Basic Ninjutsu (Variant) (Shinobi World Supplement) (5e Subclass)
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==Basic Ninjutsu== (22=11) The fundamentals of all nature-infused ninjutsu, basic ninjutsu molds the raw Ki of a shinobi outside or inside their body.
Hand Seal Jutsu[edit]
Shuriken Shadow Clone Jutsu
Cost: 1 Ki per weapon
Requirements: Shuriken Jutsu
When you use the shuriken jutsu, you may spend Ki to instantly create a copy of the weapon thrown. This weapon disappears at the end of your turn.
Tracking Technique
Cost: 3 Ki
As a bonus action, you imbue your eyes with Ki, allowing them to pick up on the faintest trace of a creature and causing your pupils to glow a bright yellow. Until the end of your turn, you can see invisible creatures and have advantage on Survival checks.
Explosive Seal
Cost: 1+ Ki
Casting Time: 60 seconds plus 10 for every 1 Ki spent (stacks with damage cost)
Range: Touch
Duration: 1 minute + 1 for every additional Ki spent (stacks with damage cost)
Material Component: Requires Ink or calligrapher's tools to draw the seal
You draw an explosive seal on your chosen surface, then infuse it with Ki. The seal explodes after 1 minute of being placed, unless triggered by you as a bonus action. The seal can also be given a condition (such as being touched or a creature coming within 20 ft. of it) after which it will explode.
Any creature within 20 ft. of the seal when it detonates must attempt a Dexterity saving throw. On a failure, they take 2d6 fire damage and are pushed back 10 feet. On a successful save, a creature takes half as much damage and isn't pushed back. A creature touching the seal as it detonates must make a Constitution saving throw at disadvantage instead of a Dexterity saving throw. You may increase the damage this jutsu deals by 1d6 for every 1 Ki spent to a maximum of 4d6
Mutually Multiplying Explosive Tags
Requirements: Explosive Seal
Cost: 1 Ki
One creature of your choice that is controlled or charmed by you, including yourself, has their movement speed halved as they begin to exude explosive tag formulas. At the beginning of each of their turn until the creature is reduced to 0 hit points or ends this effect as an action, all creatures in a 10 foot radius of the creature, including the creature themselves, must attempt a Dexterity saving throw. On a failure, they take 3d6 + your Intelligence modifier fire damage. On a success, they take half as much damage.
Paralysis Seal
Cost: 1+ Ki
Casting Time: 60 seconds + 10 for every 1 Ki spent (stacks with range cost)
Range: Touch + 1 Ki for every additional 5 feet
Material Component: Requires Ink or calligrapher's tools to draw the seal
The seal can also be given a condition (such as being touched or a creature coming within 20 ft. of it) after which it will activate.
You draw a paralysis seal on your chosen surface then infuse it with Ki. The seal triggers when any creature other than you gets within range of the seal. When triggered, each creature other than you within range must pass a Constitution saving throw or be paralyzed for 1 minute. A creature touching the seal as it triggers must make a Constitution saving throw at disadvantage. At the end of each of its turns, the affected creature can make another Constitution saving throw. On a success, the creature is no longer affected by the seal.
Smoke Seal
Cost: 2+ Ki
Casting Time: 60 seconds plus 10 for every 1 Ki spent
Range: Touch
Material Component: Requires Ink or calligrapher's tools to draw the seal
The seal can also be given a condition (such as being touched or a creature coming within 20 ft. of it) after which it will activate.
You draw a smoke seal on your chosen surface, then infuse it with your Ki. As a bonus action, you may detonate the seal, causing a 20 ft. radius cloud of green smoke to appear centered on the tag that lasts for 1 minute. For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 ft.
Healing Seal
Cost: 1+ Ki
Casting Time: 60 seconds plus 10 for every 1 Ki spent (stacks with healing cost)
Range: Touch
Material Component: Requires Ink or calligrapher's tools to draw the seal
The seal can also be given a condition (such as being touched or a creature coming within 20 ft. of it) after which it will activate.
You draw a healing seal on your chosen surface then infuse it with your Ki. As a bonus action, you may cause one creature touching your seal receives healing pulse of Ki. When activated, each chosen creature within range regains for 1d6 hit points. You may cause any creature targeted by this jutsu to regain an additional 1d6 hit points for every 1 additional Ki spent to a maximum of 4d6.
Substitution
Cost: 1+ Ki
As a reaction, when you are hit by an attack and would take damage, you can lower the damage by 1d10 + Shinobi Level and teleport up to 15 ft. in any direction to an unoccupied space during which you take the Hide action. A log or other generic object is left in your place and you take any left-over damage from that attack. You can add an additional 1d10 per Ki point spent over the initial cost.
Shadow Clone
Cost: 2+ Ki per clone
As an action, you create up to five clones. Each clone created in this way counts as a different casting of this jutsu, but still only requires one action. Each clone has 5 hit points and the Ki spent creating it (this applies to things that would reduce the cost). The clones can take actions as normal, but do not benefit from the Extra Attack feature and can not take an action or bonus action on the turn they are created. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their Ki, you dismiss them at will, or you fall unconscious. If the clone still has Ki when it dissipates, you regain any remaining Kifrom the clone - 4 (minimum 0). Each clone is otherwise identical to you, including equipment, features, and any effects affecting you when you create the clone. You may choose if they benefit from any path features affecting you. Any effects with a limited number of uses, such as features that regain uses after a long or short rest or magic items with charges, are shared between all clones and you. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.
Empty Cicada Shell
Cost: 1+ Ki
Range: 60 feet
Duration: 1 minute
As a bonus action, you lace your voice with Ki, causing any sound you speak to come from one location of your choice within range until this jutsu ends. You may move the location it comes from to any other location within range instantly as a bonus action. If the location is no longer within 60 ft., this jutsu does not function until it is moved. You may increase this jutsu's range by 15 ft. or its duration by 1 minute for every 1 additional Ki points.
Non-Hand Seal Jutsu[edit]
Basic Ninjutsu Technique
Cost: 1 Ki
Duration: 10 minutes
As a bonus action, you gain the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).
If you cast this Jutsu while submerged in a liquid, the Jutsu carries you to the surface of the liquid at a rate of 60 feet per round.
Shuriken Jutsu
Cost: 1-2 Ki
Jutsu Type: Bukijutsu
As an action, you increase your throwing speed, throwing multiple thrown weapons. You make an additional thrown weapon for every Ki point spent on this jutsu. Only the first attack that hits adds your Dexterity or Strength modifier to damage (minimum 1). All additional thrown attacks deal +1 piercing damage as their damage modifier.
Hidden Jutsu: Stone Needles
Cost: 4 Ki
Duration 1 minute
Requirements: Shuriken Jutsu
As a bonus action after you hit a creature with an attack from the Shuriken Jutsu, the target must attempt a Wisdom saving throw. On a failure, they take the weapon's damage an additional time and are paralyzed for one minute. On a success, they take half as much damage and are not paralyzed. A creature may retry this saving throw at the end of each of their turns, ending the effect early on a success.
Wild Lion's Mane
Duration: 1 hour
Cost: 2 Ki
You are immune to one instance of the restrained condition that is not from genjutsu each round.
Needle Jizō
Requirements: Wild Lion's Mane
Cost: 1 Ki
As a reaction when you are injured by a creature within 5 ft. of you while Wild Lion's Mane is active, they take 1d6 slashing damage.
Ki Needle
Cost: 1 Ki
Range: 120 feet
As an action, you fire a bolt of Ki 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.
Rasengan
Cost: 5 Ki
Range: Touch
The Rasengan is a spinning ball of Ki formed and held in your palm. As an action, you thrusts your hand into the target. Make a melee spell attack. On a hit, the target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away. The target has a mark on its body in the shape of multiple swirls scratching its skin.
Giant Rasengan
Requirements: Rasengan
Cost: 6+ Ki
Range: 10 foot radius
The edge of this jutsu's range is 5 feet from you. As an action, you make a melee spell attack against every creature in range. On a hit, they take 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage. The targets must make a Strength saving throw or be pushed 20 feet away. You may spend 2 additional Ki to increase this jutsu's range by 5 feet.
*Thrown Rasengan*
Requirements: Rasengan
Cost: 5 Ki
Range: 30/60 ft.
Just like its predecessor, a Rasengan can be thrown with enough practice. Make a melee spell attack. On a hit, the target takes 2d8 + your Intelligence modifier bludgeoning plus 2d8 force damage. The target must make a Strength saving throw or be pushed 20 feet away.
Twin Rasengan
Requirements: Rasengan
Cost: 5+ Ki
Range: Touch
With intense training, a shinobi is capable of forming a Rasengan in each of their hands. As an action, you thrust your hand into the target. Make a melee spell attack. The target takes 3d10 + your Intelligence modifier force damage and they are pushed 5 ft. from you. For every 5 additional Ki spent, you may make 1 additional attack up to the number of hands you have or weapons you can weild.
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