Shade Style (Shinobi World Supplement)

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Shade Style[edit]

This Kekkei Genkai combines the erratic and fluid Wind Style with the cerebral Yin Style chakra to shape the chakra of others.

Hand Seal Jutsu[edit]

Inhaling Maw

Cost: 3+ Chakra

Range: 30 feet

You create a vortex of chakra from your palm or mouth. One creature within range must succeed an Intelligence saving throw. On a failure, they lose 2d6 chakra points or take 2d6 necrotic damage. On success, they take half of the damage or chakra lost. You regain chakra equal to half of the damage or chakra lost. You may increase this jutsu's damage or chakra point loss by 1d6 or its range by 10 feet for every 4 additional chakra.


Chimera Technique

Cost: 15 chakra

Range: Touch

Duration: 1 Hour

You touch a willing or incapatcitated living humanoid creature, absorbing their ability into your body. You gain 3 features, spells, or jutsu of your choice that they have. If a feature relies on another, such as how each Path of Hatred relies on the previous one, you can not take it unless you have the feature it relies on. After this jutsu ends, you lose access to these features until you reabsorb them.

Non-Hand Seal Jutsu[edit]

Basic Shade Style Technique

Cost: 2 Chakra

Range: 60 feet

As a bonus action, you send out a pulse of chakra. At the beginning of your next turn, you can sense the presence of magic and chakra within range until the end of your turn. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Shape Transformation Memorization

Cost: 4+ Chakra

Duration: 1 minute

As a reaction, you absorb the shape of a jutsu or spell that deals damage, reducing its damage by 1d6. For this jutsu's duration, you may cast the jutsu or spell, changing its damage type to bludgeoning. Spells cost 3 times their spell level chakra. You may increase the amount of damage reduced by 1d6 for every other additional chakra point spent.


Judgement

Cost: 10 chakra

Range: 30 foot line

You expel a blast of pure chakra. Creatures within range must make an Intelligence saving throw. On a failure, they take 4d6 bludgeoning damage. On a success, they take half as much.


Nature Absorption

Cost: 2+ chakra

As a reaction when you take damage, you may reduce said damage by 1d6. When you use Judgement or use a jutsu or spell memorized by Shape Transformation Memorization, it deals the same damage type as the damage you used this jutsu on most recently. You may increase the amount of damage reduced by 1d6 for every 2 additional chakra points spent.


Demonic Blast

Cost: 20 chakra

Range: 40 feet

A large sphere of dark energy is charged between your hands. From it, a beam is subsequently fired at the target. Roll a ranged spell attack. On hit the creature takes 6d8 + your Intelligence modifier necrotic damage and is knocked back 10 feet in the direction of your choice. The target must roll a Charisma saving throw. On failure, the target loses chakra equivalent to half the damage of the attack and takes an additional 2d8 + your Intelligence modifier necrotic damage.


Perfected Absorption

Cost: 25 chakra

Requirements: Chimera Technique

Immediately after you use Chimera Technique on a creature, you may attempt to absorb one feature, spell or jutsu that you absorbed from this technique, into yourself permanently, synchronizing it to your chakra. You must make a DC 20 Constitution saving throw. On success, you successfully absorb this feature, spell or jutsu, into your body. On failure, you suffer 3 levels of exhaustion and your current chakra is reduced to 0. You may only have a number of abilities absorbed permanently from this jutsu equal to your proficiency bonus at a time. Going past this limit will result in you losing all abilities gained from this jutsu. If a feature relies on another, such as how each Path of Hatred relies on the previous one, you can not take it unless you have the feature it relies on.


Chakra Injection

Cost: 4+ chakra

Range: Touch

Duration: 1 minute

You touch a living creature, infusing your ability into their body. They gain 3 jutsu of the same nature that you know above their known jutsu limit. Creatures do not need to meet the requirements of a jutsu to gain it. Creatures may only benefit from one use of this jutsu at a time. You may grant them an additional jutsu for every 3 chakra spent. Apart from this, you may spend additional chakra to grant them an equal number of chakra. This chakra can extend above their chakra point maximum, and you regain any unspent chakra when this jutsu ends.


Darkness Wave

Cost: 5+ Chakra

Range: 90 foot cone

With a wave of your hand, you send a shockwave of dark chakra across the battlefield. All creatures within range must succeed a Constitution saving throw. On a failure, they take 1d4 necrotic damage. On success, they take half as much damage. This damage can not be reduced by any means. You may deal additional 1d4 damage for every additional chakra point spent on this jutsu.


Revival Fist

Cost: 10 Chakra

You create a wall of chakra in front of you, gaining full cover in one direction of your choice. Until the beginning of your next turn, you can not take reactions. At the beginning of your next turn, you release a 15 foot cone of chakra, forcing every creature in range to attempt a Dexterity saving throw. On a failure, they take 3d8 necrotic damage.


Super Revival Fist

Requirements: Revival Fist

Cost: 12 Chakra

You condense your entire Revival Fist into a dense ball, thrusting it at the target. Until the beginning of your next turn, you can not take reactions. At the beginning of your next turn, make an melee unarmed strike or melee spell attack against one creature within range. On a hit, they take 5d8 necrotic damage.


Body Revival

Requirements: Medical Mode

Cost: 6 Chakra

Technically categorized under medical ninjutsu, this jutsu allows the user to manipulate the process of "destruction and rebirth" in muscles. As an action while Medical Mode is active, your muscle mass greatly expands, granting you the following until Medical Mode ends:

  • At the beginning of each of your turns, you may either gain a +5 bonus to your damage reduction and damage threshold until the beginning of your next turn, or regain 10 hit points.
  • Your unarmed strikes deal an addition 1d4 damage.
  • You must spend 1 additional chakra point at the end of each of your turns.


*Shade Style: Dominating Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

Duration: 1 minute

As an action, you imbue your rasengan with pitch black, genjutsu-laden chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier psychic plus 2d10 force damage, and they become frightened by you. The target must make a Strength saving throw or be pushed 20 feet away. The target may attempt a Wisdom saving throw at the end of each of their turns, no longer being frightened on a success.


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