Ice Style (Shinobi World Supplement)

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Ice Style[edit]

This Kekkei Genkai combines Water and Wind Style chakra. It allows the user to manipulate water particles to form ice in different shapes and forms.

Hand Seal Jutsu[edit]

Crystal Ice Mirrors

Cost: 18 chakra

Duration: Concentration, up to 1 minute

As an action, you create a 30 ft. dome of mirrors made of ice. At the start of its turn, a creature inside takes 1d8 + your Intelligence modifier cold damage. As an action while within the dome, you can step into a mirror, gaining full cover until this jutsu ends. While this is active, you may only use your turn to end this effect or make one attack against any creature within the dome for 2 chakra. This attack gains a +5 bonus to its attack and damage rolls. On a miss, they may make an opportunity attack against you. A creature can enter the dome freely; however when trying to leave through the dome, it must break one mirror with a successful Strength or Dexterity saving throw, their choice, as an action. On a failure, you can make an attack of opportunity. This doesn’t use your reaction. If at least 5 mirrors are destroyed, this jutsu ends. While this jutsu is active, you cannot use other Jutsu that doesn't have this jutsu as a requirement.


Devil Region Ice Death

Requirements: Crystal Ice Mirrors

Cost: 3 Chakra

As a bonus action while Crystal Ice Mirrors is active, you refract chakra from every mirror, creating a blue flash of light. Every creature within the mirrors must attempt a Constitution saving throw. On a failure, they 2d6 + 5 + your Intelligence modifier cold damage. On a success, they take half as much damage. Immediately after using this jutsu, Crystal Ice Mirrors ends as the mirrors shatter.


Wolf Fang Avalanche

Cost: 32 chakra

Range: 40 ft. cube

As an action, an avalanche of snow pours out from your feet that reaches high into the air before falling onto all creatures in the area. The snow forms into wolf-like apparitions. The targets must make a Constitution saving throw. On a failure, they take 10d8 + your Intelligence modifier cold damage and are restrained until they use an action and all of their movement to dig itself out. On a success, they take half as much damage.


One-Horned White Whale

Requirements: Wolf Fang Avalanche

Cost: 8 chakra

As a bonus action after using Wolf Fang Avalanche, you reshape the snow into a great whale, extending its range into a 40 x 80 ft. rectangle.


Black Dragon Blizzard

Cost: 15 chakra

Duration: Concentration, 1 minute

Range: 40 feet

As an action, you create a black ice dragon out of the ambient water molecules. The dragon has 40 hit points and 18 AC. You can form and control up to 3 dragons at a time. Beyond being Large, immune to cold damage and regains 1/2 as many hit points as cold damage it takes, resistant to fire and vulnerable to bludgeoning, it has the same statistics as you. The dragon acts on your initiative count and you can use your action to command it. If you do not command it, it will not act in any way other than defensively. It has the following statistics and the same ability scores and save DC as you:

  • Multiattack. It can make one bite or self destruct attack and two claw or grapple attacks.
    • Bite deals 1d8 cold damage.
    • Claw deals 1d6 cold damage.
  • Grapple. The dragon uses the grapple attack.
  • Freezing Breath (5-6 recharge). The dragon exhales frost biting cold in a 20-foot cone. Each creature in that area must succeed on a Constitution saving throw. On a failed save, the creature takes 4d10 Cold damage and their movement speed is reduced to 0 until the end of their next turn. On a success, they take half as much damage and their movement speed is halved until the end of their next turn.
  • Self Destruct. The black ice dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft. into any direction and takes 2d8 cold damage. Once this feature is used, the dragon is destroyed.


Tearing Dragon Fierce Tiger

Requirements: Black Dragon Blizzard

Cost: 5 chakra

When you cause your black ice dragon to self destruct, you cause it to re-freeze on contact, causing the dragon to not be destroyed. Additionally, you may use this jutsu as a reaction to a creature casting a Water Style jutsu to cause your black ice dragon to self destruct on the caster, causing the Water Style jutsu to fail on a hit in addition to not being destroyed.


Twin Dragon Blizzard

Requirements: Black Dragon Blizzard

Cost: 5 chakra

When you cause your black ice dragon to self destruct, you cause any dragon jutsu under your control to combine into a great tornado, causing each of them to self destruct as well. If you use 'Tearing Dragon Fierce Tiger on a self destruct attack made as part of this jutsu, it costs 2 chakra.


Ice Rock Dome of Magnificent Nothingness

Cost: 8+ chakra

Duration: Concentration, indefinitely

As an action or reaction to being targeted by an attack, you create a 10 foot radius, rock-hard ice barrier around you to protect yourself and allies. The Ice Dome has 18 AC and 50 hit points, is immune to cold damage, resistant to fire damage, and vulnerable to bludgeoning damage. Attacks and effects from one side of the barrier that target the other side target the barrier instead, including visual and auditory genjutsu, despite being able to see and hear through the dome as easily as without.

If the the dome breaks, the creature closest to the effect or damage that broke the barrier is hit first with the leftover damage. As a bonus action for 4 chakra, you can cause the barrier to regain 15 hit points. You must spend 4 chakra at the beginning of your turn to maintain this jutsu.


Yuki-onna Whirlwind

Cost: 15+ chakra

Duration: Concentration, 1 minute

Range: 40 feet

You summon a whirlwind of ice and wind to surround a creature within range in a 10 foot radius around them. Creatures in the whirlwind must make a Constitution saving throw when this technique is used and at the start of the creatures turn when inside the whirlwind, taking 2d8 cold damage and 2d8 slashing and having their movement speeds reduced to 0 on a fail. On a success, their movement is halved and they take half damage.

When creatures fails 2 saving throws in a row, ice begins to encapsulate them, making them restrained for this jutsu's duration. They can use their action to make a Strength saving throw, no longer being restrained on a success. If they are restrained and fail 2 saving throws from this jutsu in a row, they are paralyzed for 1 hour, even if the technique ends, now frozen, encased in a layer of ice. Time spent next to a heat source counts for 60 times as much for the sake of ending the paralysis.

This technique cancels out the basic scorch and basic fire style techniques due to the coldness and wind sapping any heat created. You must spend 3 chakra at the beginning of your turns to maintain this jutsu.


Certain-Kill Ice Spears

Cost: 24 chakra

Range: 30 foot radius

As an action, you create massive spikes of ice capable of crushing buildings. All creatures within range must attempt a Strength saving throw. On a failure, they take 2d8 + your Intelligence modifier cold damage and 2d8 piercing damage, are pushed out of this jutsu's range, and the area targeted by this jutsu becomes full cover with 13 AC and 15 hit points for every 5 ft. cubic area. This technique deals double damage to buildings and structures.


Secret Technique: Flight of the Obliterating Water

Cost: 6 chakra

Range: 30 feet

You create thousands of ice needles from the moisture in the air before forcing them to the ground.. Any creatures of your choice within the area without at least three-quarters cover take 1d4 magical piercing damage. Affinity adds half as much damage to this jutsu.


Ice Prison

Cost: 12 chakra

Duration: Concentration, up to 1 minute

Range: 15 feet

As an action, you infuse Ice Style chakra into the ground anywhere within range. While within the ground, you do not need to concentrate on this jutsu. As a bonus action or reaction to a creature entering this area, you may force the chakra above ground, forcing one creature touching the area to make a Strength saving throw. On a failure, they are restrained and begin suffocating. As an action, the target or one creature touching the target can make a Strength saving throw. On a success, the target is no longer restrained or suffocating.


Ice Peak Crumbling

Cost: 2 chakra

Range: 20 feet

As an action, you erect a miniature mountain range of ice spikes from below one creature within range. The target must attempt a Dexterity saving throw. On a failure, they take 2d6 cold damage and are pushed 20 feet into the air until the end of your next turn as the force carries them, though they can still act. On a success, they take half as much damage.


Thousand Flashes Beheading Dance

Cost: 3 chakra

Jutsu Type: Bukijutsu

When you make an attack with a light melee weapon, you focus Ice Style's infamous light-speed chakra reflections into thousands of attacks. On a hit, you deal damage equal to the attack roll. If you have affinity in Ice Style, this jutsu deals additional damage equal to your Dexterity and Intelligence modifiers instead of your unarmed damage die.


Ice Bomb

Cost: 5 chakra

When you use an Ice Style jutsu, you condense it into a marble-size ball of ice, causing the jutsu to not activate. When you make a thrown attack, you may attach an Ice Bomb to the attack, causing the jutsu to take effect immediately on a hit. If the jutsu is an attack, it automatically hits. If the jutsu is a saving throw, the target has disadvantage. All Ice Bombs lose their power at the end of your next long rest.


*Ice Style Shadow Clone*

Requirements: Ice Style, Shadow Clone

Cost: 1 chakra

When you create a shadow clone, you may imbue it with Ice Style chakra. When a creature successfully hits it with a melee weapon attack, they must succeed a Dexterity saving throw or take 1d4 cold damage. When it is destroyed by any means other than being dispelled, the creature that does so becomes stunned until the beginning of their next turn. This also causes you to not regain the base chakra spent to create the clone.


*Secret Technique: Winter Wonderland*

Cost: 30 chakra

Prerequisite: Yin Style; Ice Style

Duration: Concentration, 1 Minute

Range: 30 foot radius

Jutsu Type: Genjutsu

Channeling your Ice Style with Genjutsu, you blend reality and fiction to a point it's near indistinguishable from each other as snow lightly falls. While this is active, you have immunity to cold damage and Ice Style jutsu, and resistance to fire damage. If hit with any cold damage, or damage from Ice Style or Water Style jutsu, you instead regain 1/2 of the damage in Hit Points.

All creatures within range while this is active must make a Wisdom Saving Throw at the end of each of their turns, being affected by genjutsu until the end of their next turn. This genjutsu causes the creature to perceive the entirety of the area they see as "winter", taking 3d6 psychic damage at the end of each of their turns due to the supposed cold.

Once per turn when you make an attack roll, you may make a clone out of the ice that makes the same attack against a creature under this genjutsu, dealing cold damage for all damage, with the clone disappearing after this effect ends.

All creatures, besides the user and other Ice Style users, have their movement speed halved and the area is Heavily Obscured.


Ice Disk

Cost: 5 chakra

Duration: Concentration, up to 5 minutes

Range: 30 feet

As an action, you create a flat disk of ice that fills a 5 ft. square area within 5 ft. of you. As a bonus action for this jutsu's duration, you may move the disk up to 60 ft. in a direction of your choice including straight up, and it stays there until it is moved again. You may spend 10 ft. of this movement as part of this bonus action to force one creature within 5 ft. of the disk to succeed a Dexterity saving throw or take 2d8 slashing damage. On a success, they take half as much damage. You may spend 30 ft. of this movement as part of this bonus action to grant any creatures of your choice within 5 ft. of the disk half cover until the beginning of your next turn. If the ice disk leaves this jutsu's range, this jutsu ends.


Ice Disk: Destruction Lens

Requirements: Ice Disk

Cost: 15 chakra

As a lengthy distracting action while Ice Disk is active and the ice disk is in bright light, you align the disk to focus light into a destructive beam. A 10 ft. radius up to 30 ft. from the disk is clearly designated. At the beginning of your next turn, any creatures within range take 10d10 bludgeoning damage as the ground explodes. If you or the disk move before this happens, you regain half this jutsu's cost, and the jutsu fails. A creature wielding a reflective object within the radius, such as a metal shield or another ice disk, may cause this jutsu to target another 10 ft. radius within 30 ft. of them as an action.

Non-Hand Seal Jutsu[edit]

Basic Ice Style Technique

Range: Self

Cost: 2 chakra

Duration: 1 hour

As a bonus action, you gain resistance to cold damage, and cold weather has no effect on you.

Also as a bonus action for the duration, you can cool an area 30 ft around you by up to 30 degrees Fahrenheit. You can shape ice and can freeze water that can fit within an up to 10 foot cube. It melts over time, and cannot be used to harm any creature or object.


Blasting Ice Crystal

Cost: 4 chakra

Range: 30 feet

As an action, you shape cones of ice around the feet of one creature within range that work themselves into their bloodstream. The target must make a Dexterity saving throw. On a failure, the target takes 1d8 cold damage and their movement speed drops to 0. On a success, they take half as much damage. The cones have a combined 5 hit points and 16 AC, freeing the target if it drops to 0 hit points. When the cones take damage from any source other than the target, the target takes twice as much damage.


Cold Attack of the Demon

Cost: 10 Chakra

Range: 30 feet

Duration: Concentration, 1 Minute

As a reaction when a creature within range takes water damage or damage from a Water Style jutsu, you freeze the water around the target. The target must succeed a Dexterity saving throw or become restrained on a failure. They may retry this saving throw at each of their turns, ending this effect on a success.


Crystal Ice Wall

Cost: 6 chakra

Duration: 1 minute

As an action, you create a single mirror-like wall of ice that hovers slightly above the ground. The wall has 5 hit points and 16 AC, and regains hit points (maximum 20) when it takes cold damage, and is 5 feet wide and 10 feet tall. Pushing, dragging, or lifting the wall takes 100 pounds of force. It may be manipulated up to 60 feet from you as a free action or bonus action, and has a movement speed of 60 feet. If the wall moves through a creature's space, they must attempt a Strength saving throw. On a failure, they are moved along with the wall, take 2d6 cold damage, and are knocked prone. On a success, the wall is destroyed. A creature may only make this saving throw once per turn.


Mirroring Thin Ice

Requirements: Crystal Ice Wall or Crystal Ice Mirrors

Cost: 3 chakra

As a bonus action or a reaction to being targeted by any effect, including attacks, you travel at the speed of light into one Crystal Ice Wall or Crystal Ice Mirrors dome you have created. This movement is effectively teleportation, and does not provoke opportunity attacks. If you are still within the area of an effect, or if the effect automatically effects you, you are still targeted by it.


Winterized Weaponry

Cost: 2 chakra

As an action, you create any weapon from solid ice. Each weapon can lasts 10 minutes in temperatures higher than freezing and half as much in temperatures over 80 degrees Fahrenheit. Each weapon deals an extra 1d8 cold damage. Weapons created in this way can not be magic items.


Thousand Needles of Death

Cost: 4 chakra

Range: 30 feet

As an action, a large number of needle-like shards of ice surround the target before flying at them. The target must make a Dexterity saving throw, taking 2d6 + your Intelligence modifier cold damage and have its movement speed reduced by 10 ft. until the start of your next turn on a failure. On a success, they take half as much damage.


Ten Thousand Ice Petals

Cost: 10 chakra

Range: 30 feet cone

As an action, a frigid cold pours from your mouth. Every creature in the area is engulfed in frigid mist, and must make a Constitution saving throw. On a failure, the target takes 4d6 + your Intelligence modifier cold damage and its movement speed is halved until the end of their next turn. On a success, they take half as much damage.


Ice-Breaking Fist

Cost: 3 chakra

As a reaction when you would be hit by an attack, you surround your body in ice, deflecting the attack. Make an unarmed strike attack roll. If your attack roll is higher than the attack's, the attack automatically misses. Bonuses to your AC from jutsu are added to this jutsu's attack roll.


Ice-Breaking Sledgehammer

Cost: 6 chakra

Duration Concentration, up to 1 minute

As an action or reaction when targeted by a melee attack, Taijutsu, or Bukijutsu, you can summon ice gauntlets to block the technique. You gain a +3 bonus to your AC and saving throws against melee attacks, Taijutsu, and Bukijutsu for this jutsu's duration. When hitting with an unarmed attack for this jutsu's duration, you deal an additional 1d6 cold damage.


Frozen Capturing Field

Cost: 6 chakra

Duration: 1 minute

Range: 30 feet

As an action, you create ice to wrap around the feet of one creature within range to trap them, who must succeed a Strength saving throw or be restrained for this jutsu's duration. At the end of each of the creature's turns, they can retry the saving throw, ending this effect on a success. You may choose additional targets within 15 ft. of the target for 5 chakra each. A 15 ft radius of ice surrounds any affected creatures, which counts as difficult terrain.


Swallow Snow Storm

Cost: 3-9 chakra

Range: 60 feet

You form ice needles out of the water in the air, creating up to 3 swallow-like ice needles, each needle costing 3 chakra. You make a ranged spell attack for each needle you make with advantage, dealing 1d6 cold damage with each needle. You have complete control of the needles after you fire them, allowing them to alter course in any way so they reach a target. This jutsu ignores cover if there is a way to get past the cover within the range (i.e. a small wall, a barrier that blocks from the front and not the back, etc).

If this comes within 10 feet of any fire or heat based technique, the needles will melt and disappear into nothingness.


*Ice Style: Freezing Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

Duration: 1 minute

As an action, you imbue your rasengan with Ice Style chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier cold plus 3d10 force damage, and they must attempt a Strength saving throw as thick sheets of ice begin to cover their body. On a failure, they become frozen. They may retry this saving throw at the end of each of their turns, ending the effect on a success.


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