Path of the Warrior (Shinobi World Supplement)

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Path of the Warrior[edit]

Certain shinobi forego their traditional training to master swordplay. These ronin are formidable opponents, mastering techniques possibly out dating even the oldest ninjutsu.

Design Note: Jutsu from this path count as taijutsu.

Warrior of Steel[edit]

At 3rd level, your training begins. You gain proficiency in medium and heavy armor, shields, and martial weapons. Your melee weapons benefit from your martial arts feature and you may use your unarmed strike damage instead of a melee weapons' regular damage if you are proficient in said weapon.

Combat Expertise[edit]

At 3rd level, you gain proficiency in the Athletics skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Intimidation, Medicine, or Stealth.

Your proficiency bonus is doubled for any ability check you make that uses Athletics. You receive this benefit regardless of the skill proficiency you gain from this feature.


At 7th level, you begin your studies in Iaidō, a weapon style focusing on drawing a weapon and swiftly striking. On your first turn, or if you did not deal damage on your previous turn, your first attack roll with a melee weapon is made with advantage or deals twice as much damage. Your first time drawing and stowing a melee weapon on each of your turns no longer takes your item interaction and can be done as at will.

Alternate Feature: Shurikenjutsu Barrage[edit]

At 7th level, even a basic throwing knife becomes a wave of potential damage. When you make a thrown weapon attack, you may throw twice as many weapons, making a single attack and rolling twice as many damage dice on a hit. You may draw or stow any amount of thrown weapons without spending your item interaction at will.

Alternate Feature: Kyakujutsu Demolitionist[edit]

At 7th level, you no longer need advanced ninjutsu to destroy your enemies in a ball of fire. When you deal damage with a mundane explosive weapon, such as a Grenade or explosive seal, you deal twice as much damage to objects, and targets have disadvantage on their saving throws if they can not see the explosive. Additionally, you have advantage on checks to hide explosive weapons.

Alternate Feature: Kyūjutsu Excellence[edit]

At 7th level, your mastery of ranged weaponry allows you to strike targets from inhuman ranges. Ranged weapons benefit from Warrior of Steel. Additionally, when you make a ranged weapon attack, you may spend 2 chakra to create a piece of ammunition out of pure chakra, 3 chakra to add both your Strength and Dexterity modifier to the attack and damage rolls, or 4 chakra to ignore disadvantage from attacks within the weapon's long range and ignore cover of creatures within the weapon's normal range. A single attack may benefit from all three effects.

Alternate Feature: Ronin[edit]

At 7th level, you are a rogue samurai, bridging the gap between warrior and assassin. Once per turn, you can deal an extra 1d4 damage to one creature you hit with a weapon attack if you have advantage on the attack roll. The attack must use your Dexterity modifier, and can not be a jutsu. This damage increases to 2d4 at 12th level, 3d4 at 17th level, 4d4 at 22nd level, 5d4 at 27th level, 6d4 at 32nd level, 7d4 at 37th level, 8d5 at 42nd level, and 9d4 at 47th level.

Additionally, you may learn Path of the Assassin Unique Jutsu as if they were Path of the Warrior Unique Jutsu, but each jutsu learned in this way counts as twice as many for the sake of your jutsu limit.

Refined Warfare[edit]

At 10th level, you master weapon techniques instinctually. You may learn Bukijutsu from any basic natures, as well as any Kekkei Genkai you have the nature requirements for, even if you do not have the jutsu's nature itself.

Chakra-Infused Weapons[edit]

At 10th level, you constantly channel a small amount of chakra through your weapons. Your weapons count as magical for the purpose of overcoming resistances.

Halting Strike[edit]

At 15th level, you attack faster than your opponent can act. As a bonus action, you can make two melee weapon attacks, or one ranged weapon attack that has advantage or deals twice as much damage.

In addition, as a reaction, when you see a creature attempting to cast a spell with somatic components or use a Jutsu with hand signs, you can move up to half your movement speed and make a weapon attack. If you hit, the target's hand signs are interrupted, it fails to use the Jutsu or cast the spell and it wastes the action it was using.


At 20th level, you master hitting vital points in your targets. Your critical threshold increases by 1 (i.e. 20 → 19-20 → 18-20).

In addition, if your attack roll is a critical hit, your target is stunned until the end of its turn.

Path of the Warrior Unique Jutsu[edit]

Amputation Punishment

Cost: 2+ chakra

Jutsu Type: Bukijutsu

As an action, you jump up to 20 feet in the air. As a bonus action no later than the end of your next turn, you fall to the ground, ripping at the target with a melee weapon. Your critical threshold increases by 1 for this attack. You may increase this increase by 1 for every 3 additional chakra spent to a maximum of twice your critical threshold.

Branding Punishment

Cost: 4 chakra

Jutsu Type: Bukijutsu

As a bonus action immediately after a hit with a weapon attack, your weapon plants itself firmly in the target as your chakra manipulates it, moving them up to 20 feet closer to or directly away from you.

Explosion: Ice Mountain Destruction

Requirements: Branding Punishment

Cost: 2 chakra

Jutsu Type: Bukijutsu

When you use Branding Punishment on an attack with a weapon with the reach property, you use your extra manipulation to swing them around violently. They move 20 feet in a straight line in any direction of your choice instead of closer or farther from you.

If there are any objects in the distance this jutsu moves preventing the target from moving, both the target and the object take 1d4 non-magical bludgeoning damage and the distance moved decreases by 5 ft. until the object breaks or the remaining distance is reduced to 0.

Concussive Chakra Cannon

Cost: 3 chakra

Jutsu Type: Bukijutsu

As a bonus action, you charge glowing chakra into your ammunition or ranged weapon, causing them to shine like stars. On a hit with the next ranged attack roll you make, the target is stunned until the end of your turn, and the attack deals radiant damage.

Samurai Sabre

Cost: 4 chakra

Duration: 1 minute

Jutsu Type: Bukijutsu

As a bonus action, you cloak one weapon in your possession in an edged sheath of chakra. Until this jutsu ends, you may add your unarmed strike damage to the weapon's damage rolls, and you may change its damage type to that of a jutsu you can use, excluding force damage, until you are no longer touching it as a bonus action for 1 chakra.


Requirements: Samurai Sabre

Cost: 1 chakra

Jutsu Type: Bukijutsu

As part of a weapon attack while Samurai Sabre is active, you release the chakra covering your blade in an arching wave. The attack gains an additional 30 feet of reach, but you may not add your unarmed strike to the attack's damage except through Affinity.


Requirements: Samurai Sabre

Cost: 2 chakra

Jutsu Type: Bukijutsu

As an action while Samurai Sabre is active, you make multiple swings with your weapon, cutting the target from every angle. The target must attempt a Strength. On a failure, they take the damage they would have taken from a hit with the weapon. On a success, they take half as much damage. This jutsu may benefit from Rupture.

Secret Sword: Snowstorm Beheading

Requirements: Samurai Sabre

Cost: 8 chakra

Range: 30 foot radius

Jutsu Type: Bukijutsu

As an action, you unsheathe your weapon, forming a Samurai Sabre that erupts into a shockwave, retracting in on itself to create a massive whirlwind. At the beginning of your next turn, you must attempt a DC 17 Intelligence saving throw. On a failure, every creature within range, including yourself, is targeted by this jutsu. On a success, only creatures of your choice are targeted. Every creature targeted must succeed a Strength saving throw. On a failure, they 6d10 thunder damage and become prone. On a success, they take half as much damage.

Mifune-Style First Tachi: Blaze

Requirements: Samurai Sabre

Cost: 10 chakra

Jutsu Type: Bukijutsu

As a reaction when another creature forces you to make a Strength, Dexterity, or Constitution saving throw, or when you are targeted by an attack roll, while Samurai Sabre is active, you focus your chakra to sweep it away with a single strike. Make a melee weapon attack roll. If this roll is higher than effect's DC or attack roll, the effect fails. If the roll is lower, you automatically fail the saving throw and the attack automatically hits you.

Dancing Blade Risk

Cost: 6 chakra

Range: 15 feet

As an action, you dash forward, focusing all of your energy into a single lateral strike. You may move up to this jutsu's range and make a single weapon attack. On a hit, you deal the weapon's maximum damage die roll + its attack roll modifiers.

Existence Beheading

Cost: 1 chakra

When you hit a creature with a weapon attack, you hold their wounds together with trace amounts of chakra. The target isn't affected by effects of the attack until you are no longer wielding the weapon you made this attack with. If they complete a long rest before you stop wielding your weapon, they stop being affected by this jutsu.


Cost: 2-4 chakra

As a bonus action while you are prone, or as a reaction when you fall prone for 2 additional chakra, you use the movement of righting yourself to ready your weapon, allowing you to make one attack with it and immediately stop being prone.

*Blade Retrieve*

Cost: 2+ chakra per weapon

Range: 60 feet

Duration: 1 minute

Jutsu Type: Bukijutsu

As an action, you mark a number of weapons in your possession equal to your Intelligence modifier with your chakra. For this jutsu's duration, as a free action for this jutsu's cost, you may cause a number of marked weapons within range up to the chakra points spent to move 60 feet in a straight line towards you, possibly landing in your hand. You may spend 2 additional chakra for each marked weapon when you cast this jutsu to increase this jutsu's range by 60 feet.

If the weapon is being wielded by another creature, you must attempt to disarm them (see link or DMG pg. 271) using your spellcasting modifier.

*Swift Strike Knockout*

Cost: 2 chakra

When you make a melee attack that deals bludgeoning damage against a creature that is not a construct, undead, or elemental, you attempt a single blow straight to the back of the head. If twice the attack's damage would reduce the target to 0 hit points, they are knocked unconcious for 1 hour or until another creature wakes them as an action or by dealing damage to them, otherwise they take no damage.

*Kurogane Style: Evading Strike*

Cost: 3 chakra

As a reaction when a creature misses you with an attack, you accelerate your weapon's movement with chakra, allowing you to make an opportunity attack against the attacker.

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