Path of the Snake (Shinobi World Supplement)
Path of the Snake[edit]
Very rarely, a sadistic, ingenious, snake-like shinobi beset by tragedy is born with fated biology similar to the Uchiha clan. While the white snake typically symbolizes fortune and rebirth, the only thing that awaits such a shinobi is forbidden knowledge and the twisted personality that comes with such knowledge. Such shinobi are almost physically drawn to the Ryūchi Cave.
White Snake[edit]
At 3rd level, your limbs and neck become snake-like and stretchable. Your reach increases by +5 feet, and you count as 1 size smaller when squeezing.
In addition, when you make an unarmed strike you can choose to bite your target, making you deal piercing damage instead of bludgeoning.
Serpent Constriction[edit]
At 7th level, when you grapple a creature, they become restrained as a large snake wraps around them. You may have a number of creatures grappled equal to your Strength modifier + 1 (minimum 2) at any time.
Additionally, you may attempt a grappling contest against a creature within your reach as a reaction when they make an attack.
Snake Reconnection Technique[edit]
At 10th level, as long as part of your body parts remain intact after being removed, you can fix it with your snakes. When you lose a body part but it is not completely destroyed (i.e. having an arm cut off, being blown in half by an Explosive Style jutsu, not being shredded by a Rasengan or incinerated by Blaze Style), you may reattach it as an action for 5 chakra as a swarm of snakes generate from both parts of your body to pull them together. This does not restore hit points or heal the body part, only functionality. Additionally, your reach increases by +5 ft.
Finally, you gain Chakra Absorbing Snakes and Twin Snakes Mutual Death as Path of the Snake Unique Jutsu.
Alternate Feature: Serpentine Resistance[edit]
At 10th level, your body has become immune to the venom running through your system. You gain resistance to poison damage, immune to disease and and the poisoned condition, and you gain advantage on saving throws against poisons.
Additionally, your reach increases by +5 ft. Finally, you gain Chakra Absorbing Snakes and Twin Snakes Mutual Death as Path of the Snake Unique Jutsu.
Alternate Feature: Infrared Detection[edit]
At 10th level, you have awakened glands near your nose that detect infrared frequencies, with yours being fine tuned to those produced by chakra. You gain proficiency, or expertise if you already have proficiency, in Investigation. When you take the search action, you may also attempt a DC 13 Investigation check to locate living creatures and magical effects within 60 feet. You detect a faint smell around the detected chakra source that communicates what school of magic or chakra nature the magical effect was created from, or one that the creature can use 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.
Additionally, your reach increases by +5 ft. Finally, you gain Chakra Absorbing Snakes and Twin Snakes Mutual Death as Path of the Snake Unique Jutsu.
Snake Master[edit]
At 15th level, you have mastered the ways of the snake, being able to utilize your unique biology to the fullest. If you are only grappling one creature at once, as long as they are not more than two sizes larger than you they have disadvantage on checks to escape your grapple. Additionally, your reach increases by +10 ft.
Finally, you can catch missiles at the last moment. As a reaction when you are targeted by a ranged attack, you may contest a Sleight of Hand check with the attack roll. On your success, the attack fails as your snakes capture the projectile. You may use this a number of times on a single reaction equal to your Intelligence modifier (minimum of 1), regaining all uses at the beginning of your next turn.
Eight-Headed Serpent[edit]
Finally at 20th level, you transcend the level of being a mere snake, becoming a legendary Dragon God. You gain the following jutsu:
Eight Branches Technique
Cost: 3 chakra
Range: Self
As an action for 3 chakra, you may become an absolutely massive snake with eight heads and eight tails. You gain the following:
- Your size increases by 2 categories to a minimum of Huge.
- You gain a +3 bonus to AC.
- Your unarmed strikes deal twice as much damage.
- Your reach increases by +10 ft.
- If you hit with a melee weapon attack, you can use a bonus action to attempt to grapple the target with advantage. While grappling a creature in this way, you can attempt to crush them as an action. They must make a Strength saving throw. On a failure, they take two rolls of your unarmed strike's damage die and can not attempt to escape the grapple until the beginning of your next turn. On a success, they take half as much damage and suffer no effects.
You may spend 3 chakra at the end of each of your turns to maintain this effect.
Path of the Snake Unique Jutsu[edit]
Coiling Around
Cost: 2 chakra
As an action while grappling a creature, you tighten your body around them like a constrictor crushing its prey. The creature you are grappling must make a Strength saving throw. On a failure, they take your unarmed strike's damage and can not attempt to escape the grapple until the beginning of your next turn. On a success, they take half as much damage.
Snake Clone
Requirements: Shadow Clone
Cost: 2 chakra
When you create a shadow clone, you may imbue it with snakes, allowing you to reclaim their substance. Each clone has 15 hit points. If you dispel a snake clone while it is within your reach, the chakra regained is not reduced by Shadow Clone's base cost.
Orochimaru Style Substitution
Cost: 3+ chakra
As a reaction when you are targeted by a saving throw and would take damage, you allow all damage to soak into your outer skin before allowing your true body to emerge from your old husk's mouth like a shedding snake. You reduce the damage by 2d6 + your Dexterity modifier + your Shinobi Level.
For every chakra spent on this jutsu, you add a 2d6 to the total amount of damage reduced.
Snake Steel Net
Cost: 3-6 chakra
On a miss with an unarmed strike, you transform your hand into a snake's mouth, which spits out a second, smaller snake. Make an unarmed strike with a -1 penalty against one creature within 5 ft. of the original target that is not the original target. On a miss with this jutsu, you may spend 1 additional chakra to make another attack in the same manner, increasing the penalty by 2 with each additional use.
Spinning Snake Thorn
Cost: 3 chakra
As an action, you transform your hand into a large snake head, opening it and rapidly spinning a projectile before firing it. One creature within your reach must make a Constitution saving throw. On a failure, they take 2d10 magical piercing damage, are pushed to the edge of your reach, and are knocked prone. On a success, they take half as much damage and suffer no effects.
This Jutsu ignores Endurance.
*Transformation: One-Sun Boy*
Requirements: Transformation
Cost: 3+ chakra
Duration: 1 hour
As an action, you transform into a humanoid appearance of your choice. Creatures must make a Intelligence (Investigation) check to notice that you aren't what you appear to be. You may change this appearance at will. If it saw you performing the Jutsu, it automatically succeeds. Your statistics remain the same, but you may choose to decrease your size by up to 2 size categories.
You may undo this transformation as a bonus action. You may increase this jutsu's duration by 1 hour for every additional chakra point spent.
Wicked Gong Mouth
Cost: 3 chakra
As a bonus action, or as a reaction when you begin falling, you take the martial arts form of a leaping snake, taking the similarities to the next level with your snake-like biology. Make an unarmed strike or melee weapon attack against every creature and object below you before you reach an object larger than a 5 ft. cube that you can not break through with the attack. On a hit or miss, every targeted creature is moved 5 ft. away from where they were targeted in a direction of their choice.
*Genjutsu Venom*
Cost: 4 chakra
When you cast a genjutsu, you focus its chakra into your fangs, making an unarmed strike or melee spell attack against one creature within your reach. On a hit, the target has disadvantage on any saving throws the genjutsu incurs.
Hidden Shadow Snake Burial
Cost: 4 chakra
When you make an unarmed strike against a creature within half your reach, you plunge your snake-like arms beneath the ground. On a hit, you may forgo damage to cause the target to become restrained and prone for 1 minute as you pull them beneath the earth. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early in a success.
Hidden Shadow Snake Hands
Cost: 4 chakra
As a bonus action, you summon several snakes from under one of your sleeves. Until the start of your next turn, your reach is increased by an additional 5 ft., your unarmed strikes deal magical piercing damage, and you gain climbing speed equal to your movement speed.
Many Hidden Shadow Snake Hands
Requirements: Hidden Shadow Snake Hands
Cost: 4 chakra
As part of casting Hidden Shadow Snake Hands, you can increase the amount of snakes you summon to enhance the powers of the jutsu. In addition to all benefits granted by Hidden Shadow Snake Hands, you also receive a +2 bonus to grapple checks for the duration.
Binding Snake Glare Spell
Cost: 5-10 Chakra
Range: 10 ft. radius
Duration: Concentration, 1 minute.
As an action, you summon a snake that coils around a creature within range. The creature is grappled and restrained for this jutsu’s duration. A creature affected by this jutsu can make a Strength check as an action, ending this jutsu’s effects early on a success.
As a bonus action while this jutsu is active, you can spend 2 chakra to make your snake bite the target, dealing 1d8 poison damage and forcing them to succeed a Constitution saving throw or become poisoned for 1 minute.
You may end this jutsu’s effects as a bonus action.
When casting this jutsu, you can spend 5 additional chakra to create a second snake to target a second creature within range.
Clone Snakes
Cost: 5 chakra and 5 hit points
Range: 30 ft. radius
Duration: 48 hours
As an action, you remove a small amount of your biological matter and infuse it with chakra, creating a swarm of tiny, rapidly reproducing snakes that spread out across any surface within this jutsu's entire range. The swarm of snakes have 12 AC, 30 hit points, and regain 5 hit points at the end of each of their turns. The swarm of snakes can only take up to 5 damage per 5 foot square space targeted. While the snakes are unable to act in any way, you may see and hear from anywhere within the swarm of snakes. Creatures must attempt a Perception check to see the near microscopic snakes, and they can not be perceived by any other normal human sense.
Clone Snakes: Serpent
Requirements: Clone Snakes
Cost: 2 chakra
As an action while Clone Snakes is active, you concentrate the snakes into a single serpentine pillar. One creature within the swarm of snakes or up to 30 ft. above it must attempt a Dexterity saving throw. On a failure, they are restrained and forced to the first solid surface above them. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success. After using this jutsu, the swarm of snakes is destroyed. This jutsu has a duration equal to the remaining duration the snake swarm had.
Clone Snakes: Reincarnation
Requirements: Clone Snakes
Cost: 15+ chakra
As an action while Clone Snakes is active, you concentrate the snakes into a humanoid shape anywhere within your reach and introduce a second creature's biological matter into it, shaping the snakes into a clone of that creature (which can be yourself). The body becomes the resurrected creature entirely and is restored to its maximum hit points. This counts as casting true resurrection for the sake of overcoming limitations. After being resurrected in this manner, they have a number of chakra points equal to the amount spent on this jutsu and Clone Snakes, they regain 5 hit points at the end of each of their turns, their maximum chakra points are reduced by 1/4, any non-jutsu damage they deal is reduced by 1d4, if you are using the Chakra Exhaustion variant rule they can not spend jutsu below 0 chakra points, and they can not benefit from Rinnegan Mastered. They can only be killed if they are killed instantly or if you undo any instance of this jutsu under your control of your choice as an action. If One's Own Life Reincarnation is used on the reincarnated creature, their body goes back to normal, losing all passives granted from this jutsu.
You may choose to either allow creatures under the effect of this jutsu to act on their own initiative count independently, or control them directly on your initiative count. Switching between levels of control requires an action. A creature who is under the effect of this jutsu may break your control as an action for twice the amount of chakra you spent. A creature that knows this jutsu must spend an equal amount.
This jutsu has a duration equal to the remaining duration the snake swarm had.
You may have 1 of these creatures active at a time. If you resurrect another creature, the first creature you resurrected in this manner dies instantly. After using this jutsu, the swarm of snakes is destroyed. This jutsu can not have its cost reduced by casting it out of initiative.
Slithering Snake Mode
Cost: 5 chakra
Duration: 1 minute
As a bonus action, you can turn the lower half of your body into a snake’s tail. For this jutsu’s duration, your walking speed is increased by 10 and you ignore non-magical difficult terrain.
If you have the Orochimaru Style Substitution jutsu, you can use this jutsu as a reaction right after using the former jutsu.
*Snake False Levitation*
Cost: 5 chakra
Duration: 1 minute
As an action, you grow a thick tail capable of holding you aloft that is intangible and invisible to any other creature. You gain a flying speed equal to your movement speed, but you may only be a number of feet from any object or willing or grappled creature capable of carrying your weight equal to your reach.
*Crocodile Tears*
Cost: 9 Chakra
Range: 30 feet
Duration: 1 minute
Jutsu Type: Genjutsu
As an action, your target sees apparitions of their closest friends and allies doubting their abilities and sanity. They must attempt a Charisma saving throw. On a failure, they become sick and begin hallucinating.
They may retry this saving throw at each of their turns, ending this effect early on a success.
*Dragon's Horde of Glittering Anguish*
Cost: 10 chakra
Range: 60 feet
Duration: Concentration, indefinitely
Jutsu Type: Genjutsu
One creature within range is surrounded by the illusion of a 15 ft. radius dome of cave walls. Only the target can see it, and they can not willingly move through the illusion. One 5 ft. cubic wall is covered in various sized holes, and the floor is covered in illusory gemstones of various shapes and colors. They may attempt a Dexterity or Wisdom saving throw as an action to arrange the gemstones in the correct hole, and each consecutive saving throw can be rerolled until the result is higher than the previous action's saving throw. Once they succeed, only one hole remains, to which there is no gemstone of the proper size. They may attempt a Intelligence saving throw as an action to create a proper stone. Once all holes are filled with gemstones, this jutsu ends.
Hidden Shadow Wild Snakes
Cost: 10 chakra
Range: 40 ft. radius
As an action, you attach your hands to the ground, creating a swarm of snakes that burrow through the ground, springing up around any source of life. Make an unarmed strike against every creature of your choice within range. On a hit, they piercing damage equal to two rolls of your unarmed damage die.
If you have Hidden Shadow Snake Burial, it costs half as much on the same turn you used this jutsu.
*Swallowed Whole*
Cost: 10 Chakra
Range: 30 feet
Duration: Concentration, up to 6 hours
Jutsu Type: Genjutsu
As an action, you disguise rotten, poisonous, or otherwise distasteful food within 10 feet of the chosen area as another kind of food of their choice. Creatures must attempt a Intelligence saving throw the first time they interact with the food, and again when they take the search action. On a failure, they are unable to distinguish any aspect of the food you do not want them to, including whether or not there is poison in it. On a success, they are able to discern the true nature of the food.
Formation of Ten Thousand Snakes
Cost: 15 chakra
Duration: Concentration, up to 1 minute
As an action, a countless number of snakes crawl out of your mouth and into your enemies. The snake swarm occupies a 10 foot radius space, has 15 AC, 50 hit points, resistance to all damage but psychic and regains 5 hit points at the end of its turns.
The snake swarm can occupy the space of other creatures. If a creature enters the radius of the snakes or starts their turn in the area, you can make them take piercing damage equal to your unarmed die and force them succeed a Constitution saving throw or become poisoned until the end of their next turn.
If the snake swarm is reduced to 0 hit points, the jutsu ends.
*Petrifying Venom*
Cost: 16 chakra
Duration: Concentration, up to 1 minute
Your snake-like abilities have granted you a reversed scale somewhere on your body, typically the palms of your hands or wrists, that you may focus chakra into to produce a deadly venom capable of turning a target to stone. As a bonus action immediately after a hit with an unarmed strike against a creature no larger than 1 size category larger than you, the target must attempt a Dexterity saving throw. On a failure, they are petrified until the jutsu ends. When a creature makes a critical hit against you, they may choose to be targeted by this jutsu without you spending chakra to remove your ability to use this jutsu or any jutsu that relies on it until the end of your next long rest instead of the normal additional effects of a critical hit.
*Venom Spit*
Requirements: Petrifying Venom
Cost: 8 chakra
Whenever you would be able to make an unarmed strike, you instead fire a concentrated blast of petrifying venom at the target. Make a ranged spell attack against a creature within twice your reach. On a hit, they take 1d4 poison damage and are petrified until the end of their next turn.
Eight-Branches Explosion
Requirements: Eight-Headed Serpent
Cost: 20 chakra
Range: 10 ft. wide, 60 ft. line
As an action while Eight-Headed Serpent is active, you focus all eight heads on a single point, generating a powerful ball of dark chakra that erupts into a beam of energy. Each creature within range must make a Dexterity saving throw, taking 10d10 lightning damage, being pushed to the edge of the area, and knocked prone on a failure. On a success, they take half as much damage.
This Jutsu ignores Evasion.
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