Earth Style (Shinobi World Supplement)

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Earth Style[edit]

Hand Seal Jutsu[edit]

Basic Earth Style Technique

Range: 30 feet

Duration: Instantaneous or 1 hour (see below)

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

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

Alternatively when you cast this Jutsu, you can target 1 foot of metal, or 1 inch of adamantine. This can not affect magical materials.

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.


Fissure

Cost: 7 chakra

Range: 30 foot line, 10 foot wide

As an action, you create a large fissure up to 50 ft deep. Each creatures in the area must make a Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making an Athletics or Acrobatics check against your save DC. The fissure has an initiative of 20. At the start of its fourth turn it closes. A creature still in the fissure takes 3d6 + your Intelligence modifier force damage and is pushed to the top.


Stone Pillar Spears

Cost: 8+ chakra

Range: 20 foot radius

As an action, you create stone pillars in the area that protrude from the ground to skewer the targets. The pillars are 5 ft cylinders that protrude 30 ft out of the ground and pass through obstacles to reach the target. The target of each pillar must make a Dexterity saving throw or take 2d6 + intelligence modifier piercing damage for each pillar that hits it, you can make an additional pillar for each 2 chakra point spent to a maximum of 18 chakra, any pillars that deal damage after the first deal 2d6 + 1 piercing damage.


Rock Shelter

Cost: 12 chakra

Range: 30 ft.

As an action, you create a 15 ft. radius barrier of earth using your surroundings. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning damage to the creatures inside. A creature inside the dome when it is destroyed does not become targeted by the effect or damage that destroyed it.


Gravel

Cost: 5 chakra

Range: 30 feet

As an action, you attempt to trap one creature within range within a pyramid of stone that juts up around them. The target must make a Dexterity saving throw. On a failure, the target takes 1d8 + your Intelligence modifier piercing damage and is restrained. On a success, they take half as much damage. The pyramid has 25 hit points, freeing the target if it drops to 0 hit points. As a bonus action for 1 chakra, you may cause the rocks around them to draw closer, forcing the target to attempt a Strength saving throw. On a failure, they take 1d8 + your Intelligence bludgeoning damage. The creature may attempt a Strength saving throw as an action, ending this effect on a success.


Bedrock Coffin

Cost: 25 chakra

Range: 90 feet

As an action, you force sections of rock to crush a target in range. The target must make a Dexterity saving throw. On a failure, the target takes 8d8 + your Intelligence modifier bludgeoning damage and is restrained. Half as much on a success. While restrained in this way it has total cover. The coffin has 100 hit points, freeing the target if it drops to 0 hit points. The creature can also escape by making a DC 30 Athletics check.


Rock Trail

Cost: 6 chakra

Range: 30 foot line

By slamming their hand into the ground, the user causes a path of large rocks to emerge from the ground. Make a spell attack. On hit, creatures in range take 3d8 + Intelligence modifier bludgeoning damage. Upon using this jutsu, 5 feet tall rocks appear in the range line.


Mud Wall

Cost: 4 chakra

As a reaction to being targeted by a ranged attack, you quickly unearth a wall of loose dirt, granting you three-quarters cover until the end of your next turn.


Multi Mud Wall

Requirements: Mud Wall

Cost: 6+ chakra

Duration: 1 minute

As a bonus action or reaction to being targeted by an attack or Dexterity saving throw, you erect and solidify multiple layers of mud walls. You create a 5 foot square wall that is 3 inches thick anywhere within 5 feet of you. This wall grants three-quarters cover, has 10 + your Intelligence modifier hit points and 12 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 create an additional wall within 5 feet of yourself or one other Multi Mud Wall you can touch for every 5 additional chakra points spent.


Mud Wolves

Requirements: Water Style

Cost: 3 chakra

Duration: 1 hour

You weave your chakra into one spot that is made out of earth. For this jutsu’s duration, if a creature enters a 10 ft. radius from this spot, you become aware of it, but not the specifics of the creature, and you may choose to create a wolf anywhere within this area. It can not leave a 20 ft. radius area centered on this spot.


Earth and Stone Dragon

Cost: 10 chakra

Duration: Concentration, 1 minute

Range: 60 feet

As an action, you can form a dragon from the earth below you that is medium or larger. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to lightning damage, immune to non-magical 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 1d8 piercing damage
    • Claw deals 1d6 slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
  • Earth Dragon Bullet (Recharge 5-6). The dragon exhales 3 globs of mud, each with a range of 60 feet. Each targeted creature must succeed a Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage and are restrained until the end of their next turn.
  • 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 4d8 bludgeoning damage on a successful hit.


Weighted Boulder

Cost: 7+ Chakra

Duration: Concentration, 1 minute

The user increases the amount of gravity a creature or object is subject to for 1 minute. They become 2 + half the additional amount of chakra times heavier. If the target is a creature, the creature must make a Constitution Saving Throw, on a failure their movement speed becomes 0 and their melee attacks deal twice as much damage. The effect can be lifted by the user with a bonus action.


Rock Gun

Cost: 4-12 chakra

Range: 30ft

You fire a bullet-sized piece of rock out of your mouth. Every creature within a 10 foot radius of where you fired the bullet must succeed a Dexterity saving throw as the bullet expands into a boulder or take 4d6 bludgeoning damage and become restrained. You may spend 2 additional chakra to increase this jutsu and the boulder's range by 5 feet.


Earth Style Shadow Clone Jutsu

Requirements: Shadow Clone

Cost: 2 chakra

When creating shadow clones, you may imbue each of them with Earth Style chakra. Clones under this effect have 15 hit points. This also causes you to not regain the base chakra spent to create the clone.


Clone Trap

Requirements: Earth Style Shadow Clone

Cost: 5 chakra

As a reaction when one of your Earth Style Shadow Clones is reduced to 0 hit points by a melee attack, you cause the clone to harden instead of dissipating. The clone becomes petrified and regains 15 hit points, and the creature that reduced the clone to 0 hit points must attempt a Strength saving throw. On a failure, they become restrained. They may retry this saving throw as an action, and this effect immediately ends if the clone is reduced to 0 hit points.


Headhunter Jutsu

Cost: 6 Chakra

You gain a burrowing speed equal to your movement speed +5 feet until the beginning of your next turn. If you hit a creature with an unarmed strike while burrowing, you may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early in a success.


Earth Golem

Cost: 7 chakra

Molding a small amount of stone, you create an earth golem anywhere within 10 feet of you.


Monkey Rock

Requirements: Earth Golem

Cost: 32 chakra

As an action, you raise a massive chunk of earth, creating a massive monkey-like golem. A monkey rock appears in the spot where you were standing and you are teleported on top of it.


Dust Storm

Cost: 2 + chakra

Range: 25 foot cone

As an action, you create a torrent of soil from the ground. Each creature in the cone must make a Dexterity saving throw. On a failure, each creature takes 2d6 + your Intelligence modifier bludgeoning damage. On a success, they take half as much damage. For 4 additional chakra, you can make the dust storm stay for 3 rounds and creatures in it at the start of their turn, must roll a Dexterity saving throw or take 1d8 + your Intelligence modifier bludgeoning damage. On a success, they take half as much damage. You can move this cloud up to 15 feet with a bonus action for 1 chakra. This added effect uses concentration.


Toad Oil Bullet

Cost: 7 chakra

Duration: Concentration, 1 minute

Range: 40 ft. line

As an action, you transform chakra in your mouth into a form of chakra-infused liquid earth, typically petroleum, and spew it in a torrent of vile-smelling fluid. All creatures within range must attempt a Dexterity saving throw. On a failure, they are drenched in petroleum. Any effect that can deal fire damage can target creatures under this effect at twice its range for this jutsu's duration.


Mist Blaze Dance

Cost: 14 chakra

Range: 30 feet

Duration: 1 minute

As an action, you exhale a 20-foot sphere of chemically unstable ash. The cloud spreads around corners and lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. As a bonus action, for 1 chakra point, you can move the cloud 15 feet in any direction.

If a creature within range takes damage that is not bludgeoning, piercing, or slashing damage, the cloud reacts. The cloud is destroyed, and every creature within the cloud must attempt a Dexterity saving throw, taking 8d10 damage of the same type on a failure.


*Landslide Dash*

Cost: 6 chakra

As an action, you cause the ground beneath you to crumble and slide forward in a cone, you may move up to your movement speed in a straight line. During this movement, you ignore difficult terrain and can move through creature's spaces, creatures you move through must make a Dexterity saving throw or be knocked prone and take your unarmed strike's damage.

Non-Hand Seal Jutsu[edit]

Lightweight Boulder

Cost: 2+ chakra

Duration: Concentration, 1 minute

Range: Touch

As a bonus action, you can divide one object's weight by the amount of chakra spent. You may target a creature with this jutsu for 7 chakra. Doing so also grants them a flying speed equal to their movement speed. The effect can be lifted by the user with a bonus action.


Rock Armor

Cost: 8 chakra

As a reaction to being hit by an attack or as a bonus action, you form your chakra into a sleek, transparent covering of stones. You gain a +5 bonus to your AC until the end of your next turn.


Mud Body

Requirements: Rock Armor

Cost: 12 chakra

As a reaction to being targeted by an attack or saving throw, or as a bonus action, you convert your body into mud. You gain a +3 bonus to your AC, and Dexterity and Constitution saving throws until the end of your next turn.


Earth Spear

Requirements: Rock Armor

Cost: 6 chakra

As an action, you cover your entire body in diamond-hard chakra. You gain a +5 bonus to your damage reduction and damage threshold to any damage that is not lightning damage, and become vulnerable to lightning damage. You must spend 3 chakra at the beginning of each of your turns to maintain this effect.


Rock Weapon

Cost: 3 chakra

As a bonus action, you cover your weapon or fists in sturdy rocks. Until the end of your next turn, your attacks deal an additional 1d4 bludgeoning damage.


Rock-Tatami

Cost: 5 chakra

Duration: 5 minutes

As an action, you create a rock mat that fills a 5 ft. square area. As a bonus action for this jutsu's duration, you may force any creature touching the mat to attempt a Strength saving throw. On a failure, they become prone or move up to 10 ft. in a direction of your choice including straight up (unless they are larger than Large), and take 3d4 bludgeoning damage. On a success, they take half as much damage. If they are moved, the mat moves as well, and stays there until you move it again or this jutsu ends.


Super Fist Rock Technique

Cost: 10 chakra

Range: 5 feet

The user jumps into the air and, creating a stone fist, attacks the enemy with force with a blow from top to bottom. The force of the blow is such that it easily splits the ground underfoot, and the speed of the fall leaves a streak of light behind. Roll a spell attack. On hit, the target takes 3d8 + your Strength modifier bludgeoning damage and 2d8 force damage and be knocked prone.


Subterranean Voyage

Cost: 3 chakra

As a bonus action, you fall straight through any earth and stone, but not metal or plants, you are touching. Until this jutsu ends, you may swim through such materials as easily as water. You must spend 1 chakra point at the end of each of your turns to maintain this effect.


Earth Pillar Explosion

Cost: 8 chakra

Range: 5 foot radius

This technique causes the ground to explode at the users location, damaging and blowing away all opponents in range. Every creature within range including the user must make a Dexterity saving throw. On a failure, they take 4d8 bludgeoning damage and is forced 10 feet away from the user. On success, the target is knocked back 5 feet and does not take damage.


*Earthquake Stomp*

Cost: 3 chakra

Range: 15-foot radius

As a bonus action, you stomp the ground, creating tremors in the area. Creatures within range must make a Dexterity saving throw or be knocked prone.


*Tectonic Shift*

Requirements: Earthquake Stomp

Cost: 8+ chakra

Range: 30+ feet radius

As an action, you channel your chakra into the ground, causing the earth to shake with force. All creatures within range must make a Strength saving throw. On a failure, they are knocked prone and take 1d4 bludgeoning damage and the area becomes difficult terrain, you may increase the range by 5 feet for every 2 chakra points spent.


*Earth Style: Twisting Rasengan*

Requirements: Rasengan

Cost: 15 chakra

Range: 120 foot radius

As an action, you form a rasengan out of earth style chakra and plunge it into the ground. Every creature within range must succeed a Dexterity saving throw. On a failure, the ground twists around them and they are restrained. They may reattempt this saving throw at the end of their turn. As an action, a creature can assist them, granting them advantage. They may also escape if the earth around them is moved or destroyed, such as with the Earth Style basic jutsu. As an action, you can force a creature affected by this jutsu to take 2d10 + your Intelligence modifier force damage, or as a bonus action for 1 chakra point.


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