Boruto's Jutsu (Shinobi World Supplement)
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Boruto's Jutsu[edit]
The following is a list of every jutsu Boruto uses. Attack bonuses and DC should be present on the page itself, and thus is left blank here. Any listed DC do not change across versions. Headers represent the version of Boruto that he gains such a jutsu, with lower listed versions having any jutsu that higher listed versions did.
Boruto, Young[edit]
String Light Formation (5 Chakra). One creature within 15 ft. of Boruto can not leave a 5 ft. radius area. If they attempt to, they must attempt a Strength saving throw. On a failure, they take 2 (1d4) psychic damage from the physical strain. Creatures within this jutsu's range of Boruto's choice may spend their action, or their next turn's action as a reaction, to increase this jutsu's saving throw DC by half their proficiency bonus (rounded down) for 2 chakra, or by 1 for 0 chakra, even if they do not know this jutsu. Any creatures that add chakra to this jutsu must spend 1 chakra at the beginning of each of their turns and not move to maintain their added bonus.
Transformation (1+ Chakra). Boruto becomes identical to a person, creature or non-magical object he a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make an Investigation check realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.
Body Flicker (3 Chakra). Boruto's movement speed doubled, and his movement does not provoke attacks of opportunity.
Substitution (3+ Chakra). When Boruto is hit by an attack and would take damage, he decreases the damage by 6 (1d10) + his CR and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. Boruto can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
'Basic Ninjutsu Technique (1 Chakra). As a bonus action, Boruto can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.
Shadow Clone (2+ Chakra/Clone). Boruto creates a any number of clones. The clones have 5 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. 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 chakra, Boruto dismisses them at will, or Boruto falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 2 (minimum 0).
- Shadow clones have no range limit as to how far away they can be.
- When creating a shadow clone, Boruto can expend additional chakra to give one of the clones 5 additional hit points per chakra point spent, but he can't give a clone more hit points than his own maximum hit points. He can do this for as many clones as you wish.
- Any effects affecting Boruto when the clone is created carries over to the clone.
- A shadow clone carries a copy of all his equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
- While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.
Rasengan (10 Chakra). Melee Spell Attack: +X to hit, reach 5 ft., one target. Hit: 12 (2d10) magical bludgeoning damage + 12 (2d10) force damage and the target must succeed a Strength saving throw. On a failure, they are pushed 20 feet away from Boruto.
Uchiha Style Shurikenjutsu: "Lightning": Triple (4 Chakra). Immediately after Boruto hits with an attack with a kunai, the target must make a Constitution saving throw. On a failure, it takes 11 (3d6) lightning damage and is stunned until the end of its next turn. On a success, they take half as much damage.
Vanishing Rasengan (4+ Chakra). Ranged Spell Attack: +X to hit, range 150 ft., one target. Hit: 11 (3d6) force damage and the target must succeed a Strength saving throw. On a failure, they are pushed 10 feet away from Boruto. Boruto may increase this jutsu's damage by 3 (1d6) per additional chakra point spent. If Boruto's attack roll is higher than the target's passive perception, he gains a bonus to the attack roll equal to the amount of chakra spent on this jutsu.
Boruto[edit]
Sexy Jutsu (2 Chakra). One creature within 10 feet must attempt a Charisma saving throw. On a failure, they take 2 (1d4) psychic damage and they are stunned until the end of Boruto's next turn. Boruto may spend 2 chakra as an action to extend this effect until the end of his next turn if they are still within 10 feet of him.
Summoning Jutsu (38 Chakra). Boruto summons Garaga underneath him.
Gale Palm (5 Chakra). Any effects that would be cleared by a strong wind within a 25 ft. line is cleared. Alternatively, Boruto doubles a creature's jump distance, and allows them to jump a single time as part of his action until the end of his turn. Alternatively, as a bonus action, the ranges of any thrown weapons Boruto attacks with are doubled until the end of his turn.
Boruto, Ao Arc[edit]
Compression Rasengan (12-20 Chakra). Melee Weapon Attack: +X + 2 to hit, reach 5 ft., one target. Hit: 22 (4d10) magical bludgeoning damage + 13 (2d10 + 2) force damage and the target must succeed a Strength saving throw. On a failure, they are pushed 20 feet away from Boruto. Boruto may grant this jutsu a +1 bonus to its attack and damage roll for every 2 additional chakra spent. The target must make a Strength saving throw or be pushed 20 feet away.
Thunderclap Arrow (6+ Chakra). One creature within 30 ft. takes 3 (1d6) lightning damage. This jutsu's range may pass through objects and attack creatures that Boruto is not aware of the location of. If he attempts to do so and such a creature does not exist, the closest creature within range takes the damage instead. Boruto may spend 3 chakra to deal an additional 3 (1d6) lightning damage.
Water Bullet (2+ Chakra). Every creature in a 30 ft. line must make a Dexterity saving throw. On a failure, they take 2 (1d4) magical bludgeoning damage. On a success, they take half as much damage. Boruto 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.
Karma Seal Jutsu Absorption (3+ Chakra). As a reaction when Boruto is targeted by a jutsu that is not Taijutsu while his Karma is active, the jutsu's chakra is reduced by 5 (2d4), and he regains an equal amount of chakra reduced. If this would reduce the jutsu's chakra below its minimum cost, the jutsu fails, and the jutsu's caster regains the remaining chakra points. Otherwise, the jutsu loses any additional effects from increasing its cost for a number of chakra points equal to the number absorbed. If a jutsu's base cast has multiple projectiles (i.e. a single Lightning Ball), each projectile counts as a different jutsu with a cost equal to its base cost divided by the number of projectiles. Boruto may increase the number of chakra points absorbed by 1d4 for every 2 additional chakra points spent.
Boruto, Kawaki Arc[edit]
While controlled by Momoshiki, Boruto may use his jutsu in addition to his own.
Karma Rift (10 Chakra). While his Karma is active, Boruto teleports himself to a space within 1000 ft. that he can see, visualize, or know the distance and direction of the space. Alternatively, he may double this cost to jump to such a space within another dimension. He can bring objects along if the weight doesn't exceed his carrying capacity. He can also bring one willing creature within 5 feet of him of his size or smaller.
Otsutsuki Flight (4 Chakra). As a free action while his Karma is active, Boruto gains a flying speed equal to his movement speed. Boruto must spend 1 chakra at the end of each of his turns to maintain this effect.
Boruto, Code Arc[edit]
Giant Rasengan (12+ Chakra). Boruto creates a 10 ft. radius thats edge is 5 ft. in front of him. On his next turn, as an action, all creatures in this range are targeted by a Rasengan attack. Boruto may spend 5 additional chakra to increase this jutsu's range by 5 feet.
Rasendan (10 Chakra). Melee Spell Attack: +X to hit, range 40 ft. line. Hit: 9 (2d8) magical bludgeoning damage + 9 (2d8) force damage and the target must succeed a Strength saving throw. On a failure, they are pushed 10 feet away from Boruto.
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