Water Style (Shinobi World Supplement)

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Water Style[edit]

Hand Seal Jutsu[edit]

Basic Water Style Technique

Cost: 0 chakra

Range: 30 feet

Duration: Instantaneous or 1 hour (see below)

As an action, you choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Water Gun

Cost: 1 chakra

Range: 20ft

As an action, you mimic a gun shape with your hand while compressing water onto the tip of your index finger, firing a water bullet at one target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier piercing damage.


Water Bullet

Cost: 2+ chakra

Range: 30 foot line

As an action, you kneed chakra in your mouth, spitting a versatile blast of water. Every creature within range must succeed a Dexterity saving throw. On a failure, they take 1d4 + your Intelligence modifier bludgeoning damage. On a success, they take half as much damage. You may increase this damage by 1 for every additional chakra point spent, and may increase its range 5 ft. for every 2 additional chakra points spend separate from the damage increase.


Water Prison

Cost: 4 chakra

Duration: Concentration, up to 1 minute.

Range: Touch

As an action, you create a watery sphere around a creature you can touch, who must make a Dexterity saving throw. On a failure, they are restrained and begin suffocating. At the end of each of its turns, the target can make a Strength saving throw. On a success, the target is no longer restrained or suffocating. If you are no longer able to touch the creature, you lose concentration on this jutsu.


Water Hail

Requirements: Water Gun

Cost: 5 chakra

Range: 30 x 10 foot line

As an action, you cup your hands together and thrust them forward, releasing a barrage of water bullets. Every creature within range must succeed a Dexterity saving throw. On a failure, the target takes 1d8 + your Intelligence modifier piercing damage. On a success, they take half as much damage.


Water Characters

Cost: 4-8 chakra

Range: 5 miles

Duration: Concentration, up to 1 hour

Touching a surface, you scrawl words in one language you know how to write in water on one surface you can touch. This text must be able to fit in a five foot square. If you are touching a liquid, the text takes on the color of the liquid, otherwise you must spend 4 additional chakra and it takes on a vibrant blue hue. You may move this text up to 1000 feet as a bonus action, and it can only move along surfaces.


Hiding in Water

Cost: 9 Chakra

Duration: Concentration, up to 1 hour

As an action while touching at least 1 gallon of water, you and everything you are wearing or holding merges with it, becoming invisible and gaining full cover until this jutsu ends. If the water takes damage or is otherwise disturbed, you must make a concentration check as if you were affected by it. If you lose concentration to the puddle taking damage, you take the damage the puddle took. If the water source you used this jutsu on is no longer 1 continuous gallon, this jutsu immediately ends.


Water Shark Bomb

Cost: 10 chakra

Range: 50 foot line

As an action, you shape water into the form of a large shark and sends it hurtling towards the target. Make a ranged spell attack. On a hit, the target takes 3d8 + your Intelligence modifier bludgeoning plus 2d6 cold damage and must make a Strength saving throw or be pushed back 10 feet and fall prone.


Water Gun: Two Gun Style

Cost: 12 chakra

Range: 30 feet

Requirements: Water Gun

As an action, you fire two powerful shots of water simultaneously. Make a ranged spell attack for both. On a hit, the target takes 2d6 + your Intelligence modifier piercing plus 1d12 cold damage for each.


Super Shark Bomb

Cost: 28 chakra

Range: 10 ft wide 150 ft line

As an action, you create a gigantic shark out of water and thrust both hands forward, sending it raging forward. Each creature in the area must make a Strength saving throw. On a failure, the targets take 6d8 + your Intelligence modifier cold plus 3d6 bludgeoning damage and falls prone moving to the end of the line. Half as much damage on a success and not prone.


Hidden Mist

Cost: 7 chakra

Range: 40 ft. radius

Duration: 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

You create a cloud of mist around you. For any creature within this area, it's considered heavily obscured beyond 5 ft, for an additional 4 chakra, you can cause the mist to become a 30 foot radius and move with you, but you must maintain concentration and spend 1 chakra at the end of each turn to keep it active.


Infinite Sea Watchtower

Requirements: Hidden Mist

Cost: 3 chakra

Jutsu Type: Genjutsu

As an action while within a cast of Hidden Mist, you create an identical image of yourself and any items you are carrying anywhere within the cloud of mist that lasts until it is no longer within the Hidden Mist. Each clone has your AC and 1 hit point, and can not act in any way, though you may cause it to appear to move in place. If it is reduced to 0 hit points, it dissipates into mist. A creature that can see you or the clone while this is active may attempt a Perception check as a bonus action, realizing whether or not it they are seeing a clone on a success.


Water–Heavens Convergence

Cost: 7 chakra

Range: 40 ft. radius

Duration: Concentration, up to 1 minute

You create a cloud of suspended bubbles around you as you slowly leech the water from your surroundings. This area counts as both air and water for the sake of creatures being able to breath and use their swimming speed. As a bonus action, you may drain all the water from a 5 ft. cubic area of water or plant life within range to halve the base cost of the next Water Style jutsu you use. You count as occupying every space in this jutsu's range for the sake of any Water Style jutsu you use while this jutsu is active.


Water Style Shadow Clone

Requirements: Shadow Clone

Cost: 1 chakra

When you create a shadow clone, you may imbue it with Water Style chakra. Each clone has 30 hit points, but can not leave a 60 ft. radius of you, this range is doubled if both you and the clones are in contact with one body of water at least 1 foot high. This also causes you to not regain the base chakra spent to create the clone.


Water Style Bullet: Orca

Cost: 25 chakra

Duration: Concentration, up to 1 minute.

As an action, you create an absurd amount of water out of your chakra, covering a 60 foot radius area around you in 1 foot of water.


Water Shockwave

Requirements: Water Style Bullet: Orca

Cost: 3 chakra

As a bonus action, any creatures within the range of Water Style Bullet: Orca move up to 15 feet in a direction of your choice.


Exploding Water Shockwave

Requirements: Water Shockwave

Cost: 7 chakra

As a bonus action when you use a Water Style jutsu with an area of effect that targets creatures, you ride atop the surging waves, moving yourself to anywhere within the jutsu's range in a straight line. This movement provokes opportunity attacks.


Water Prison Shark Dance

Requirements: Water Shockwave, Water Prison

Cost: 15 chakra

As an action, you create an absurd amount of water out of your chakra. The water created by Water Style Bullet: Orca becomes a 60 radius of water around you that follows your movements.


Feeding Sharks

Cost: 2+ chakra

Duration: Concentration, up to 1 minute.

As an action, you create a shark out of pure Water Style chakra. These sharks acts on your turn, are controlled by you, and all use your actions (i.e. you may cause all of your sharks to make a Swipe attack as an action), but do not benefit from and can not use your features. You may create an additional shark for every 3 additional chakra points spent, and may concentrate on any number of sharks from the same instance of this jutsu at a time.


Water Formation Wall

Cost: 2+ chakra

Range: 5 foot radius

Duration: Concentration, up to 1 minute

As an action, or as a reaction to being targeted by an attack, you create a blast of water around you. Any creatures of your choice within range are moved 5 feet away from you. You may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of your turns. You must spend half this total jutsu's cost, rounded down, at the end of each turn you concentrate on this jutsu. If you move more than 5 feet after maintaining this jutsu, you lose concentration.


Pillar Encirclement

Requirements: Water Formation Wall

Cost: 4 chakra

While Water Formation Wall is active, you concentrate its constant wave into four pillars that rapidly circle around you, granting it this jutsu's effects until it ends, or you end these effects at will. When a creature would be moved by Water Formation Wall, they may attempt a Strength or Dexterity saving throw, not being moved on a success. Any creatures within range of Water Formation Wall have half cover.


Furious Roaring Tornado

Requirements: Water Formation Wall

Cost: 4 chakra

While Water Formation Wall is active, you spin its waves around you, turning them into cutting discs, granting it this jutsu's effects until it ends, or you end these effects at will. When a creature is moved by Water Formation Wall, they take 1d4 magical slashing damage.


Azure Dragon Palm

Cost: 4-8 chakra

As an action, you dash up to half your movement speed and force a whirl of water into the target, mimicking the techniques of the Byakugan. After moving, make a melee spell attack against one creature within your reach. The target takes 2d10 magical slashing damage on a hit. Whether or not it hits, the targeted creature must make a Strength saving throw. On a failure, it is pushed back 10 ft. As a bonus action for 4 additional chakra, you may make an unarmed strike with advantage immediately after.


Great Shark Bullet

Cost: 8 chakra

Duration Instantaneous

Range 100 feet

As a reaction when you see a creature cast a spell or jutsu, you create a massive shark out of chakra. If a creature was casting a spell or jutsu, they must attempt a Dexterity saving throw using their spellcasting modifier. On a failure, the spell or jutsu fails, and you regain a number of chakra equal to half the amount of chakra spent or twice the level the spell was cast. This technique doesn't work on Taijutsu or Bukijutsu.


Water Dragon

Cost: 15 chakra

Duration: Concentration, up to 1 minute

Range: 60 feet

As an action, you can form a dragon from water. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to fire damage, immune to non-magical and cold damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 1d6 piercing damage
    • Claw deals 1d4 slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
  • 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 cold damage on a successful hit.


Water Spikes

Cost: 7 Chakra

Range: 15 feet, 90 feet in water

You form a set of spikes made of water. If you and the target can touch the same water source, including rainfall, you may extend this jutsu's range. One creature within range must succeed a Dexterity saving throw or take 3d6 piercing damage.


Giant Vortex Jutsu

Range: 20 ft. x 120 ft. line

Cost: 20 Chakra

You unleash a torrent of water. All creatures within range must attempt a Dexterity saving throw. On a failure, they take 3d12 cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone. This jutsu is also known as the Great Waterfall Jutsu.


Great Whirlpool Enfolding

Cost: 1+ Chakra

Jutsu Type: Bukijutsu

When you make a weapon attack, you sheath it in a giant water vortex. On a hit, you deal an additional 5 cold damage to a maximum of as much damage the attack dealt. You may deal an additional 5 cold damage for every additional chakra points spent, still to a maximum of as much damage the attack dealt


Wild Bubble Wave

Cost: 10 chakra

Range: 25 foot cone

As an action, you spray a wave of foamy water across the battlefield. The area becomes difficult terrain for 1 minute, and any temporary effects in the area (i.e. Blaze Style, traps, caltrops, etc.) are moved to the closest edge of this area.


Sensing Water Sphere

Requirements: A chakra sense or truesight range

Cost: 20 chakra

Duration: Concentration, indefinitely

As an action, you create a 5 foot radius sphere of still water within 10 feet of you, focusing your chakra sense into it. Your chakra sight range is doubled. If you have truesight, you can see a faint outline around living creatures and magical effects within twice your truesight range, as well what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any. Any creature that can see the orb of water can also see anything seen by your chakra sense as ripples form, representing chakra sources. If an additional creature with chakra sense or truesight focuses on this jutsu, the orb's radius increases by 10 feet, and the largest chakra sense of any creature concentrating on this jutsu is doubled an additional time. You must spend 5 chakra at the end of each minute you concentrate on this jutsu.


Slime Suit

Cost: 8 chakra

Duration: 1 minute

You convert entire body into a thick liquid. Your reach increases by +5 feet, you count as 1 size smaller when squeezing, and you count as being heavily obscured while within water.


Viscous Water Mass

Requirements: Slime Suit

Cost: 20 chakra

Duration: Concentration, up to 1 minute

As an action while Slime Suit is active, you create a massive oval of thick liquid around you. Any creatures within 5 ft. of yourself, including yourself, gain a damage reduction of 5. If they already had a damage reduction, they gain a +5 bonus to it instead. You may end this jutsu early as a bonus action to force one creature within 30 ft. you can see to attempt a Strength saving throw. On a failure, they are restrained and knocked prone for 1 minute. They or a creature that can touch them may retry this saving throw as an action.


Rain Tiger at Will

Requirements: Chakra Sense

Cost: 18 chakra

As an action, you cover the sky above you in a 10 mile radius storm cloud, weaving chakra into each drop of rain. You are aware of any creature touching the rain that falls from this cloud. You must spend 2 chakra at the end of each of your turns to maintain this jutsu.


Water Armor

Cost: 12 chakra

Duration: Concentration, up to 1 minute

As an action, you cover your entire body in a dense layer of water. You gain a +4 bonus to your damage reduction and damage threshold, and you must hold your breath. When you would lose concentration, you may choose to regain concentration and immediately begin suffocating until this jutsu ends once per use of this jutsu.

Non-Hand Seal Jutsu[edit]

Hydrification

Cost: 7 chakra

Duration: 1 minute

As an action, you gain the ability to transform into or out of a liquid form at will once per turn. In this form, you gain immunity to bludgeoning, slashing, and piercing damage, but vulnerability to lightning and fire damage and can squeeze through any space, no matter how small. After 1 minute of this being active, you return to your solid form.


Drowning Water Blob

Requirements: Hydrification

Cost: 5 chakra

As an action while Hydrification is active and you are grappling a creature, you convert your entire body into a dense ball of water and invade the creature's airways. They are no longer grappled, you become restrained and occupy the target's space, and they begin suffocating until this jutsu ends. You must spend 1 chakra at the end of each of your turns to maintain this effect. If Hydrification ends while this jutsu is active, this jutsu ends, and you take 2d6 force damage as you are shunted to the closest open space.


Demon Wave

Requirements: Hydrification

Cost: 10 chakra

As an action while in Hydrification's liquid form while you are touching a body of water, it becomes part of your mass, changing your shape to a massive demonic fish. For every 5 cubic feet of water you absorb through this jutsu, your size category increases by 1 to a maximum of Gargantuan. If you exit your liquid form, the water from this jutsu returns to normal water, and you lose all of this jutsu's effects.


*Demon Wave: Consume*

Requirements: Demon Wave

While Gargantuan and in Hydrification's liquid form, you may consume 5 cubic feet of water as a bonus action to regain a number of hit points equal to your Constitution modifier, or half as many chakra points. At the end of each turn you are not touching water, you lose 5 chakra points or twice as many hit points.


Great Water Body

Requirements: Hydrification

Cost: 2-4 chakra

As an action, you rebalance the water in your body before converting it back into muscle elsewhere. Your movement speed increases by 10 feet, and you gain advantage on Strength and Dexterity saving throws. You may spend 2 additional chakra to use this as a reaction immediately before making a Strength or Dexterity saving throw. You must spend 2 chakra at the end of each of your turns to maintain this effect.


Great Water Body: Half-Moon Cut

Requirements: Great Water Body

Cost: 2 chakra

As an action, you divert even more of your body mass into your arms and legs. Any melee attacks you make deal an additional 1d4 bludgeoning damage and your movement speed increases by 10 feet. You must spend 2 chakra at the end of each of your turns to maintain this effect.


Hydrification Exploding Funeral

Cost: 2+ chakra

As a bonus action, you focus on liquefying your body immediately before your opponent makes contact. You gain a damage reduction of 5. You may increase this damage reduction by 1 for every additional chakra point spent. You must spend chakra equal to the total chakra spent to cast this jutsu at the end of each of your turns to maintain this effect.


Instant Water

Cost: 3 chakra

As a bonus action or reaction to being hit by an attack, you convert your chakra into high-speed water propelled from your feet. You move 15 feet in any direction, including straight up. You may double its cost to make an unarmed strike immediately after. If you use this as a reaction, the damage from the attack is halved.


Heavenly Weeping

Range: 30 feet

Cost: 5 Chakra

The user kneads Water Style chakra in their mouth into senbon and spits them at a creature within range as two ranged spell attacks. On a hit, they each deal 1d6 piercing damage. This jutsu can be used even if the user is restrained or incapacitated, but not unconscious


Falling Rain Needles

Cost: 8 chakra

Range 30 foot radius

Duration: Concentration, up to 1 minute

You convert pre-existing rain into a rain of unavoidable needles. Any creature that ends their turn touching the rain takes 20 - their AC slashing damage. If you have affinity in Water Style, this threshold increases by the average roll of your unarmed die.


Soap Bubble Ninjutsu

Cost: 15 Chakra

Range: 60 feet

Duration: 1 minute

You exhale a 15 foot radius cloud of bubbles. Once per turn per creature when a creature spends more than 10 ft. of movement while with this area, they must succeed a Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage as they rupture a slew bubbles with explosive force. If you have Acid Style, you may make this an Acid Style jutsu, making it deal acid damage.


Rain Hail

Requirements: Soap Bubble Ninjutsu

Cost: 10 Chakra

As a bonus action, you harden one of your Soap Bubble Ninjutsu's clouds into rock-hard spheres and fill them with water, turning them into fist-sized, chakra-infused hail stones. Every creature within the cloud of bubbles must attempt a Strength saving throw. On a failure, they take twice as much damage as they would have from Soap Bubble Ninjutsu's Dexterity saving throw. On a success, they take half as much damage. Immediately after this jutsu occurs, Soap Bubble Ninjutsu ends.


Bubble Jutsu Drift

Requirements: Soap Bubble Ninjutsu

Cost: 10 chakra

Duration: Concentration, up to 1 minute

You encase every creature within 5 ft. of you inside a large bubble. This bubble has a 45 ft. flying speed, and this jutsu ends if it takes any damage.


Drowning Bubble

Requirements: Soap Bubble Ninjutsu

Cost: 7 chakra

Duration: Concentration, up to 1 minute.

Range: 30/60 feet

As an action, you create a dense bubble of water that floats as if it were empty. One creature within range must make a Dexterity saving throw. On a failure, they begin suffocating. At the end of each of its turns, the target can make a Strength saving throw. On a success, the target is no longer suffocating. If they take at least 10 damage from a single effect, this jutsu automatically ends.


Steaming Danger Tyranny.

Requirements: Water Style Shadow Clone

Cost: 15 Chakra

The user creates a unique shadow clone that has twice the user's movement speed that constantly generates heat that is Small. Every time it moves at least 30 ft. on one of its turns, its size increases by 1 category. It may only use its action to detonate. Upon doing so, all creatures in a certain radius must succeed a Dexterity saving throw, taking the following damage on a failure or half as much on a success. This also causes you to not regain the base chakra spent to create the clone.

  • If the clone is Small, all creatures within 10 feet take 2d6 acid damage.
  • If the clone is Medium, all creatures within 10 feet take 2d8 acid damage.
  • If the clone is Large, all creatures within 15 feet take 2d10 acid damage.
  • If the clone is Huge, all creatures within 20 feet take 2d12 acid damage.
  • If the clone is Gargantuan, all creatures within 20 feet take 4d6 acid damage.


Rapid Thunder Whip

Cost: 7 chakra

Duration: 1 minute

As an action, you create a whip out of water. If counts as a simple weapon that you are proficient in, has the light property, deals an equal amount of slashing damage as your unarmed strikes, and dissipates immediately after it leaves your hand. While wielding this weapon, your unarmed strikes gain an additional +5 ft. of reach or you may make 1 additional attack with this weapon when you take the attack action.


Water Forge

Cost: 5-8 chakra

Jutsu Type: Bukijutsu

As a bonus action, you cover one melee weapon in your possession in a vortex of chakra. It gains an additional 5 feet of reach, you may force the target back 5 feet on a hit, and you may end this effect on a hit with the weapon to deal twice as much damage and force the target 30 feet away from you. You may use this jutsu as a reaction for 3 additional chakra when you are targeted by a melee attack, making an attack with the weapon in the process. If you are no longer within the attack's reach, the attack fails. You must spend 1 chakra at the end of each of his turns to maintain this effect.


Takigakure Style: Watercutting Sword

Cost: 4 chakra

Duration: 1 minute

As an action, you shape water in your hand into any non-magical weapon of your choice. If this weapon leaves your hand, this jutsu immediately ends. When you take fire damage, you may spend 2 chakra and end this jutsu to slash through the source, halving the damage you take.


Water Shield

Cost: 7 chakra

Range: 30 ft. radius

Duration: 1 minute

As a bonus action or reaction to being targeted by an attack or Dexterity saving throw, you create a ball of water that expands into a 5 ft. radius, 3 inch thick flat disc anywhere within range. This disc grants three-quarters cover, has 5 + your Intelligence modifier hit points and 16 AC. If you have affinity in Earth Style, you may spend 2 additional chakra point to grant the wall additional hit points equal to your average unarmed strike die roll, half as much of a bonus to its AC, or half of either bonus. You may move the disc anywhere within range at will once on each of your turns. If this disc leaves this jutsu's range, this jutsu immediately ends.


Water Mirror

Requirements: Water Style Shadow Clone

Cost: 3+ chakra

Range: 30 feet

As a reaction when you are targeted by an attack or saving throw from a creature within range, you may make a Water Style Shadow Clone (requiring the chakra necessary for that jutsu) that acts as a perfect replica of the creature, still using your statistics. The creature and clone automatically target each other with the same action. The clone acts on the creature's turn, and perfectly replicates their actions and movement. If the creature is casting a jutsu, the clone will as well, but must have as much chakra as the jutsu's cost. This also causes you to not regain the base chakra spent to create the clone.


Starchy Syrup Binding Rope

Cost: 8 chakra

Duration: Concentration, up to 1 minute.

Range: 30 feet

As an action, you spit a thick strand of water infused with sugars, turning it thick and sticky. One creature within range must make a Strength saving throw. On a failure, they are restrained. At the end of each of its turns, the target can retry this saving throw, ending this effect early on a success.


Water Flow Sensing Technique

Requirements: Chakra Sense

Cost: 4+ chakra

As a bonus action when you use your chakra sense, you cover the ground in a thin layer of water. Your chakra sense range is doubled, but is restricted to creatures touching the ground on the same level or below any ground you are touching. You may spend an additional 4 chakra to cause your chakra sense to last until the end of your next turn any time it would end while this jutsu is active.


Raging Jellyfish

Cost: 30 chakra

Duration: Concentration, up to 1 minute

As an action, you shape water into the form of a massive jellyfish around your body. Your size category increases by 1 to a maximum of Gargantuan and a minimum of Huge. Additionally, your reach increases by 5 feet, and your unarmed strikes target every creature within half your reach in addition to your target.


Black Rain

Cost: 8 chakra

When you cast a Water Style jutsu, you turn its substance a murky, black color. If the jutsu deals damage, you may change its base damage die to 2d8. When a creature is affected by a jutsu under the effects of Black Rain, they are soaked in black rain until the end of their next turn. When a creature takes damage while soaked, you may cause the black rain to react as a reaction, dealing an additional 2d8 damage of the same type. You may spend 2 chakra to regain your reaction.


*Water Style: Raging Rasengan*

Requirements: Rasengan

Cost: 15 chakra

Range: 60 x 25 foot line

As an action, you convert a rasengan formed from water style chakra into a torrential cyclone. Every creature within range must succeed a Dexterity saving throw, taking 3d10 cold + 3d10 slashing damage on a failure and are knocked prone. On a success, they take half as much and are not knocked prone.


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