Fire Style (Shinobi World Supplement)
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Fire Style[edit]
The most aggressive of the basic natures, with even its defensive applications typically stopping attacks through the threat of damage.
Hand Seal Jutsu[edit]
Basic Fire Style Technique
Range: 60 feet
Duration: Instantaneous or 1 hour (see below)
As an action, you choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this Jutsu multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
Alternatively, when you cast this Jutsu you can create fire, such as lighting a torch, lamp, or campfire. Flames can be produced and used in any way you see fit that does not cause direct harm to an object or creature. This includes the ability to keep warm in a cold environment.
Flame Whirlwind
Cost: 1 chakra
Range: 30 feet
As an action, fire erupts around your body in a spiraling manner as you launch it towards the target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier fire damage.
Exploding Flame Shot
Cost: 4 chakra
Range: 60 feet
As an action, you can create three balls of fire from your hands. Make a ranged spell attack for each. You can target a person with all three or one person with each. On a hit, the target takes 2d6 + your Intelligence modifier fire damage and is set on fire. At the start of its turn, it takes 1d6 fire damage. At the end of each of its turns, the target must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.
Fire Rat
Requirements: Exploding Flame Shot
Cost: 5 chakra
Range: 60 feet
Duration: 1 minute
As an action, you can create three rat-like balls of fire that land anywhere within range. Each fire rat has 5 hit points and 12 AC, and occupies a 5 ft. cube. When a creature moves through a fire rat's space or a fire rat drops to 0 hit points, it detonates. You may detonate up to 3 fire rats as a bonus action. When a fire rat detonates, every creature within 5 ft. of the fire rat must attempt a Dexterity saving throw. On a failure, they take 2d8 + your Intelligence modifier fire damage.
Fox Fire
Cost: 6 chakra
Range: 30 feet
Duration: 1 minute
As an action, you create 10 hand-sized fireballs that form a circle in front of you that last for this jutsu's duration. As a bonus action, you may direct up to 5 of these fireballs at a creature within range, dealing 1 fire damage per fireball.
Great Fireball
Cost: 8+ chakra
Range: 150 feet
As an action, you expel fire from your mouth, shaping it into a massive orb of roaring flame. The flames engulf the target and leave a crater in the ground, make a ranged spell attack roll against one creature within range, dealing the following damage on a hit, additionally, each creature in a 10-foot radius of the target must make a Dexterity saving throw, on a failure, they take 8d6 + your Intelligence modifier fire damage. On a success, they take half as much damage. You may increase this jutsu's radius by 5 ft. or increase its damage by 1d6 for every 2 additional chakra points spent.
Intelligent Hard Work
Cost: 8+ chakra
As an action, you expel a wave of fire from your mouth. Make a ranged spell attack against every creature within a 30 ft. cone. On a hit, the target takes 6d8 + your Intelligence modifier fire damage. You may increase this jutsu's range by 10 ft. or increase its damage by 1d6 for every 2 additional chakra points spent.
Great Fire Annihilation
Cost: 14 chakra
Range: 30 foot wide, 60 foot line
Duration: Concentration, up to 1 minute
As an action, you expel fire from your mouth in the shape of a massive fireball. Due to its size, this technique is extremely difficult to either avoid or contain. Each creature in the area must make a Dexterity saving throw, taking 6d6 + your Intelligence modifier fire damage on a failure, or half as much damage on a success. The targets cannot benefit from Evasion. For this jutsu's duration, as a bonus action while you are within 15 ft. of the same area, you can deal an additional 2d6 fire damage in the same area.
Immortal Heated Pursuit
Requirements: Great Fire Annihilation
Cost: 5-10 chakra
As a bonus action immediately after casting Great Fire Annihilation, or as an action immediately after dealing its additional damage, you shape your flames to propel a creature. One creature of your choice within the area takes half as much damage and moves 60 ft. in one direction, and 30 ft. in another. You may spend an additional 7 chakra to allow the target to take the attack action.
Phoenix Sage Fire
Cost: 8 chakra
Range: 60 feet
Duration: 1 minute (concentration)
As an action, you expel a burst of fire that occupies a 5 ft. cube area. You may move this fire burst up to 30 ft. at the end of each of your turns, and it moves in relation to you automatically when you move. The first time the fireball enters a creature's space on each of your turns, and each time a creature passes through or ends their turn within the fireball, they must attempt a Dexterity saving throw. On a failure, the target takes 3d6 + your Intelligence modifier fire damage. On a success, they take half as much damage.
Each fire burst has 5 hit points, and can not act in any way other than moving, but is otherwise mechanically identical to you. If a fire burst exits this jutsu's range, it automatically is destroyed. You may concentrate on a number of casts of this jutsu up to your Intelligence modifier at a time.
Fire Dragon Flame Bullet
Cost: 22 chakra
Range: 150 ft. long, 10 ft. wide line
Duration: 1 minute
As an action, you spit a long snake of fire, with its mouth "roaring" like a dragon. Each creature in the area must make a Dexterity saving throw, taking 10d6 + Intelligence modifier fire damage and catching on fire on a failure. Half as much on a success. At the start of its turn, it takes 2d10 fire damage. At the end of each of its turns, a creature must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.
Dragon Flame Caterwaul
Requirements: Fire Dragon Flame Bullet
Cost: 3-8 chakra
When you cast Fire Dragon Flame Bullet, you split the dragon into multiple smaller mouths of fire. Fire Dragon Flame Bullet only targets one creature within range, but they have disadvantage or do not benefit from Evasion, your choice. You may spend 5 additional chakra to cause both of these effects.
Pheasant Hunter
Requirements: Fire Dragon Flame Bullet
Cost: 32 chakra
As an action, you shape Fire Style chakra into a single massive pheasant capable of temporarily fighting off even the tailed beasts. A pheasant hunter appears 10 feet in front of you, and you may control it as a bonus action on the turn you summon it.
Burning Ash
Cost: 14 chakra
Range: 30 feet
Duration: 1 minute
As an action, you exhale a 20-foot sphere of ash. The cloud spreads around corners and is heavily obscured. It 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 the cloud comes in contact with fire, it ignites. The cloud is destroyed, and every creature within the cloud must attempt a Dexterity saving throw, taking 8d10 fire damage on a failure.
Flint Yagura
Cost: 30 chakra
Range: 120 feet
Duration: 1 minute
As an action, you lace a 1000 ft. tall, 15 ft. radius cylinder of air with volatile, dormant Fire Style chakra. If even a spark or ember of fire comes in contact with this area must make a Dexterity saving throw. On a failure, they take 10d6 + your Intelligence modifier fire damage, or half as much on a success. After this occurs, the Fire Style chakra is destroyed.
Concealed Mouth Ember
Cost: 5 chakra
Duration: 24 hours
When you cast a Fire Style jutsu, you may use this jutsu to compress it into a barely-stable ember that is slightly warm to the touch in the possession of one willing creature you can touch of your choice. The jutsu's normal effects are forgone. When the ember takes at least 1 damage, the creature that dealt the damage automatically uses the jutsu, using your jutsu save DC and attack roll and forgoing its chakra cost. If this jutsu's duration ends, the creature in possession of the ember is targeted by the jutsu stored within it, and the ember is destroyed.
Vanishing Smoke Prison
Cost: 8 chakra
Range: 40 ft. radius
Duration: 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
You create a cloud of smoke around you. For any creature within this area, this area is considered heavily obscured beyond 10 feet, and any scents and sounds can not be detected within this cloud. Additionally, any creatures who are breathing when this jutsu is cast must attempt a Constitution saving throw, being stunned until the end of their turn on a failure.
Hiding in Ash
Requirements: Vanishing Smoke Prison
Cost: 2 chakra
When you cast Vanishing Smoke Prison, you convert its smoke into red hot embers. When a creature ends their turn in the cloud, they automatically take 2 fire damage.
Smoke Clone
Requirements: Shadow Clone
Cost: 1 chakra
When you create a shadow clone, you fill its body with a small, putrid flame that produces a thick smoke. When a smoke clone is reduced to 0 hit points or dispelled, its surroundings in a 10 ft. radius, which spreads around corners, becomes heavily obscured by smoke until the end of your next turn. This also causes you to not regain the 4 chakra spent to create the clone.
Multiple Smoke Clone
Requirements: Smoke Clone
Cost: 2+ chakra
Range: 60 ft.
As a reaction when one of your smoke clones within range is reduced to 0 hit points or dispelled, you reform its smoke into more smoke clones within the original's smoke cloud. You must spend 2 additional chakra per clone created in this way.
Binding Smoke Prison
Requirements: Smoke Clone
Cost: 3 chakra
Range: 60 ft.
As a reaction when one of your smoke clones within range is reduced to 0 hit points, you reform its smoke into a thick band of chakra around one creature within its smoke cloud. The target must attempt a Strength saving throw. On a failure, they become restrained for 1 minute. They or a creature that can touch them may retry this saving throw as an action, ending this effect early on a success.
*Fire-Storm Shuriken*
Cost: 8+ chakra
Range: 120 feet
As an action, you create a storm of shuriken made of fire within 120 feet centered on a point you can see. The flame-shuriken shower down in a 20-foot radius cylinder that reaches 120 feet high. All creatures within range must attempt a Dexterity Saving Throw. On a failure, they take 5d6 + your Intelligence modifier fire damage. On a success, they take half as much. You may deal an additional 1d6 fire damage for every 2 additional chakra points expended.
Non-Hand Seal Jutsu[edit]
Cloud-Style Flame Beheading
Cost: 3+ chakra
Range: 5 foot radius
Duration: Concentration, up to 1 minute
Jutsu Type: Bukijutsu
As an action, you coat your blade in fire, sweeping the area in flames. You may make an attack against any creatures of your choice within range, dealing an additional 1d10 fire damage on a hit. You may increase this jutsu's range by 5 feet for every 4 additional chakra spent. You may target creatures with this attack in the same way at the end of each of your turns. You must spend half this jutsu's cost, rounded down, at the end of each turn you concentrate on this jutsu. If you move more than 5 feet after maintaining this jutsu, you lose concentration.
Five Fire Gods' Fan Flames
Cost: 14 chakra
Range: 30 foot radius
As an action, you summon a massive wall of fire. Each creature in the area must make a Dexterity saving throw, taking 6d8 + your Intelligence modifier fire damage on a failure, or taking half as much damage on a success. The area targeted by this jutsu counts as heavily obscured until the end of your next turn.
Nail Crimson Crow Leap
Cost: 3 chakra
Jutsu Type: Bukijutsu
When you make a thrown weapon attack, the projectile leaves a trail of flames behind it. On a hit, the weapon deals twice as much fire damage instead of its normal damage, but the weapon is destroyed.
Uchiha Style: Dance of the Sun Halo
Cost: 8 chakra
Range: 15 ft.
Jutsu Type: Bukijutsu
As an action, you coat a melee weapon you are wielding in flame and move this jutsu's range, making an attack against one creature within your reach. On a hit, you deal your weapon's damage along with an additional 4d6 + your Intelligence modifier fire damage.
Flame Attack
Cost: 10 chakra
Duration: 1 minute
As an action, you cloak your fist in flame, transferring it to the target on contact. Make a melee spell attack against one creature within your reach. On a hit, they are set on fire, taking 2d10 fire damage and at the start of each of their turns. At the end of each of their turns, they may make a Constitution saving throw. On a successful save, they are no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), they are no longer on fire.
True Fire of Samadhi
Requirements: Flame Attack
Cost: 10 chakra
When you use Flame Attack, you must concentrate on it, but its fire can not be extinguished by any means while you are concentrating it and the target automatically fails the saving throw to avoid damage.
Flame Capture
Requirements: Flame Attack
Cost: 10 chakra
When you use Flame Attack, you shape your fire into a long whip. You may target a creature within twice your reach, and the target is thrown up to twice this jutsu's remaining reach or restrained until they succeed the saving throw to end Flame Attack.
*Fire Style: Bursting Rasengan*
Requirements: Rasengan
Cost: 15 chakra
Range: 15 ft cone
As an action, you form a Rasengan out of fire style chakra and burst it into dozens of much smaller Rasengan. You make a ranged spell attack against every creature within range, dealing 3d10 + your Intelligence modifier fire the targets begin burning and must make a Constitution saving throw at the end of each of their turns to end this effect.
*Heated Aura*
Cost: 2 chakra + 1 chakra per round after the first.
Range: Self
Duration: Conc. Up to 1 minute.
As an action, you exude an extraordinary amount of heat and fire in a 15-foot radius. The heat and fire feel comforting and soothing to allies, but they cause great pain and anguish for your enemies. You may cause any creatures that end their turn within range to either attempt a Constitution saving throw or regain 1 hit point. On a failure of the saving throw, they take 1d10 + your Intelligence modifier fire damage and being pushed out of range on a failure, taking half as much damage on a success.
*Flame Incarnation*
Cost: 8 chakra
Range: Self
Duration: 1 minute.
You wreathe yourself in flames as a bonus action. You become immune to fire damage and resistant to cold damage. Creatures that make successful melee attacks against you take 1d6 + your Intelligence modifier fire damage.
*Flame-Burst Shot*
Cost: 5 chakra
Range: 60-foot line.
As an action, you summon a beam of fire out of your palm. All creatures within this line must make a Dexterity Saving Throw. On a failure, they take 1d6 + your Intelligence modifier fire damage. On a success, they take half as much damage.
*Phoenix Form*
Cost: 16 chakra
Range: Self
Duration: Concentration, up to 1 minute
As an action, you enter a form and trance that’s connected to the Great Phoenix. Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for this jutsu's duration. Until this jutsu ends, you gain the following benefits:
- You are immune to fire damage and have resistance to cold damage.
- You gain a +2 to your AC, and your unarmed strikes' attack and damage rolls.
- Any creatures of your choice that ends their turn within 5 feet of you takes 1d10 fire damage.
At the end of each of your turns, you take 1d10 fire damage that ignores immunity and resistance, and one creature within 5 feet of you regains 1d10 + your jutsu casting ability hit points. This creature can be yourself.
- As an bonus action, you can create a 15-foot line of fire that persists until the end of your next turn. Every creature in the line must make a Dexterity saving throw. They take 2d8 + your Intelligence Modifier fire damage on a failed save, or half as much damage on a successful one.
*Flame Cloak*
Cost: 10 chakra
As a bonus action, you don a long coat of fire that is relatively harmless to you. You gain the following:
- Your movement speed increases by 15 feet.
- You gain advantage on Constitution saving throws.
- You gain a +1 bonus to your AC and melee attack and damage rolls.
- You must spend 1 chakra at the end of each of your turns.
*Fire Chakra Mode*
Requirements: Fire Cloak
Cost: 7 chakra
As a bonus action while Fire Cloak is active, you expand the cloak to cover your entire body. You gain the following:
- Your movement speed increases by 15 feet.
- You gain a +1 bonus to your AC and melee attack and damage rolls.
- All damage you take is reduced by 1d10 + your jutsu casting ability modifier. If the damage is fire or cold, you may reduce the damage by twice as much. If the damage is reduced to 0 from this effect, you may use your reaction to cast a Fire Style jutsu against the target for half the cost.
- You must spend 1 additional chakra at the end of each of your turns.
*Spiraling-Death Flare*
Cost: 6-14 chakra
Range: 30-foot cone
As an action, you send a group of swirling bright white flames from your hands. Each creature of your choice in a 30-foot cone must make a Constitution Saving Throw. On a failure, they take 3d6 + your Intelligence modifier fire damage and are blinded until the end of their next turn. On a success, they take half as much damage and aren’t blinded. This jutsu's damage increases by 1d6 for every 2 additional chakra points spent.
*Fire Style Shadow Clone*
Requirements: Shadow Clone
Cost: 1 chakra
When you create a shadow clone, you may imbue it with Fire Style chakra, causing it to be visibly ablaze. When it is hit with a melee attack, it deals 1d6 fire damage to the source of the damage. This also causes you to not regain the base chakra spent to create the clone.
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