Naruto: Shinobi (5e Class)/Path of the Cursed

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Path of the Cursed[edit]

Originally used by a long-dead clan, the Cursed Mark allows one's body to channel natural energy similar to the Path of the Sage. However, whereas Sage Mode requires meditation to gain a raw physical buff, the Cursed Mark sets a tap of sorts, continuously channeling natural energy to varying degrees.

Cursed Mark[edit]

At 3rd level, you must choose at least one of the following. When the listed condition is met, you must attempt a DC 15 Wisdom saving throw. On a failure, Cursed Mark activates automatically, consuming your next turn's bonus action if it is not your turn. This does not grant use if you have no uses remaining. When workshopping your own Cursed Mark activation, ensure that it's something that can happen regularly, but not every round.

  • You are reduced to half your maximum hit points.
  • You are reduced to half your maximum chakra points.
  • You gain at least 1 level of exhaustion.
  • A friendly creature you can see is reduced to 0 hit points.
  • A hostile creature you can see is reduced to 0 hit points.

When your Cursed Mark activates, black runes spread across your body from your mark. While Cursed Mark is active, you are subject to the following:

  • Your maximum hit points are decreased by 1d4+1 at the end of each of your turns, and you gain an equal number of "black" chakra. Black chakra can exceed your maximum chakra, and is lost at the end of a long rest. You can spend black chakra as if it were normal chakra, but if you choose to do so you must spend an equal number of normal and black chakra. Your hit point maximum returns to normal at the end of a long rest.
  • One ability score of your choice increases by 2, to a maximum of 24. This ability can not be changed.

In order to end this feature, you must succeed a DC 15 Charisma saving throw as an action.

If your own chakra is less than your black chakra, you must attempt a DC 15 Charisma saving throw at the end of each of your turns. On a failure, you become berserk until the end of your next turn.

Second Stage[edit]

At 7th level, as an action while Cursed Mark is active, your mark envelops your body. Your hair grows slightly longer, your eyes become yellow with a black sclera, and your skin tone changes. You gain the following effects:

  • While in this form, one ability score of your choice increases by 2, to a maximum of 26. This ability can not be changed, but it can be different from that chosen in Cursed Mark.
  • Your maximum hit points decrease by 2 additional points, as does your black chakra increase.

Diversified Second Stage[edit]

At 10th level, while you are in Second Stage, you gain one of the following:

Spider's Curse[edit]

Your cursed body sprouts two additional sets of arms, and your mouth widens to your jawbone. You gain the following jutsu:

Produce Webbing

Cost: 3 chakra

Range: 15 feet

Duration: 1 minute

As an action, you produce dense webbing from your transformed body as a spell attack. On a hit, they become restrained. As an action, they may attempt to make melee attacks against the webbing. It has an AC of 18 and 35 hit points.


Armor of Sticky Gold

Cost: 3 chakra

Duration: 1 minute

As an action or reaction to being the target of an attack, you produce the same material your webs are made of en masse from your pores. You gain +2 AC, but your movement speed is decreased by 15. You may end this effect early as a bonus action, regaining 1 chakra point.


Spider’s Bow

Range: 120 feet

As a spell attack with disadvantage, you fire a massive bow and arrow formed from your webs. On a hit, the target takes 3d8 piercing damage.

Ogre's Curse[edit]

Your cursed body grows in size and covers itself in warts as hard as steel. You gain the following jutsu:

Sphere of Graves

Cost: 20 Chakra

Range: 120 ft.

You use your immense strength to tear up a massive piece of earth from the ground. The ground in a 30 ft. radius around you becomes difficult terrain, and creatures on it must succeed a DC 14 Dexterity saving throw or be knocked prone. At the beginning of your next turn, you throw the boulder anywhere within range. All creatures in a 30 ft. radius must attempt a Dexterity saving throw, taking 20d10 force damage and becoming restrained on a failure, and taking half as much and not being restrained on a success. They may retry this saving throw at the end of each of their turns. Another creature within 15 ft. may repeat this saving throw for them as a bonus action unless they are also restrained. This may only be used once, regaining use at the end of a long rest.


Earth Prison Dome of Magnificent Nothingness

Cost: 20 Chakra

Range: 20 ft.

This jutsu counts as an Earth Style jutsu for the sake of affinity. As an action, you create a 20 ft. radius sphere of earth using your surroundings. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it. Creatures inside the dome lose 2d4 chakra points at the end of each of their turns.

Parasite's Curse[edit]

Your cursed body sprouts a single tall horn, and one half of your body is covered in ornate natural armor. You gain the following jutsu:

Parasite Demon Demolition Technique.

Cost: 20 chakra

As an action, you can force another creature within 5 feet to make a Dexterity saving throw. On a failure, you invade their body. While you are in their body, you can do nothing or use your action to leave their body. You take an equal amount of damage as they do. Once per turn, you can grant the creature you have invaded disadvantage on any d20 roll. If they become subject to greater restoration, you automatically leave their body. If you remain inside their body for more than 1 hour, they die instantly.

Crowned Curse[edit]

Your cursed body adorns itself with a crown comprised of numerous horns. You gain the following jutsu:

Illusory Warriors Manipulating Melody

Cost: 12 Chakra

Duration: Concentration, 1 minute

You manipulate the bodies of the dead with chakra-infused song. You can target an amount of corpses equal to half your Intelligence modifier, rounded up. They act on your turn, and can not cast spells or Jutsu that you do not know. They draw from your chakra points and spell slots when casting spells and Jutsu. You can not move or take actions while concentrating on this Jutsu.


Revolt of the Demon World

Cost: 8 Chakra

Duration: 1 minute

The creatures you are controlling with Illusory Warriors Manipulating Melody release many-mouthed snakelike spirits from their mouths. They have a flying speed of 10 feet, move on your turn, and are immune to all magical and non-magical effects. They will move toward the closest living creature that is not you. If you lose concentration on your Illusory Warriors, this Jutsu immediately ends. If a spirit passes through another creature, they must succeed a Constitution saving throw. On a failure, they lose 3d6 chakra points. If they do not have any chakra points, they gain 1 level of exhaustion.

Smoke's Curse[edit]

Your cursed body is shrouded in wisps of smoke. You may gain or lose the following as a bonus action:

  • Your size becomes Large.
  • You may pass through any opening.
  • Creatures may pass through your space without penalty.
  • You gain a +3 bonus to attack and damage rolls.
  • You are vulnerable to thunder and force damage.
  • If you are in a strong wing (20 or more miles per hour) for longer than 12 seconds (2 rounds), you die instantly as you are dispersed.
Tiger's Curse[edit]

Your cursed body is covered in striped fur, and your body becomes much more muscular in a definitively feline way. You gain the following:

  • Your movement speed increases by 20 ft.
  • Your unarmed strikes deal an additional 1d4 damage and deal slashing damage.
Earth's Curse[edit]

Your cursed body grows a thick, prehensile tail, and your eyes are surrounded by light-reducing markings, becoming more physically similar to a raptor than a human. You gain the following:

  • At the beginning of your turn, you may focus your speed into your attacks, rather than your movement. You lose the benefits of Unarmed Movement to make 1 additional attack when you take the attack action.
  • When you would cause yourself to lose current or maximum hit points or take damage by using or maintaining a feature, you may decrease the reduction by your Constitution modifier.
Heaven's Curse[edit]

Your cursed body sprouts a pair of hand-like wings. You gain the following:

  • You gain a flying speed of 30 ft.
  • You must choose one jutsu that you can spend chakra above its base cost. This jutsu becomes your "Lament" jutsu. When you use a Lament jutsu, the amount of chakra you have to spend to cause additional effects is halved, rounded down (i.e., a Chidori Lament costs 1 additional chakra per additional 1d8 lightning damage), and you may do so any number of times. You may only use your Lament jutsu while in Second Stage. You may change which jutsu is your Lament jutsu at the end of a long rest.
Snake's Curse[edit]

You are covered in a flowing, cyan shroud. You gain the following:

  • You gain a +1 bonus to attack and damage rolls.
  • Your reach and jutsu ranges increase by +5 ft.
  • Your aura radiates bright light for 10 feet and dim light for another 10 feet.
  • You and creatures within 20 feet of you have disadvantage on Dexterity (Stealth) checks.
Founder's Curse[edit]

Your body is covered in dark, chitinous material that increases your bulk. You gain the following:

  • You gain one charge of "jet thrusters", which you regain at the end of your next turn.
  • You may spend one charge of jet thrusters to gain a flying speed of 60 feet until the end of your turn.
  • You may spend one charge of jet thrusters as part of an unarmed strike to move 15 ft., and deal fire damage or an additional 1d4 bludgeoning damage.

Sage Transformation[edit]

At 15th level, you begin to unlock the powers of a true sage. You can activate Cursed Mark as a bonus action. While in Second Stage, as an action, you may gain one of the following in addition to the first effect listed for 1 minute:

  • Your maximum hit points decrease by 2 additional points, as does your black chakra increase.
  • You gain 120 feet of truesight, and can not be effected by illusions or genjutsu that rely on sight or blinded.
  • You shed bright light in a 20 foot radius, and dim light for another 20 feet. You also gain +2 AC.
  • You gain one additional Diversified Second Stage effect. This effect can not be changed, but it can be different from that chosen in Diversified Second Stage.

Complete Sage Transformation[edit]

At 20th level, you can push your Cursed Mark's limit to the max. While you are in Sage Transformation, you gain the following:

  • You may attack an additional time when you take the Attack action.
  • As a bonus action, you may reduce any effect reducing your maximum hit points by 2d4 or convert 2d4 black chakra into regular chakra (recharge 5-6)
  • You gain all the effects of Partial Sage Transformation.
  • Your maximum hit points decrease by half as much (rounded down), but your black chakra does not.
Cursed Mark Sealing[edit]

A creature that has mastered the Sage Transformation may grant another creature this subclass's first feature as an action. At a DM's behest, they must attempt a DC 18 Constitution saving throw, dropping to 0 hit points on a failure. If the creature that granted them the Cursed Mark is killed, they can remove one creature's Cursed Mark, thus removing their access to this path's features, to instantly resurrect themself with half as many maximum hit points (this reduction is lost in the same manner as any other maximum hit point reduction). They must have the Four Black Fogs jutsu used on them to access Second Stage or any Path of the Cursed features after it, and they must be two levels higher than the listed requirement.

Path of the Cursed Unique Jutsu[edit]

Four Black Fogs

Cost: 40 chakra

Components: One Small barrel

You and up to three other creatures target a willing creature with the Cursed Seal feature and the barrel within 15 feet. Each creature may contribute any amount of chakra so long as the total amount contributed equals its cost. After 24 hours, they gain the Second State feature. If they are released from the barrel before then or if the barrel is destroyed, they die instantly.


Cellular Regeneration Ejection

Cost:' 2 chakra

As a bonus action, one creature regains an equal number of hit points as you choose to lose.


Cellular Regeneration Absorption

Cost:' 3 chakra

As a bonus action, your unarmed strikes cause you to regain a number of hit points equal to the number of damage dealt.


Transportation Jutsu Formula: Underworld Turnover

Cost: 20 Chakra

Range: 20 ft.

As an action, you create a 20 ft. radius eyeball-like sphere around you. All creatures inside the sphere become unconscious until they are targeted by the basic Yin Style technique. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it.


Body Oxidization Technique

Requirements: Smoke's Curse

Cost: 20 chakra

As an action while in your smoke form, one creature within 5 feet must make a Dexterity saving throw. On a failure, you invade their body. While you are in their body, they are stunned and take 2d6 necrotic damage, and you can not be killed by the wind or take actions. They may attempt a Constitution saving throw at the end of each of their turns, ending this effect on a success.


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