Taijutsu (Shinobi World Supplement)

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Taijutsu[edit]

Where Ninjutsu uses chakra to manifest constructs of magical force, and Genjutsu uses chakra to affect the target's mind, Taijutsu uses raw, unmodified chakra to enhance the user's physical capabilities, often in the form of otherwise-impossible combination attacks. Of Taijutsu, there is a subcategory called Bukijutsu. Bukijutsu techniques enhance the user's use of weapons, such as a sword or staff.


Design Note: When determining your saving throw DC, and attack and damage rolls for any taijutsu, you must replace your Intelligence modifier with your Dexterity modifier unless you can replace it with something else, such as with the Mighty Vigor.


Design Note: In order to use a Bikujitsu, the user must be holding a weapon they're proficient with, and any attack rolls the jutsu calls for are attacks with that weapon.

Hand Seal Jutsu[edit]

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 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.


Hazy Moon Night

Cost: 8 chakra

Jutsu Type: Bukijutsu

As a bonus action, you create numerous afterimages by rapidly vibrating your weapons, causing them to become infinitely sharp and near impossible to follow. Until the end of your turn, your weapon attacks automatically hit, but can not deal more damage than its damage die + the relevant ability modifier + your affinity bonus if applicable. This jutsu counts as an attack for the sake of two-weapon fighting.

Non-Hand Seal Jutsu[edit]

Basic Taijutsu Technique

Cost: 3 chakra

As a bonus action, you make 2 unarmed strikes.


Shuriken Jutsu

Cost: 1-3 chakra

Jutsu Type: Bukijutsu

As an action , you increase your throwing speed, throwing multiple thrown weapons. You make an additional thrown weapon for every chakra point spent on this jutsu. 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, thrown weapons taken out for the purposes of this Jutsu all count as one free action.


Shadow Senbon

Requirements: Shuriken Jutsu

Cost: 5 chakra

Duration: Concentration, up to 1 minute

You switch your tactics, using chakra to passively accelerate your throws to allow you to throw a second weapon in the shadow of the first. Your thrown weapon attacks gain advantage, but cost twice as many weapons to make. As a reaction to a thrown weapon attack under the effects of this jutsu, the target may attempt a Intelligence saving throw, becoming immune to this jutsu's effects for 1 hour on a success.


Thousand Shuriken of Death

Requirements: Shuriken Jutsu

Cost: 3 chakra

When you make 4 thrown weapon attacks using Shuriken Jutsu at a single creature, you throw two additional projectiles. The target must make a Dexterity saving throw instead of you making 4 attack rolls. On a failure, they take the total damage they would have taken from your thrown weapon attacks, and the damage of two additional thrown weapon attacks as if they were thrown using Shuriken Jutsu. On a success, they take half as much damage, and the attacks count as a miss for the sake of any additional affects of the weapons thrown (i.e. belled senbon).


Shower Senbon

Requirements: Shuriken Jutsu

Cost: 2 chakra

When you use Shuriken Jutsu, you redirect each shuriken around you. Until the end of your turn, you may only make 1 thrown weapon attack against each creature, but may spend more than 3 chakra on Shuriken Jutsu.


Roof Tile Shuriken

Requirements: Shuriken Jutsu

Cost: 1 chakra

When you make a thrown attack with a improvised weapon, you pressurize it with chakra, increasing lethality. The weapon counts as a dagger for the sake of proficiency, damage, and properties for the attack.


Shadow of the Dancing Leaf

Cost: 3 chakra

Duration: 1 minute

As a bonus action, you momentarily increase your physical ability by a significant amount. Though not as efficient as a normal Body Flicker, this jutsu is far more versatile. You may 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. Additionally, your movement speed increases by half its total (rounded down), and attacks of opportunity against you have disadvantage.


Surging Fire Wild Dance

Cost: 8 chakra

As an action, you launch yourself at the target, forcing one creature within your reach to catch your kicks to avoid damage. Contest a melee attack against the target's melee attack. If you succeed, they take your unarmed strike's damage. If you fail by less than your proficiency bonus or succeed, both you and the target are restrained until the end of your next turn.


Heaven Spear Kick

Cost: 3 chakra

As bonus action, you fuel a vast amount of chakra into your legs, launching through the air before reorienting yourself into a two-legged kick. You fly 30 feet and make one unarmed strike.


Leaf Gust

Cost: 8 chakra

As an action, you drop to your elbows and spin your legs in a circle, making an unarmed strike against every creature within your reach.


Heavenly Foot of Pain

Cost: 12 chakra

As an action, you charge a single overhead kick with a vast amount of chakra. One creature within your reach and every creature except you within 5 feet of them must attempt a Strength saving throw. On a failure, the original target takes your unarmed strike's damage, creatures within the radius take half as much damage, and all creatures fall prone. On a success, a creature takes half as much damage as they would have taken had they failed.


Leaf Dragon God

Cost: 30 chakra

Duration: Concentration, up to 1 minute

As an action, you can form a dragon seemingly made of lightning with pure Taijutsu skill. You gain +4 AC, +1 to attack and damage rolls, your size increases by one category, and you gain an additional action on each of your turns which can only be used to do the following actions:

  • Multiattack. You can make one bite attack and two claw attacks, or one bite attack and one swallow action.
    • Bite deals 1d6 piercing damage
    • Claw deals 1d4 slashing damage
  • Swallow. The dragon swallows a creature that has been hit with a bite attack. They can only occupy your space, they gain +4 on attack rolls against you, and you gain an additional +2 on attack and damage rolls against them.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 force damage on a successful hit.


Cloud-Style Crescent Moon Beheading

Cost: 4-8 Chakra

Jutsu Type: Bukijutsu

As an action, you slash in a massive, protective arc. Until the beginning of your next turn, attack rolls against any creature within your weapon's reach automatically roll a 1 unless they have advantage. On a miss on a melee attack against you, the attacker takes your melee weapon's damage. This effect ends if you become prone, grappled, restrained, or incapacitated. You may spend 4 additional chakra to put even more force into it, causing you to spin like a top in order to cause this effect to only end at the beginning of your next turn.


Cloud-Style Deception Beheading

Requirements: Body Flicker or Shadow of the Dancing Leaf

Cost: 6 Chakra

Jutsu Type: Bukijutsu

As a reaction when an attack is made against you, you feign being hit before appearing behind the attacker, moving up to half your movement speed toward the attacker and making a melee attack against them with advantage. This movement does not provoke opportunity attacks.


Cloud-Style Reverse Beheading

Cost: 3 Chakra

Jutsu Type: Bukijutsu

When you make an attack, you feign an attack against one creature within your melee weapon's reach while spinning to attack a creature on the opposite side of you within your melee weapon's reach. Both creatures must attempt a Wisdom saving throw. On a failure, they become stunned until the end of their next turn.


Dance of the Crescent Moon

Requirements: Shadow Clone

Cost: 8 chakra

Range: 15 feet

Jutsu Type: Bukijutsu

As an action, you combine the body flicker and your skill in kenjutsu, moving around your target's blind spots and attacking from all directions using clones. Once initiated, you may move up to this jutsu's range and make three melee spell attacks. These attacks either have advantage or cause the target to take twice your weapon's damage on a hit, your choice. The clones appear solely for the execution of this jutsu, disappearing right after it is concluded.


White Light Blade

Cost: 2 chakra

Jutsu Type: Bukijutsu

As an action, you make a single attack with a melee weapon, leaving a trail of white light behind for only a moment. The attack gains a bonus to its attack and damage rolls equal to the number of attacks you can make when you take the attack action, and you shed dim light in a 15 foot radius at the moment you make the attack. This can be used as a bonus action when you engage in two-weapon fighting.


Black Tornado.

Duration: 1 minute

Cost: 5 chakra

As an action, you and up to 4 other friendly creatures, including shadow clones and Rinne Six Paths corpses, stack on top of one another. Every creature involved occupies the same 10 ft. by 10ft. space using the highest movement speed among the creatures -10 feet. Once per turn, each creature can make a melee attack against a creature without using an action or reaction. Each creature using this jutsu must make a dexterity saving throw at the end of each of their turns, if one of the creatures fail, the jutsu ends early.


Leaf Great Flash

Cost: 5 chakra

Range: Touch

As an action, make an unarmed strike. On a hit, you plant your foot firmly in the target's abdomen with a lateral kick, sending them 30 feet in any direction of your choice instead of dealing damage.


Leaf Rock-Destroying Rise

Cost: 4 chakra

As a bonus action, you position your hands together, preparing to strike with your elbows and knees. Your unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of your next turn.


Tenketsu of Harm and Death

As an action, you release two tenketsu that greatly increase both your physical strength and chakra consumption. You may benefit from this and the Path of Youth’s Gates at the same time. While these tenketsu are released, you gain the following until you have no chakra or end this effect as an action:

  • You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • At the start of your turn, you regain 5 hit points.
  • You gain a +5 bonus to attack and damage rolls.
  • You lose 5 chakra at the end of each of your turns.


Seven Heavens Breathing Method

After training your lungs to be able to hold more than four times the average human's air, you may inhale a large amount quickly to bolster your body as an action. You may stack this jutsu's effects up to 3 times. You may end 1 instance of this jutsu’s effects as an action or bonus action. While this jutsu is active, you gain the following:

  • You gain 5 temporary hit points.
  • You gain a +1 bonus to AC.
  • You gain a +5 ft. bonus to your movement speed.
  • You gain a +1 bonus to attack and damage rolls.
  • You lose 1d4 hit points at the end of each of your turns.


Arhat Fist

Cost: 5 chakra

Duration: Concentration, up to 1 minute

Focus your chakra, body weight, and momentum into every attack. When you make an attack, it must use Strength, and such attacks gain a +2 bonus to attack and damage rolls. Additionally, you may grapple creatures 1 additional size larger than you.


Silent Fist

Cost: 5 chakra

Duration: Concentration, up to 1 minute

You cloak your body in invisible, owl-like chakra feathers that make your movements silent and flawless. Your body no longer makes noise (not including your voice), and your unarmed strikes' attack rolls and AC gain a +1 bonus.


Assassination Mode

Cost: 5 chakra

Duration: Concentration, up to 1 minute

Jutsu Type: Bukijutsu

You imbue your weapons with chakra, creating false tenketsu to connect them to your body and making them as light as a feather. When you make a weapon attack as a bonus action as per two-weapon fighting, you gain a +1 bonus to attack and damage rolls and may make 1 additional attack.


Disturbance Taijutsu

Cost: 6 chakra

Duration: Concentration, up to 1 minute

You focus all of your fighting potential into unpredictability, forcing even shinobi with the Sharingan onto the defensive. You gain a +3 bonus to attack rolls. This automatically ends if you cast any jutsu.


Disturbance Taijutsu: Acrobat

Requirements: Disturbance Taijutsu

Cost: 8 chakra

Duration: Concentration, up to 1 minute

Jutsu Type: Bukijutsu

Utilizing the concept of Disturbance Taijutsu, you pin numerous light melee weapons between each of your joints, including your neck and knees. You may wield up to 3 additional light melee weapons. For every 2 chakra spent when you take the Attack action while this jutsu is active, including the initial cost, you may make 1 additional attack, but you may only make 1 attack with each weapon you are wielding.


Drunken Fist

Cost: 10 Chakra, 1 bottle of alcohol

Duration: 1 minute

On top of the normal effects of alcohol, a master of Taijutsu can channel their intoxication into their movements, becoming unpredictable. Your melee attacks have disadvantage, you can not use jutsu that are not Taijutsu, attacks against you have disadvantage, and your unarmed strikes deal twice as much damage.


Seasickness Fist

Requirements: Drunken Fist

Cost: 8 Chakra

Duration: 1 minute

Mastering the Drunken Fist, you can simulate alcohol's unfocusing effects by stimulating your brain with chakra to create seasickness. Your melee attacks have disadvantage, you can not use jutsu that are not Taijutsu, attacks against you have disadvantage, and your unarmed strikes deal twice as much damage.


Early Sacrifice

Cost: 3 chakra

Range: Touch

As an action, you grab a creature's shoulder, flipping around them before slamming them into the ground. You may move to any space that would leave the creature in range. The target must attempt a Dexterity saving throw. On a failure, they are knocked prone and take your unarmed strike's damage.


Little Toe Attack

Cost: 3 chakra

As part of an unarmed strike, you focus your kicks at the targets shins, ankles, and feet. On a hit, the target both takes damage and must succeed a Strength (Athletics) or Dexterity (Acrobatics) check with a DC equal to your attack roll. On a failure, you may choose to either knock them prone or push them 5 feet away from you if they are at no more than 1 size category larger than you.


Crane Wing Formation

Cost: 8 chakra

Range: Touch

As an action, you strike at one creature you and a friendly creature that is not incapacitated are flanking, aiming for and grabbing the target's limbs. Make an unarmed strike. On a hit, the target is restrained until the beginning of your next turn or you are not within 5 feet of them. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to you using this jutsu.


Cranial Eighth Sword

Cost: 3 chakra

As an action, you form two large chakra horns from your head and impale them into your opponent. Make an unarmed strike with an additional 10 feet of reach. On a hit, this attack deals magical piercing damage.


Iron Claw

Cost: 3+ chakra

Range: Touch

As a bonus action, you grasp a prone creature's head firmly, pushing them into the ground with increased strength. Until the beginning of your next turn, the target can not attempt to stand up from being prone. Additionally, once per turn if they try to leave your reach, they must attempt a Strength saving throw. On a success, they leave your reach. On a failure, they may not attempt to do so until the beginning of their next turn. You may spend 1 chakra to increase this jutsu's duration by 1 turn.


Iron Mountain Leaning

Cost: 3 chakra

As a reaction, or as a bonus action on your turn, when a friendly creature attempts to knock a creature within your reach prone, you thrust your body into them from the opposite side. If the target must make a saving throw, they have disadvantage, and if the friendly creature makes an attack roll or skill check, they have advantage.


Lion Combo

Cost: 2 chakra

As an action, you assault one creature within your reach with a barrage of punches ending in an upward kick. The target must attempt a Strength saving throw. On a failure, they take half your unarmed strike damage and are pushed 20 feet into the air until the end of your next turn as the force carries them, though they can still act. On a success, they take half as much damage.


Peregrine Falcon Drop

Cost: 2 chakra

As an action, you leap up to 20 feet into the air, grabbing one creature you could grapple before slamming them into the ground. The target must make a Strength saving throw. On a failure, they take 2d8 magical bludgeoning damage as you return the target to the ground by force. On a success, they take half as much damage.


Takigakure Whirlwind

Cost: 2 chakra

While you are at least 20 feet above the ground, you orient your head toward the ground and hurling yourself toward 1 creature within 10 feet that is any distance below you, that must attempt a Strength saving throw. On a failure, they take 2d10 magical bludgeoning damage. On a success, they take half as much damage. Regardless, you land in one space within 5 feet of the target without taking damage from falling.


Flying Claw

Cost: 2 chakra

As a bonus action, you jump 20 feet straight into the air until the beginning of your next turn, using chakra to suspend yourself for a moment, enabling you to attack flying enemies or grab high ledges.


Exploding Sasumata Attack

Cost: 2 chakra

Jutsu Type: Bukijutsu

As a bonus action immediately after a successful hit with a melee weapon, you charge chakra into the weapon, causing a rippling explosion. All creatures within 10 feet of the target, including the target and you, must attempt a Constitution saving throw. On a failure, they take the weapon's damage as thunder damage. On a success, they take half as much damage.


*Deadly Bite*

Cost: 1-4 chakra

Jutsu Type: Bukijutsu

As a bonus action, you focus your strength into your jaws, allowing you to wield one light melee weapon in your mouth with no penalties. This jutsu is best used when one is unable to use their hands, such as if their arms are broken. You must spend 1 chakra at the beginning of each of your turns to maintain this effect. You may increase this jutsu's use and maintenance cost by 1 to allow you to wield a non-light melee weapon, by 2 to allow you to wield a two-handed or heavy one-handed melee weapon, or by 3 to allow you to wield a two-handed heavy melee weapon.


*Taijutsu Style: Rush Rasengan*

Cost: 12 chakra

Range: Touch

Requirements: Rasengan

As an action, you run up to 20 ft. and thrusts your hand into the target. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier piercing plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away.


*Bukijutsu Style: Rasen Blade*

Cost: 9 chakra

Range: Touch + 5 feet

Requirements: Rasengan

Jutsu Type: Bukijutsu

As an action, you form a Rasengan along the business end of your weapon. Until this jutsu ends, successful attack rolls with the weapon deal additional magical slashing and force damage equal to your Intelligence modifier, and moves the target 5 feet away from you. You must spend 3 chakra at the end of every turn after your first to maintain this jutsu.


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