Plasma Style (Shinobi World Supplement)

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Plasma Style[edit]

The Plasma Style Kekkei Genkai combines Fire Style and Lightning Style, increasing the heat of the expelled chakra beyond even electricity.

Hand Seal Jutsu[edit]

Antlion Ninja Arts: Ephemeral

As a bonus action, you sprout four firefly wings made of Plasma Style chakra. You may end this effect as a bonus action. While in this form, you gain the following:

  • You gain a +3 bonus to attack and damage rolls.
  • As your movement happens instantaneously, you do not provoke opportunity attack or activate traps while you move.
  • You lose 3 chakra points or gain 1 level of exhaustion at the end of each of your turns.


Plasma Chakra Mode

Cost: 5 chakra

As an action, you overcharge your body and cover it in seething plasma energy. While in this mode, you gain the following benefits:

  • Your unarmed strikes deal an additional d8 lightning damage
  • You gain resistance to fire and lightning damage.
  • Your movement speed increases by 15 feet and opportunity attacks against you are made at disadvantage.
  • As a bonus action for 2 chakra, you can briefly shift into a quantum state, allowing you to move through other creatures or objects as if they were difficult terrain and gaining immunity to fire and lightning but vulnerability to force damage until the start of your turn.
  • You must spend 3 chakra points at the end of each of your turns to keep this active.

Non-Hand Seal Jutsu[edit]

Basic Plasma Style Technique

Cost: 3 Chakra

Duration: 1 minute

As a bonus action, you produce a small ball of plasma from your fingertip. This can cut through or fuse plates of metal at a rate of 1 inch per 5 seconds. It can also be used to make quick marks in metal surfaces.


Thunder Sabre

Cost: 2-10 chakra

As part of an unarmed attack, you surround your hand in a ball of plasma, ripping through your targets. The result of the attack roll is increased by +2. This increases by +1 for every 2 additional chakra spent.


Tornado Lightning

Cost: 2-10 Chakra

As part of an unarmed attack, you create an arc of plasma between your hands, making the angles and speed of your attacks unpredictable. The attack deals lightning damage, deals +2 additional damage, and deals twice as much damage to objects. You deal +1 additional damage per 2 additional chakra spent.


Plasma Ball

Cost: 8 chakra

Range: 30 foot radius

You blast an extreme amount of plasma from your body. Any creatures in this area are pushed to the closest space not within range. Until the beginning of your next turn, you are immune to the restrained condition and lightning damage, you can not move, and you gain +3 AC.


Plasma Blast

Cost: 8-20 chakra

You infuse the air with plasma with each strike of your fists. As part of an unarmed attack, you may increase its reach by 5 feet. This range increases by 5 feet for every 4 additional chakra spent.


Raging Thunder

Cost: 5 Chakra

As part of a melee attack, you erect a barrier of plasma on contact. On a hit, you gain full cover in the direction of the creature you attacked until the beginning of your next turn.


Plasma Laser

Cost: 10 chakra

Range: 45 foot cone

You fire a spiraling blast of bluish-green plasma. Unlike a normal cone, the peak of the arc of this jutsu’s range is 5 feet in front of you, tapering as it gets further away. Every creature within range must attempt a Dexterity saving throw. On a failure, they take 10d6 lightning damage. On a success, they take half as much damage.


*Fusion Core Burst*

Cost: 14 chakra

Range: 60 feet

You summon the power of a star's core, creating a massive explosion. Creatures in a 30-foot radius within range must make a Dexterity saving throw, taking 8d8 radiant damage on a failed save or half as much on a successful one. The area becomes superheated for 1 minute, causing creatures that start their turn in the area to take 2d6 radiant damage.


*Quantum Slicer*

Cost: 16 chakra

Range: 50 feet

You create three blades of condensed quantum energy and launch them at a target. Make a ranged attack; on a hit, the target takes 3d6 slashing and 3d6 force damage.


*Quantum Shift*

Cost: 7 chakra

As a reaction to being targeted by an effect, you shift momentarily into the quantum realm and appear a d4*10 number of feet away.


*Plasma Vortex Dance*

Cost: 8 chakra

Duration: Concentration, up to 1 minute

As you channel your chakra, volatile plasma materializes in a swirling vortex around you. Any creature that starts its turn within 10 feet of you or enters within 10 ft of you for the first time on a turn takes 2d6 lightning damage. Ranged attacks gain disadvantage against you.


Chakra Needle

Cost: 1 chakra

Range: 120 feet

As an action, you fire a bolt of chakra from your finger tip that moves at undodgeable speeds. One creature within range takes 1d4+1 radiant damage. You may use this jutsu up to 3 times on a single action.


*Secret Art: Blood Destruction*

Cost: 45 chakra

Range: reach

Duration: 24 hours

This jutsu can not target undead, constructs, or elementals. As an action, you pump a massive amount of chakra through your palm that instantly binds itself to the target's blood. At any point during this jutsu's duration, the target must attempt a Constitution saving throw as their chakra-bound blood vaporizes. On a failure, the target dies instantly. On a success, they take 10d10 radiant damage.


*Plasma Style: Gelel Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

As an action, you imbue your rasengan with Plasma Style chakra capable of obliterating any obstacle in your path. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 lightning damage. This deals twice as much damage to objects.


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