Chakra Absorbing Jutsu (Shinobi World Supplement)

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Chakra Absorbing Jutsu[edit]

The following jutsu absorb chakra. If a creature has no chakra points remaining, they instead take an equal number of necrotic damage. This nature can only be gained through the Absorption Nin feat.

*Chakra Siphon*

Cost: 1+ Chakra

As a bonus action immediately after a successful unarmed strike against a creature, you may spend an amount of chakra up to half your proficiency bonus, as you attempt to siphon out chakra from their tenketsu. The target must attempt a Constitution saving throw, on a failure, they lose an amount of chakra equal to twice the chakra you spent and you regain chakra equal to the amount the target lost, on a success, they lose half as much chakra and you regain no chakra.


*Siphoning Flow*

Requirements: Chakra Siphon

Cost: 5 chakra

Duration: Concentration, up to 1 minute

As an action, you focus your chakra onto your palms, molding it into a lasting form to siphon and absorb chakra with each strike, for the duration everytime you hit with a melee weapon or unarmed strike you may use Chakra Siphon.


Bloody Mist Absorption Technique

Cost: 16 Chakra

While Hidden Mist Jutsu is active, even if you weren't the one to cast it, you diffuse your own blood into the cloud. All creatures except you lose 1 chakra point at the beginning of each of their turns within the Hidden Mist, and when they use a jutsu that is not Taijtusu or Bukijutsu, you regain an equal number of hit points to the chakra used. If you are attuned to and wielding Samehada, you do not need this chakra nature to learn this jutsu., and you spend up to half its cost in hit points instead of chakra.


Chakra Absorbing Snakes

Cost: 8 Chakra

Range: Touch

One creature must attempt a Dexterity saving throw, becoming restrained on a failure. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success. On a failure and when they use jutsu, they lose 1d4 chakra, and you regain an equal number of chakra points or increase their DC of the next saving throw of this kind by an equal number.


Chakra Draining Seal

Requirements: Sealing Seal

Cost: 5 Chakra

Range: Touch

When you create a sealing seal, you may inscribe this effect in addition to its normal effects. At the end of each turn they are effected by the sealing seal, they lose 1d4 chakra points.


Execution by Kiss

Cost: 8 Chakra

Range: Touch

One creature must attempt a Charisma saving throw. On a failure, they lose 4d4 chakra, and you regain an equal number of chakra points.


Grudge Rain

Requirements: Water Style

Cost: 50 Chakra

Range: 120 ft. radius

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

You and any amount of creatures that can use Water Style jutsu within 5 ft. of you or a creature within 5 ft. of you contribute any amount of this jutsu's cost, so long as it reaches its requirement, as your action and the reactions of all other creatures involved, darkening the sky and causing a massive downpour. For this jutsu's duration, any creatures that start their turn touching the rain lose 1d4 chakra points, you can move this cloud up to 120 ft. as an action as long as you are within range.


Infinite Embrace

Cost: 40 Chakra

Range: 5 ft.

Duration: Concentration, up to 1 minute

You and any amount of creatures that can use chakra within 5 ft. of the target contribute any amount of this jutsu's cost, so long as it reaches its requirement, as your action and the reactions of all other creatures involved, erecting a purple barrier around them. They must attempt a Strength saving throw, becoming restrained and incapacitated, and they lose 3d6 chakra points at the end of each of their turns. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Celestial Prison

Requirements: Fire Style

Cost: 25 Chakra

As an action, you spread a burn-like formula across the body of one willing or incapacitated creature you touch. Within 24 hours after having this jutsu cast on them, the target must spend a number of chakra points equal to twice your level, which they can contribute any amount towards at will. After the 24 hour time limit ends, another 24 hour time limit begins, which functions identically. If the target did not fulfill this requirement, they take a number of fire damage equal to the unfulfilled cost. If they attempt to cast jutsu, any normal chakra spent on the jutsu is contributed to this jutsu's requirement, but counts as half as much for the requirement. If they leave a 5 mile radius of you, they take an amount of fire damage equal to your proficiency bonus at the end of each of their turns. If a creature spends twice this jutsu's requirement or succeed a Wisdom saving throw when they would take fire damage from this jutsu, if they are targeted by Unsealing Technique, or if a creature who knows this jutsu ends it on them as an action, it ends.


Earthen Consecutive Chains of Ice

Requirements: Ice Style

Cost: 25 Chakra

As an action, you spread a thin layer of frost across the body of one willing or incapacitated creature you touch. At the end of each hour, you may force the target to attempt a Constitution saving throw. On a failure, they gain 1 level of exhaustion due to the extreme cold. If a creature spends chakra equal to twice your proficiency bonus, which they can do at will, they automatically succeed. If a creature spends twice this jutsu's requirement each time for 24 hours or succeed a Wisdom saving throw when they would gain a level of exhaustion from this jutsu, if they are targeted by Unsealing Technique, or if a creature who knows this jutsu ends it on them as an action, it ends.


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