Path of the Healer (Shinobi World Supplement)

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Path of the Healer[edit]

You have learned to maximize your control over chakra to heal yourself and others. The mastery of this path will have many chasing after you, either to learn or steal your secrets. Beware, for even healers can be treacherous.

Chakra Control[edit]

At 3rd level, you can control your chakra to use it more efficiently. As a bonus action, you can reduce the chakra cost of the next Jutsu you use before the end of the turn by an amount equal to 1/4 your shinobi level (rounded down, minimum 1). The minimum chakra you can expend on a jutsu using this is 1. You may use this a number of times equal to your Intelligence modifier, regaining all uses at the end of a short rest. Additionally, you gain the following jutsu:

Healing Jutsu

Cost: 1+ chakra

Range: Touch

You shape your chakra into a luminescent white orb that is capable of healing, if somewhat inefficiently. As an action, one creature within melee range regains an amount of hit points equal to the amount of chakra points spent. You can not spend more chakra points than twice your Shinobi level when you use this jutsu.

Mystical Palm Jutsu[edit]

At 7th level, you have learned to focus your chakra into a green glow, allowing you to more effectively heal yourself and others. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your Shinobi level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. If you spend at least half of your maximum dice pool on one instance of healing, you may add your Intelligence modifier to the healing total.

Your pool regains all expended dice when you finish a long rest.

Pill Creation[edit]

At 10th level, you learn how to make various types of pills that nourish a shinobi's body in a variety of ways. A creature can take pill as a bonus action. If you have access to Alchemist's supplies, an Herbalism kit, or a Healer's kit, you can make a number of military pills during a long rest equal to your Intelligence modifier, otherwise you only create 1. All pills lose their potency after 48 hours.

Medical Mode[edit]

At 15th level, you are a master of refined chakra control. By focusing your chakra around your hands or feet your strength is quadrupled. Your Strength score and maximum increases by 4 and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, as an action, you may enter Medical Mode, covering your entire body in healing chakra, granting you the following until you end this effect as a bonus action:

  • At the start of your turn, you regain 10 hit points.
  • At the start of your turn, you can expend a number of hit die equal to your Constitution modifier. Add your Constitution modifier to each die. You regain an amount of hit points equal to the result.
  • You lose 2 chakra at the end of each of your turns.

Mitotic Regeneration[edit]

At 20th level, you can imbue your body with medical chakra, both enhancing your strength and granting you a small amount of regeneration. As an action while Medical Mode is active, you may enter Mitotic Regeneration, covering your body in thick, swirling bands and granting you the following:

  • Your strength score and maximum increases by another +2.
  • You count as an additional size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • You gain resistance to all damage.
  • You gain immunity to nonmagical bludgeoning, piercing, and slashing damage.
  • You lose 3 additional chakra at the end of each of your turns (5 total).
  • Your melee attacks deal double damage to objects and structures.

Strength of One Hundred Seal[edit]

At 23rd level, you gain a purple, diamond-shaped mark on your forehead. At will, you may store an amount of chakra into the seal up to twice your chakra point maximum. As a bonus action, you may open the seal, gaining access to all chakra stored in the mark. This chakra can extend beyond your maximum. After the seal has been opened, you lose 5 chakra at the end of each of your turns. Once the seal has 0 chakra remaining, it closes and you may store chakra in it once more.

Strength of One Thousand Seal[edit]

At 27th level, you are both a master healer and combattant. The maintenance cost for Mitotic Regeneration Jutsu and Strength of One Hundred Seal are both reduced by 2.

Path of the Healer Unique Jutsu[edit]

The following jutsu can only be used by a character that has the Path of the Healer.

Cherry Blossom Impact

Cost: 5 Chakra

As a bonus action, focusing your chakra into your fists and through your muscles. Until the end of your next turn, your unarmed strikes deal twice as much damage and target everything in a 10 foot cone.


Cell Activation

Cost: 16 Chakra

You simultaneously activate every cell in a creature you can touch’s body. You either reduce their levels of exhaustion by 1, remove 1 condition of your choice, one curse (including attunement to cursed items), 1 ability score reduction, or 1 effect reducing their maximum chakra or hit point maximum. This jutsu counts as Greater Restoration for effects that can only be cured with said spell.


Yin Healing Wound Destruction

Cost: 8 Chakra

You predict where your opponent will strike, preemptively healing it before it is injured. As a reaction immediately before you would take damage from a source you are aware of, you halve the damage taken.


Surgical Precision

Cost: 8 chakra

Duration: Concentration, 1 minute

As a bonus action, you make a scalpel out of pure chakra, the scalpel looks like a light blue aura covering your hand. This scalpel has the ability to bypass armor and skin to hit muscle and organs. It was originally meant to be used in surgery, since it could cut without leaving a scar. While this is active when you make unarmed strikes, it deals an extra 1d6 force damage. The target must make a Constitution saving throw. On a failure, its muscle are cut. It has disadvantage on attack rolls and your choice of saving throws or checks that involve Dexterity or Strength. This lasts until it finishes a long rest or the greater restoration spell is cast on it, or something of a similar effect.


Death Technique: Heart Sever

Requirements: Surgical Precision

Cost: 4 chakra

As a bonus action while Surgical Precision is active, your chakra scalpel turns a deep purple color and extends. Your unarmed strikes deal an additional 2d4 force damage instead of 1d6, and they gain an additional +5 ft. of reach.


Ninja Art: Poison Fog

Duration: Concentration, up to 1 minute

Range: 30 feet

Cost: 10 chakra

As an action, you exhale a 15 ft. radius cloud of thick purple gas. This area is considered heavily obscured beyond 5 feet. When you cast this jutsu, and again when they end their turn in this cloud, any creatures within this cloud must attempt a Constitution saving throw. On a failure, they become poisoned until the end of their next turn. While poisoned in this way, they are paralyzed and take 1d4 poison damage at the beginning of each of their turns.


Delicate Illness Extraction

Cost: 14 chakra

Range: Touch

Placing your hand on an afflicted part of a poisoned creature, you transform healing chakra into a viscous liquid and pump it into the area. They are cured of the poison, and they regain a number of hit points equal to the damage the poison dealt. This jutsu can also removes the poisoned condition.


Dead Soul

Cost: 20 chakra

Duration: Concentration, up to 24 hours.

Range: 30 feet

Over the course of a 1 minute long surgery, you modify one humanoid corpse you can touch, filling it with medical chakra that simulates life, causing its heart to beat. The corpse gains the following modifications:

  • It is Undead.
  • It cannot be charmed, frightened, or poisoned.
  • It has immunity to poison and psychic damage.
  • Any creatures within 15 ft. of it may attempt a Perception check, smelling its rot on a success. You may spend 5 additional chakra to cause the corpse to produce no smell whatsoever.
  • If the corpse takes 5 or more damage, it loses the effects of this jutsu.
  • The corpse becomes statistically identical to you, save for not having its own pool of hit points or chakra.
  • As an action or bonus action for 5 chakra, you may control the corpse. While controlling your corpse, you can choose whether you or the corpse takes your action, bonus action, and/or reaction, and both you and the corpse can take their movement. If the corpse leaves the range of your movement speed, you lose control of it. While not controlled, the corpse becomes paralyzed.


Wide Healing

Cost: 4-8 chakra

When you use Mystical Palm Jutsu, you target one additional creature within range. You may spend 4 additional chakra to target a third creature. The regained hit points are divided evenly among all targeted creatures. You may spend 3 additional chakra per additional creature to increase the maximum number of dice that can be rolled by your Intelligence modifier (minimum 1).


Strengthening Prescription: Chakra Injection

Requirements: Chakra Transfer Technique

Cost: 5+ chakra

Range: 30 feet

A dark modification of its parent technique, this jutsu forcefully overrides the target's chakra with dark chakra snakes. You give a willing creature within range a number of chakra points equal to the chakra points spent - 5. This chakra can extend above the target's maximum, and you may grant them the ability to cast 3 jutsu of the same nature that you know until they lose any chakra you granted them, but they must spend at least 1 chakra you granted them on this jutsu. If you have Affinity in the granted jutsu's chakra natures, the target benefits from Affinity as well. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest.


Secret Anesthesia

Requirements: Strengthening Prescription: Chakra Injection

Cost: 5 chakra

Range: 30 feet

As an action, you make a jutsu attack against one creature within range using your chakra snakes. On a hit, they take 1 poison damage as you inject them with a heavy dose of medical chakra transformed into anesthesia, causing the veins near the impact to bulge and turn purple. If they or a creature touching them do not remove the poison as an action, you may cause them become paralyzed for 1 minute as a bonus action until the poison is removed.


Dark Medicine

Requirements: Strengthening Prescription: Chakra Injection

Cost: 15 chakra

As an action, you manipulate your chakra snakes to preform surgery on one creature you can touch. The target must attempt a Dexterity saving throw, becoming grappled by your snakes on a failure. As an action on your next turn, you may force the target to attempt a Strength saving throw, becoming poisoned on a failure. As an action on your next turn while they are poisoned in this way, you may force the target to attempt a Constitution saving throw. On a failure, they are dropped to 0 hit points instantly. if the target succeeds any of this jutsu's saving throws or leaves this jutsu's range, this jutsu immediately ends. This jutsu leaves no perceivable marks.


Asura Mutation

Requirements: Strengthening Prescription: Chakra Injection

Cost: 20 chakra

Range: 30 feet

When you use Strengthening Prescription: Chakra Injection, you allow the target to drink your dark medical chakra directly from one of your chakra snakes, covering them in Curse Mark-like patterns and granting them additional faces and pairs of arms flanking their originals. While they have chakra from Strengthening Prescription: Chakra Injection, they gain advantage on Perception checks, and can make an additional bonus action on each of their turns. They may turn this additional bonus action into an additional reaction for 2 chakra, or into an additional action for 3 chakra, at will on their turn until the beginning of your next turn. The target loses 2 additional chakra points gained from Strengthening Prescription: Chakra Injection at the end of each of their turns, and this feature ends when they have no chakra granted by it.


Chakra Heart Threads

Requirements: Chakra Pills

Cost: 15 chakra

Range: 30 ft.

Duration: Concentration, up to 1 minute

As an action, you extend your chakra network from your heart to the heart of another creature within range. When you or the target take damage, the other creature takes an equal amount of damage. A creature with the Chakra Pills or Chakra Threads feature or under the effects of a Plasma Style jutsu may end this jutsu's effects as a melee attack against either creature with an AC of 16.


Medical Water Style: Jellyfish

Requirements: Water Style

Duration: 24 hours

Cost: 1-15 chakra

You attach a jellyfish made of chakra to a creature of your choice. They heal 1d4 hit points at the end of each of their turns (once every six seconds) a number of times equal to the amount of chakra stored.


Medical Water Style: Water Mosquito

Requirements: Water Style

Cost: 5 chakra

You create a swarm of water mosquitoes that swarm a creature of your choice within 5 feet. They lose the poisoned condition and any other effects gained from poison in their bloodstream.


Medical Water Style: Water Scorpion

Requirements: Water Style

Cost: 3 chakra

As a bonus action, you shape chakra-infused water into insect-like appendages, increasing maneuverability and cutting power without any loss in speed. You gain a +1 bonus to your unarmed strikes' attack and damage rolls until the beginning of your next turn.


*Healing Mist*

Cost: 8 chakra

Requirements: Water Style

As an action, you surround a willing creature you can touch in a mist-like layer of chakra, removing one condition or 3 levels of gradual blindness, deafness, and numbness.


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