw or be pushed 20 feet away.


*Continuous Thrown Rasengan*

Requirements: Rasengan

Cost: 5+ chakra

Range: 30/60 ft.

You throw a barrage of low-power Rasengan. Make a melee spell attack. On a hit, the target takes 2d4 + your Intelligence modifier bludgeoning plus 2d4 force damage. The target must make a Strength saving throw or be pushed 10 feet away. You may make 1 additional attack every 3 additional chakra spent. This cost increases by 1 for every additional attack made.


Wild Lion's Mane

Duration: 1 hour

Cost: 5 chakra

You are immune to one instance of the restrained condition that is not from genjutsu each round.


Needle Jizō

Requirements: Wild Lion's Mane

Cost: 2 chakra

As a reaction when you are injured by a creature within 5 ft. of you while Wild Lion's Mane is active, they take 1d6 slashing damage.


Transparent Escape Jutsu

Cost: 7 Chakra

As an action, you cover yourself in a layer of chakra that appears as anything on the other side of you, becoming invisible until the beginning of your next turn.


Sexy Jutsu

Cost: 2 chakra

Range: 10 ft.

Prerequisites: Transformation

As an action, you cast a variant of the transformation jutsu in order to catch your target off guard. They must make a Charisma saving throw. On a failure, they take 1d4 psychic damage as their nose leaks blood and they are stunned until the end of your next turn. You may spend 2 chakra as an action to extend this effect until the end of your next turn if they are still within range.


Body Elimination Jutsu

Cost: 5 chakra

Range: Touch

As an action, you touch a creature that has 1 or fewer hit points, enveloping their body in blue, fire-like chakra. If the creature was alive, they are killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash.


One's Own Life Reincarnation

Cost: 80 chakra

The caster weaves a massive amount of chakra into a creature that has been dead for no longer than 72 hours. The creature is no longer dead and is returned to its maximum hit points. The caster may replace this jutsu's chakra cost with dying instantly after the jutsu is cast.



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