Hagoromo's Jutsu (Shinobi World Supplement)

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Hagoromo's Jutsu[edit]

The following is a list of every jutsu Hagoromo 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 Hagoromo that he gains such a jutsu, with lower listed versions having any jutsu that higher listed versions did.


Hagoromo, Young[edit]

Transformation (1+ Chakra). Hagoromo 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). Hagoromo's movement speed doubled, and his movement does not provoke attacks of opportunity.

Substitution (3+ Chakra). When Hagoromo 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. Naruto 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, Hagoromo 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.

Chakra Transfer Technique (1+ Chakra). One creature that Hagoromo touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum, and Hagoromo may grant them the ability to cast 1 jutsu that he knows until they lose any chakra he granted them, but they must spend at least 1 chakra he granted them on this jutsu. A creature may only learn 1 jutsu in this way from any single creature. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest.

Drilling Hand of Sage Lightning (8-16 Chakra). Melee Spell Attack: +X to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage + 16 (4d8) lightning damage. Hagoromo can move up to 15 feet toward his target as part of his action, and attacks of opportunity made against him during this movement have disadvantage. He may deal an additional 5 (1d8) lightning damage per 2 additional chakra points spent.

Healing Jutsu. One creature Hagoromo can touch regains a number of hit points equal to chakra spent up to twice his CR.

Chakra Detection. As a bonus action, Hagoromo attempts an Arcana check (DC 10 + the target's bonus to Deception) to learn how many spell slots, Ki points, chakra points, and other resources or charges that a creature has. The DC to discover hit points in this manner is 10 + the target's Constitution Modifier.

Summoning: Demonic Statue of the Outer Path (35 Chakra). The Gedo Mazo appears in the spot where Hagoromo was standing, and he is teleported on top of it.

Black Receiver (10 Chakra, 1 Black Receiver). Ranged Spell Attack: +X to hit, range 120 ft., one target. Hit: 3 (1d6) magical piercing damage. Hagoromo may spend 1 chakra to deal an additional 3 (1d6) damage up to the difference between the attack roll and the target's AC up to his proficiency bonus. The black receivers stay in their target until destroyed. Each Receiver has an AC of 23 and 5 hit points. They can be destroyed instantly by Hagoromo.

Rod Heat. As a bonus action, one creature with a black receiver embedded in them takes 2 (1d4) fire damage per receiver inside them, and reduces the target's movement speed by 20% per receiver inside them until the beginning of their next turn. This has no range limit.

Demonic Statue Chains (15 Chakra). Ranged Spell Attack: +X to hit, range 100 ft., one target. Hit: 22 (5d8) psychic damage and is grappled by Hagoromo for 1 minute (concentration). Jinchuriki grappled by this jutsu are not able to access their Path of the Beast features, and Tailed Beasts are paralyzed for the duration. A grappled creature can escape by succeeding a Strength (Athletics) or Dexterity (Acrobatics) check. A Tailed Beast can still attempt to escape this, despite being Paralyzed, but it makes the check at disadvantage. Hagoromo may concentrate on 7 instances of this jutsu at a time.

Chain Heat. Creatures affected by Demonic Statue Chains take 9 (2d8) psychic damage.

Gedo Art of Rinne Rebirth Any creatures of Hagoromo's choice within 20 miles are resurrected as per true resurrection without the 200-year limit. After using this jutsu, he dies instantly after 1 minute passes or he takes an action.

Summoning Rinnegan (4+ Chakra). Hagoromo summons one Rinnegan summon within 5 ft. of him or underneath him, spending an amount of chakra equal to the summoned creature's CR. If a non-humanoid is summoned, they are controlled by Hagoromo, act on his turn and use his actions, but have their own movement speed. Alternatively, he may spend 3 chakra on his turn to grant 1 summon its own actions for that turn. The summons gain a copy of his Rinnegan, granting Hagoromo the ability to see through their eyes.

Four-Armed Asura (2 Chakra). Hagoromo summons up to 4 additional arms anywhere on his body that last for 1 minute (concentration). These arms are fully prehensile and act exactly as his existing arms do.

Weaponsmith Asura (2+ Chakra). As a bonus action, Hagoromo recreates a perfect copy of a non-magical weapon that he is proficient in within one of his arms. He cannot be disarmed of this weapon and it only disappears if he dismisses it at will, he is incapacitated, 1 minute passes, or he loses concentration. Hagoromo can spend an additional 1 chakra at the time of summoning this weapon to extend its reach by 5 feet.

Flaming Arrow of Amazing Ability (5 Chakra). Ranged Spell Attack: +X to hit, range 60 ft., one target. Hit: 14 (3d8) magical bludgeoning damage. If this attack hits a structure or object, the hit is a critical hit.

Flaming Arrow Warhead (5 Chakra). Ranged Spell Attack: +X to hit, range 60 ft., six targets. Hit: 2 (1d4) magical bludgeoning damage.

Reinforced Asura (5 Chakra).For 1 minute (concentration), Hagoromo gains a +2 bonus to his AC.

Chakra Propulsion Cannon (10 Chakra). Every creature in a 100 ft. line must succeed a Dexterity saving throw. On a failure, they take 14 (4d6) force damage. On a success, they take half as much damage.

Deva Path: Shinra Tensei (5+ Chakra). As an action, or as a reaction for 5 additional chakra when he is targeted by an attack, every creature within a 5 ft. radius must succeed a Strength saving throw or take 7 (2d6) force damage and be pushed to the edge of this jutsu's range. For every additional chakra point spent, this jutsu deals an additional 3 (1d6) damage and its range increases by 5 feet. If more than 20 chakra is spent, objects take double damage. Hagoromo may not use a Deva Path jutsu again until the beginning of his next turn.

Deva Path: Banshō Ten'in (2+ Chakra). Any creature of Hagoromo's choice within a 10 ft. radius must succeed a Strength saving throw or be pulled towards him. Hagoromo can increase this jutsu's range by 5 feet for every additional chakra point spent. Hagoromo can stop pulling a creature at any range (i.e. stop them 10 feet from him instead of 5 feet). After casting this jutsu, he can not use any Deva Path jutsu again until the beginning of his next turn.

Deva Path: Chibaku Tensei (30+ Chakra). Hagoromo launches a black sphere within 1 mile of himself that becomes an up to 160 foot sphere as it rips up parts of the terrain. All creatures within 60 feet of the sphere must succeed a Strength saving throw. On a failure, they are drawn to the closest area of the sphere and are restrained. All creatures within 10 + 5 per additional chakra point spent feet of the sphere must retry this saving throw at the end of each of their turns for 1 hour. This effect ends early if it impacts the ground, as detailed later, the sphere, which has an AC of 26 and has 30 hit points is destroyed, or Hagoromo ends it early. It is immune to Psychic and Poison damage but vulnerable to force damage. Hagoromo may move the sphere up to 1 mile in any direction up to 5 miles from him as an action, or cause it to impact the ground directly beneath it. Upon impact, creatures restrained by the Chibaku Tensei must succeed a Strength saving throw or take 36 (8d6 + 5) bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a Dexterity saving throw or take 38 (10d6) bludgeoning damage from the impact. On a success, creatures take half damage.

Absorption Soul Technique (20 Chakra). One creature within 5 feet must succeed a Wisdom saving throw or take 18 (4d8) psychic damage on a failed save, and half as much on a success. On a failure, Hagoromo learns a portion of the creature's deepest secrets, as determined by your DM. A creature reduced to 0 hit points by this technique dies instantly.

Jigokudo (25 Chakra). All creatures Hagoromo is grappling, must succeed a Wisdom saving throw or become paralyzed. While the creature is paralyzed, Hagoromo may question it at will. If the creature lied during its interrogation, it must succeed a Deception check. On a failure, they take 27 (6d8) psychic damage and they are no longer paralyzed. If the creature answered truthfully, they gain 1 level of exhaustion and are no longer paralyzed. A creature reduced to 0 hit points by this technique dies instantly. A creature that does not share a language with Hagoromo is immune to this effect.

Jigokudo Healing (25 Chakra). Hagoromo targets one creature within 10 feet. At the beginning of Hagoromo's next turn, the creature regains 70 hit points, and any conditions that were previously affecting it end. Any lost limbs are regained and the creature is otherwise returned to a perfect physical state.

Seal Jutsu Absorption (3+ Chakra). One creature within 5 ft. must succeed a Constitution saving throw. On a failure, their total chakra points are reduced by 7 (2d6), and Hagoromo regains a number of chakra points equal to the amount absorbed.

Reactive Seal Jutsu Absorption (3+ Chakra). As a reaction when Hagoromo is targeted by a jutsu that is not Taijutsu, 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. Hagoromo may increase the number of chakra points absorbed by 2 (1d4) for every 2 additional chakra points spent.

Hagoromo[edit]

Yin-Yang Resonance (30 Chakra). One creature within 5 ft. must succeed a Strength saving throw or become restrained for 1 hour. Regardless of if they fail or succeed, a hard, 10-foot radius sphere of rock is formed around them. The sphere has an AC of 26 and has 30 hit points. It is immune to Psychic damage but vulnerable to force damage. Additionally, the terrain within 60 feet of it becomes difficult terrain, and terrain within 30 feet is completely destroyed. Creatures within 60 feet must succeed a DC 15 Dexterity saving throw or fall prone. Creatures within 10 feet that fail this saving throw take 13 (2d12) force damage, and are pushed 10 feet away from the target regardless of the result.

Creation of All Things (45 Chakra). Hagoromo produces the effects of any other jutsu that does not have a higher cost or requires any form of dojutsu that he does not have, or cause one unique effect in a similar manner to the wish spell. This jutsu cannot be reduced in cost.

Replication. As a reaction when a creature Hagoromo can see uses a feature, he copies it, becoming able to use the feature in the exact same manner. If the feature is a class feature that must be activated in some way but does not have limited uses (i.e. making an Extra Attack, moving more than their standard movement speed using Unarmored Movement, or adding Foe Slayer's damage), Hagoromo may use it in the same manner for an amount of chakra equal to twice the level it was gained at. Hagoromo can not gain features with a limited number of uses that don't use a standard currency, features that are always active, or features from non-humanoid creatures. Hagoromo may have up to 5 of these features memorized at a time.

Sharingan Dodge. As a reaction when Hagoromo is targeted by an attack, it gains disadvantage. Hagoromo can use this 5 times, regaining all uses at the end of a short rest.

Hagoromo, Jinchuriki[edit]

Karma Rift (10 Chakra). Hagoromo 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.

Six Paths Senjutsu (20-25 Chakra). As a bonus action, or as a reaction for 5 additional chakra points, Hagoromo becomes immune to all damage and the effects of any jutsu, spells, or features that cost chakra that he does not cast until the beginning of his next turn. This immunity is ignored by taijutsu, senjutsu, non-magical effects and attacks, and jutsu that use chakra granted by Six Paths Power; and you have resistance to damage that would otherwise ignore immunity.

Cataclysm (50 Chakra). Every creature within a 5 mile radius must attempt a Constitution saving throw. On a failure, they take 55 (10d10) damage. On a success, they take half as much.

  • The first time Hagoromo casts this jutsu, this damage is lighting and the area this jutsu targets becomes heavily obscured until the end of his next turn.
  • The second time Hagoromo casts this jutsu, this damage is magical bludgeoning, and the area this jutsu targets becomes difficult terrain until the beginning of his next turn.
  • The third time Hagoromo casts this jutsu, this damage is force and creatures have disadvantage on this jutsu's saving throw. The next time he casts this jutsu, it counts as the first time.

If Hagoromo does not cast this jutsu again before the end of his next turn, the next time he casts it counts as the first time.


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