Lightning Style (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search

Lightning Style[edit]

Regarded as the hardest chakra nature for young shinobi to learn, Lightning Style jutsu eat away at the user's chakra reserves at an unparalleled rate, but deal a vast amount of damage compared to any other basic nature.

Hand Seal Jutsu[edit]

Basic Lightning Style Technique

Cost: 1 chakra

Duration: 1 minute

Range: Self

As a bonus action, you can increase your movement speed by 5 ft. and you can produce small amounts of lightning. This lightning can be focused into a weapon or unarmed strike to give off 5 feet of bright light and deal an extra 1d4 lightning damage. Dealing this additional lighting damage ends this effect instantly.


*Static Strings*

Cost: 3-7 chakra

Duration: Concentration, up to 1 minute

Range: 30 feet

You create frail near invisible strings of electricity and use the current to relay signals to you on touch, as an action or as part of casting this jutsu you may cause them to encompass a 10-foot radius within range. When a creature of small size or larger moves through the radius, a string breaks, you immediately know the general direction in which the string broke and they must attempt a Constitution saving throw. On a failure the creature takes 1d4 lightning damage. On a success, they take no damage. Creatures without chakra detection, blindsight, or truesight are unaware of these strings. For every chakra point spent you may increase the range by 10 feet or the radius by 5 feet.


Lightning Ball

Cost: 9+ chakra

Range: 30 feet

You create 3 balls of cracking electricity. Each ball can be directed at a creature dealing 1d4 lightning damage and pushing the target 5 feet in a direction of your choice per ball. You may spend 3 chakra to fire 1 additional bullet.


Lightning Style Shadow Clone

Requirements: Shadow Clone

Cost: 1 chakra

When you create a shadow clone, you may imbue it with lightning Style chakra. When it is destroyed by any means other than being dispelled, it deals 2d8 lightning damage to the source of the damage. This also causes you to not regain the base chakra spent to create the clone.


Thunderbolt

Cost: 5 Chakra

Range: 20 foot radius

Focusing an immense amount of chakra in both of your hands, you release a wave of lightning. All creatures within range must attempt a Constitution saving throw. On a failure, they take 2d4 lightning damage.


Black Panther

Cost: 30 Chakra

You fire forward a blast of black lightning that takes the form of a black panther. Each creature in a 20 ft. by 80 ft. line must make a Dexterity saving throw, taking 6d12 force damage, or half as much damage on a success.


Chidori

Cost: 8-16 chakra

Range: 15 feet

As an action, you gather lightning into your hand; the high concentration of electricity produces a sound reminiscent of many birds chirping. You move up to this jutsu's range in a straight line toward to the target, attempting to shove your hand into the target’s chest. If you do not have truesight or chakra sense, any attacks of opportunity made against you during this movement have advantage, otherwise, they have disadvantage. Make a melee spell attack. On a hit, it takes 1d6 piercing and 4d8 + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 1d8 lightning damage for every 2 additional chakra points.


Lightning Cutter

Requirements: Chidori

Cost: 4 chakra

Your mastery of the Chidori is advanced enough to even cut a lightning bolt. When a creature or line area of effect enters Chidori's dash range, you may use Chidori as a reaction against the creature or line. If attacking a line, the effect's DC or attack roll counts as its AC. On a hit, any of the effect's range that is not between you and its source no longer has any effect.


Lightning Cutter One Flash

Requirements: Lightning Cutter

Cost: 4 chakra

Your Chidori has evolved yet again, being powerful enough to not only cut lightning, but the earth itself. When you use Chidori, you may move up to half your movement speed. This movement counts as burrowing. On a hit, you may cause you and the target to move any remaining distance in the same direction.


Chidori Katana

Requirements: Chidori Current

Range: Self

Cost: 13 chakra

Duration: 1 minute

Jutsu Type: Bukijutsu

As an action you imbue one melee weapon you are holding with Chidori current. If you do not have truesight or chakra sense, any attacks of opportunity made against you during this jutsu's duration have advantage, otherwise, they have disadvantage. On a hit, they take an additional 2d6 + your Intelligence modifier lightning damage.


Twin Drilling Lights

Requirements: Chidori

Cost: 12+ chakra

Range: 15 feet

You fold your hands and form a large mass of chirping chakra, pulling it apart to form a chidori in each of your hands. You rush to the target, attempting to shove your hand into the target’s chest. If you do not have truesight or chakra sense, any attacks of opportunity made against you during this movement have advantage, otherwise, they have disadvantage. Make a melee spell attack. On a hit, it takes 4d8 + your Intelligence modifier lightning damage. For every 8 additional chakra spent, you may make 1 additional attack up to the number of hands you have.


Kunai Cutter

Requirements: Chidori

Cost: 2 chakra

Jutsu Type: Bukijutsu

When you use Chidori or any jutsu that requires it, you channel its chakra through a light melee weapon you are wielding, decreasing how much you need to focus on it, along with its overall effectiveness. The jutsu's base chakra cost halved and you ignore any effects from not having truesight or chakra sense, but the jutsu deals half as much damage.


Lightning Burial: Banquet of Lightning

Cost: 6+ chakra

Range: 30 feet

You generate a massive amount of lightning chakra that zigs and zags through materials seeking a living target automatically. One creature within range takes 1d6 lightning damage. This jutsu's range may pass through objects and attack creatures that you are not aware of the location of. If you attempt to do so and such a creature does not exist, the closest creature within range takes the damage instead. You may spend 3 chakra to deal an additional 1d6 lightning damage.


Lightning Strike Armor

Cost: 8 chakra

Duration: Concentration, up to 1 minute

Calling down lightning around your body, you are covered in blinding electricity, enhancing your reaction speed and coursing Lightning Style chakra into any creature that attacks you. You gain the following:

  • You a +3 bonus to your AC.
  • When a creature hits you with a melee attack, they take 1d6 lightning damage.


Lightning Fish

Cost: 7 chakra

You shape your chakra into a nearly-sentient chakra-based lifeform, creating a Lightning Fish within 10 feet of you.


Thunderswords Technique: Remote Control

Cost: 12 chakra

Range: 60 feet

Jutsu Type: Bukijutsu

As an action, you course electricity through any weapons you are wielding, manipulating them like a puppet. You count as wielding them in the same hands you were before using this jutsu, but you may move them a number of feet up to your movement speed on each of your turns up to this jutsu's range from you, they move in relation to you when you move, and may use them as if you were wielding them. You must spend 1 chakra per weapon at the end of each of your turns to maintain this effect.


Thunder Bomb

Cost: 3-9 chakra

Jutsu Type: Bukijutsu

As an action, you focus lightning into the blade of your weapon, enhancing both the blade and lightning's power. Make an attack against one creature within twice your weapon's reach. On a hit, they take your weapon's damage as lightning damage. You may spend 3 additional chakra to cause this jutsu to deal twice as much damage, or to give its attack roll advantage.


Rock Avalanche

Cost: 1+ chakra

Range: Touch

Touching an object, you dump active lightning style chakra into it. The object takes an amount of lightning damage equal to four times the chakra spent. If the object is destroyed, it explodes. All creatures within 5 feet if it was Tiny, 10 feet if it was Small, 15 feet if it was Medium, 20 feet if it was Large, 30 feet if it was Huge, or 60 feet if it was Gargantuan must attempt a Strength saving throw. On a failure, they take an amount of damage equal to the damage dealt to the object divided by the number of creatures within range. On a success, they take half as much damage.


Lightning Illusion: Flash Pillar

Cost: 12 chakra

Range: 20 foot radius

Jutsu Type: Genjutsu

As an action, you release a brilliant blast of chakra around you, burning an image into the eyes of everyone around you temporarily. Every creature within range must make a Wisdom saving throw. On a failure, they take 1d4 lightning damage and are blinded until the end of your next turn.


Lorentz Gun

Cost: 12 chakra

Range: 15 feet

Duration: Concentration, up to 1 minute

As an action, you erect an electromagnetic field in a 30 ft. line within range. If the field is no longer within range, this jutsu ends. Any thrown weapon attacks with metal weapons against creatures within this line have advantage and deal twice as much damage.


Lightning Tackle

Cost: 5 chakra

Range: 15 feet

As a bonus action, you force electricity through your legs, launching you forward. You move up to this jutsu's range in a straight line and make an unarmed strike. On a hit, it takes 1d4 + your unarmed strike's damage and the target must make a Strength saving throw. On a failure, the target is grappled and you are both prone. On a success, they take half as much damage.


*Lightning Style: Zeus's Gauntlet*

Cost: 4-8 Chakra

As a bonus action, you cloak your entire fist in a large, super-concentrated mass of lightning chakra for 4 chakra. You may either make 1 additional attack when you take the Attack action or your unarmed strikes gain +10 additional feet of reach, and your unarmed strikes or weapon attacks with metal weapons deal lightning damage. This lasts until you attack. You may use this as a reaction for 8 chakra to gain advantage on a saving throw or grant an attack disadvantage if it deals lightning damage.


*Field of Raijin*

Cost: 12 Chakra

Range: 60 feet

All creatures in a 15-foot radius must succeed a Constitution saving throw. On a failure, they are restrained for 1 minute and take 2d8 lightning damage. On a success, they take half as much damage and are not restrained. They may retry this saving throw at the end of each of their turns, no longer being restrained on a success.


*Electromagnetic Pulse*

Requirements: Lorentz Gun

Cost: 2+ chakra

Range: 15-ft radius

As an action, you release an electromagnetic pulse in a 15-foot radius centered around you. The pulse may come from your hands or even from your entire body which can disrupt all technology within range. Any objects within range, that require electricity to operate and are powered on, malfunction and turn off for 1 hour, spending 2 chakra for tiny or small objects, 4 for medium, 8 for large, and 16 for huge. If you have affinity in lightning style, you may double your cost to permanently destroy the internal circuitry of the object(s) within range or increase the jutsu's range by 10 feet.

Non-Hand Seal Jutsu[edit]

Thunder

Cost: 3 chakra

Range: 25 foot cone

As an action, you fire countless sparks of lightning. Each creature in the cone must make a Dexterity saving throw. On a failure, the creature takes 2d6 + your Intelligence modifier lightning damage. On a success, they take half as much damage.


Lightning Rod

Cost: 4 chakra

Immediately after you hit with a melee attack made with a metal weapon or an unarmed strike, you raise your arm into the air, generating a powerful bolt of electricity that travels through your body transferring the electricity to the body of the target that you hit. The target must make a Constitution saving throw. On a failure, it takes 3d6 + your Intelligence modifier lightning damage and is stunned until the end of its next turn. On a success, they take half as much damage.


Tiger Scissors

Cost: 5 chakra

Range: 15 feet

Duration: Concentration, up to 1 minute

As an action, you weave Lightning Style chakra under the ground, creating an electric beartrap in a 5 ft. radius area anywhere within range. As a reaction when a creature enters the area targeted by this jutsu, they must make a Strength saving throw. On a failure, it takes 1d12 + your Intelligence modifier lightning damage and is stunned until the end of its next turn. On a success, they take half as much damage. Additionally, they can not be targeted by this jutsu again until the end of their next turn.


Lightning Transmission.

Requirements: Chidori

Range: 40 ft. line maximum beginning and ending at each creature

Cost: 16 chakra

You and another creature capable of using the Chidori, which can include a shadow clone, must be within 5 feet of each other. As an action, you create a cable of electricity between each other. While this is active, both creatures move on the earliest initiative count between the two and are unable to use one hand. Any creature who crosses or is crossed by this line must succeed a Dexterity saving throw. On a failure, they take 10d6 + the highest between the two creature’s Intelligence modifier lightning damage. If a creature succeeds this saving throw, it cannot be subject to it until the beginning of your next turn. You must spend 2 additional chakra to keep this active, otherwise, it dissipates at the beginning of your next turn. If you do not have a dojutsu active, any attacks of opportunity made against you during this jutsu's duration have advantage, otherwise, they have disadvantage.


Chidori Senbon

Requirements: Chidori

Cost: 6 chakra

Range: 20 foot cone

Jutsu Type: Bukijutsu

As a bonus action, you transform your Chidori into a flurry of needles. The target must make a Dexterity saving throw, taking 3d4 + your Intelligence modifier lightning damage on a failure, or half as much damage on a success.


Chidori Spear

Requirements: Chidori

Cost: 10+ chakra

Range: 40-120 foot line

As an action, you gather lightning into your hand; the high concentration of electricity produces a sound reminiscent of many birds chirping. Holding your hand out to point it, the beam shoots and forward at a terrifying speed. All creatures in range must make a Dexterity Saving Throw, taking 5d8 + your Intelligence modifier lightning damage on a failure, or taking half as much damage on a success. You can expend 3 chakra to increase the range by 40 feet to a maximum of 120 feet.


Chidori Current

Requirements: Chidori

Range: 20 ft. radius

Cost: 16 chakra

As an action, you plunge a Chidori into the ground, releasing its energy around you. All creatures within range must attempt a Constitution saving throw. On a failure, they take 2d8 + your Intelligence modifier lightning damage and are pushed 15 feet away from you. On a success, they take half as much damage and are not moved. You may spend 9 additional chakra to use this as a reaction.


Lightning Beast Tracking Fang

Requirements: Chidori

Cost: 18 minimum, 26 maximum

Range: 60 feet

As an action, you gather lightning into your hand; launching it toward your target in the shape of a wolf. Make a ranged spell attack. On a hit, it takes 1d6 piercing and 4d8 + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 1d8 lightning damage for every 2 additional chakra points.


Lightning Cloak

Cost: 5 chakra

As a bonus action, you wrap your body in a layer of lightning which, instead of being used offensively, is used to electrically stimulate their nervous system. You gain the following:

  • Your movement speed increases by 15 feet.
  • You gain advantage on Dexterity saving throws.
  • You gain a +1 bonus to melee attack and damage rolls and AC.
  • You must spend 2 chakra at the end of each of your turns.


Kirin

Cost: 20 chakra to create the cloud, 10 chakra to create the lightning bolt

Range: 120 feet

Duration: 1 minute

As an action, you shape thunder clouds out of your chakra. As an action up to 1 minute afterward or if you are under a natural storm, you can summon a lightning bolt anywhere within range. 100 hit points of creatures or objects in a 1000 ft. line extending upward (as per spells like Sleep) are reduced to 0 hit points. If there is any damage remaining after this, all creatures in a 30-foot radius of the point must attempt the Constitution saving throw, taking 10d6 + your Intelligence modifier lightning damage, or half as much on a success. After this jutsu is used, the storm clouds dissipate.


Vanishing Rasengan

Requirements: Rasengan

Cost: 4+ Chakra

Range: 150 feet

You focus your chakra into a tiny spinning ball and add your lightning affinity to it, this causes the Rasengan to fade from sight and appear to have dissipated when thrown. This gives the Jutsu a special and unorthodox property.

As an action, you make a ranged spell attack that does not suffer from disadvantage at 5 feet. If the roll is higher than the target's passive perception, then you gain a bonus to the attack roll equal to half the amount of chakra spent casting this jutsu.

On a hit, the target takes 3d6 force damage and must roll a strength saving throw or be pushed back 10 feet away and knocked prone. You can increase the damage by 1d6 for every 2 additional chakra points spent.

Alternatively, you can throw the Vanishing Rasengan to track its target. In that mode, the Vanishing Rasengan has no limit in its range but travels at a speed of 40 feet and moves at the initiative count of 20. The Rasengan takes the fastest route to its target, but cannot move around obstacles.


*Vanishing Rasenshuriken*

Requirements: Rasenshuriken, Vanishing Rasengan

Cost: 28+ Chakra

Range: 120 feet

This altered Rasengan combines the principles of Rasenshuriken with the advantages of Vanishing Rasengan.

As an action, you make a ranged spell attack that does not suffer from disadvantage at 5 feet. If the roll is higher than the target's passive perception, then you gain a bonus to the attack roll equal to the amount of chakra spent.

On a hit, the target takes 15d6 + your Intelligence modifier Force damage from the impact of the Rasengan and 10d6 thunder damage from the following explosion. You can increase the damage by 1d6 for every 2 additional chakra points spent. Any creatures within 10 feet of the target must make a Constitution saving throw, taking 2d8 lightning damage and losing the ability to cast spells or jutsu on a failure. This effect can be cured by greater restoration. Creatures immune to lightning damage automatically succeed this saving throw, and creatures with resistance to lightning damage have advantage.


Purple Lightning

Cost: 14+ chakra

Range: 30 feet

As an action, you create a more stable, less risky variant of the Chidori. Make a ranged spell attack, or move this jutsu's range and make a melee spell attack. On a hit, it takes 5d6 + your Intelligence modifier lightning damage. You can deal an extra 1d6 lightning damage or increase its range by 5 ft. for every 2 additional chakra points.


Wave of Inspiration

Requirements: Water Style

Cost: 2+ chakra

Range: 15 ft. cone

As an action, you expel a wave of water and wrap it with lightning, making a ranged spell attack against every creature within reach. On a hit, a creature takes 1d4 bludgeoning damage and 1d4 lightning damage. You may increase the damage of both damage types by 1 for every additional chakra point spent, and may increase its range 5 ft. for every 2 additional chakra points spend separate from the damage increase.


Lightning Water Dragon Bullet

Requirements: Wave of Inspiration

Cost: 5 chakra

As a bonus action immediately before you cast Wave of Inspiration, you may shape it into a dragon, causing the lightning to enter the target's body through its teeth. On a hit, in addition to taking damage a creature must make a Strength saving throw. On a failure, the target is paralyzed until the end of their next turn.


Lightning Strike

Cost: 10 chakra

Range: 30 foot line

You shoot a bolt of lightning from your hands. Each creature within range must make a Constitution saving throw. On failure, they take 2d6 lightning damage, and they gain a -1 penalty to any rolls they add their Intelligence and Dexterity modifier to until the end of their next turn. On success, they take half damage.


Lightning Dragon Tornado

Cost: 15 chakra

Duration: Concentration, up to 1 minute

Range: 60 feet

As an action, you can form a dragon from your own lightning chakra. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to thunder 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 1d6 piercing damage
    • Claw deals 1d4 slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breathe.
  • 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 8d8 lightning damage on a successful hit.


Lariat

Cost: 10-30 chakra

You supercharge your muscles and move 15-45 feet in a straight line and slam your extended arm into their neck and upper chest. They must succeed a Dexterity saving throw. On a failure, they take 4d12 + your Strength or Dexterity modifier bludgeoning damage. You may increase this damage by 1d12 for every 5 additional chakra points spent to a maximum of 8d12.


Liger Bomb

Cost: 15 chakra

Requirements: Lightning Cloak

While you are Grappling a creature while in Lightning Cloak, you lift them into the air and slam them into the ground. Both you and the target become prone and they must attempt a Constitution saving throw. On a failure, they take 8d6 + your Strength or Dexterity modifier force damage. On a success, they take half as much damage.


Lightning Chakra Mode

Requirements: Lightning Cloak

Cost: 5 chakra

As a bonus action while Lightning Cloak is active, you push your lightning chakra to the limit. You gain the following:

  • Your movement speed increases by 15 feet.
  • You gain a +1 bonus to melee attack and damage rolls and AC.
  • You may spend 5 chakra on your turn to take an additional action.
  • You must spend 1 additional chakra at the end of each of your turns.


Heavy-Style Outburst

Cost: 10 chakra

Range: 15 feet

Requirements: Lightning Chakra Mode

As a bonus action while in Lightning Chakra Mode, you unleash a devastating thrust of your elbow with remarkable force. You move up to one target within this jutsu's range and if you can touch the target, the target must make a Strength saving throw. On a failure, the target is struck with a surge of lightning energy, taking twice your unarmed strike's damage as lightning damage and being pushed a number of feet equal to twice your unarmed strike damage (rounded down to the nearest 5-foot increment). If a creature or object is in the way of the knockback, the creature must succeed a Dexterity saving throw or collide with the target, causing both of them to take 1d6 bludgeoning damage per 5 feet left in the knockback.


Guillotine Drop

Cost: 10-18 chakra

Requirements: Lightning Chakra Mode

As an action, or reaction for 8 additional chakra, while in Lightning Chakra Mode and a creature is unwilling moved at least 20 feet high into the air, With calculated precision, you swiftly propel yourself, leaping up to 40 feet high, to soar above the target. Engaging the momentum of your fall, you unleash a formidable heel kick. You must make an unarmed strike, on a hit the creature takes your unarmed strike damage as lightning damage and comes back to the ground, forced to attempt a Constitution saving throw, and taking a d10 per 10 feet high you were as fall damage and gaining the spasmic condition until the end of their turn on a failure, or taking half as much damage on a success.


Lightning Oppression Horizontal

Cost: 20 chakra

Requirements: Lightning Chakra Mode

As an action, while in their Lightning Chakra Mode, you enhance your speed and strength into a single chop at the target's neck. Make an unarmed strike. On a hit, they take your unarmed strike's damage. If you succeed by 10 or more, or if you make a critical hit, they take this attack's maximum damage, the damage is doubled. These effects do not stack with the effects of a critical hit. If the target is reduced to or below 0 hit points by this jutsu, they must attempt a Constitution saving throw. On a failure, their spine is snapped, causing them to become paralyzed until healed by greater restoration or a similar effect.


Jigokuzuki

Cost: 5+ chakra

Requirements: Lightning Chakra Mode

This technique has been compared to the Chidori in that the user cloaks their hand in lightning and thrusts it into a creature. Unlike the Chidori, however, it puts a strain on the body, rather than the mind, and can be used with a varying number of fingers. As a spell attack, you deal 5d6 + your Constitution modifier lightning damage. You may spend 2 additional chakra to deal an additional 1d6 damage. You may decrease damage by 1d6 to add 1d4 to your attack roll. After using this, the user takes 10 lightning damage.


Lightning Blade Jutsu: Thunderbolt

Cost: 4 Chakra

Range: 10 foot radius

Requirements: Kiba

Jutsu Type: Bukijutsu

Holding both Kiba blades weapons above your head, you create a shockwave of lightning in your immediate vicinity. All creatures within range must attempt a Constitution saving throw, taking 2d4 lightning damage and being pushed outside of this jutsu's range on a failure, or taking half as much damage on a success.


Thunder Gate

Cost: 20+ chakra

Range: 20 foot square

Requirements: Kiba

As an action, you inject an absurd amount of lightning style chakra into the ground that flashes into the sky before raining down around you. At the beginning of your next turn if you are not incapacitated, roll 2d20 five times. The first d20 represents how many 5 foot cubic spaces to the right of the bottom left corner from your point of view of this jutsu's range a lightning bolt lands, and the second represents how many spaces up it lands. Every creature within a space a lightning bolt lands must attempt a Constitution saving throw, taking 2d6 + your Intelligence modifier lightning damage, or half as much on a success. You may dictate the roll of 1d20 that was rolled to determine a lightning bolt's position for every 2 additional chakra points spent.


Depth Charge

Cost: 10 Chakra

As a reaction to being hit with a melee attack, you channel lightning chakra harmlessly through your body and into the attacker's. They must attempt a Constitution saving throw, being thrown 20 feet from you and taking 2d8 lightning damage on a failure, or moving half as far and taking half as much damage on a success.


Shocking Soak

Cost: 5 chakra

Jutsu Type: Bukijutsu

When you make a weapon attack, you instead plunge your weapon directly into the ground near the target. On a hit, they take no damage, but become paralyzed until the end of your turn.


Snake Lightning

Cost: 10 chakra

Range: 40 foot line

As an action, you create a twisting current of electricity. All creatures in range must make a Dexterity saving throw, taking 5d6 + your Intelligence modifier lightning damage on a failure, or taking half as much damage on a success. This jutsu ignores cover.


False Darkness

Requirements: Snake Lightning

Cost: 8+ chakra

Range: 40 foot line

As an action, you spit spears of lightning. All creatures in range must make a Dexterity saving throw, taking 3d6 + your Intelligence modifier lightning damage on a failure. This jutsu ignores cover. You may create an additional line that does not overlap for every 4 additional chakra points spent.


*Kagutsuchi: Onyx Chidori Lament*

Requirements: Amaterasu, Chidori, Susano'o, Heaven's Curse

Cost: 16+ chakra

Range: 15 feet

As an action, you focus all of your visual prowess into a single Chidori. You rush to the target, attempting to shove your hand into the target’s chest. If you do not have truesight or chakra sense, any attacks of opportunity made against you during this movement have advantage, otherwise, they have disadvantage. Make a melee spell attack. On a hit, it takes 1d10 piercing damage, 4d10 + your Intelligence modifier lightning damage, and 1d10 + your Intelligence modifier fire damage; and they take 2d10 + your Intelligence modifier fire damage at the beginning of each of their turns. You can expend additional chakra to deal an extra 1d10 lightning damage for every additional chakra point. This jutsu ignores immunity, resistance, and vulnerability.


*Raijū Art*

Cost: 10 chakra

Duration: 1 minute

You imbue your body with a unique type of golden lightning chakra. You become immune to lightning damage. When you would take lightning damage, you instead regain a number of chakra points equal to 1/4 of the damage dealt, rounded down. This effect does not happen on lightning damage with an effect that negates immunity, such as an Onyx Chidori.


*Negative Emotion Raijū Mode*

Requirements: Raijū Art

Cost: 10 chakra

Duration: Until Raijū Art ends

As a bonus action while Raijū Art is active, you may imbue your body with raijū lightning chakra which is then passively focused through your majorly negative emotions, granting you a golden aura. This can not be used with Positive Emotion Raijū Mode. While in this form, you gain the following:

  • Your unarmed strikes deal lightning damage.
  • Your movement speed increases by 15 feet.
  • You may add your proficiency bonus an additional time to one saving throw of your choice per round.
  • You may add a +2 to all Lightning jutsu attack rolls, damage and saving throws.


*Positive Emotion Raijū Mode*

Requirements: Raijū Art

Cost: 10 chakra

Duration: Until Raijū Art ends

As a bonus action while Raijū Art is active, you may imbue your body with raijū lightning chakra which is then passively focused through your majorly positive emotions, granting you a calm blue aura. When you cast this jutsu, or as an action or bonus action while this jutsu is active, you can convert your body into lighting. While in this form you gain the following:

  • You cannot use jutsu or spells in this form.
  • You gain a +2 to your ac and regain 2 chakra at the end of each of your turns while this is active.
  • Your unarmed strikes deal lightning damage and deal an additional d4 of Thunder damage.
  • You can squeeze through any sized opening, and your movement speed increases by 25 feet.


*Lightning Style: Yata Wall*

Cost: 35 Chakra

As a reaction when you are targeted by a jutsu or spell that deals damage, you slam your palm into the ground, erect a wall of lightning with a red stone in its center. The jutsu or spell has no effect, and you cast the jutsu or spell in the direction of the caster using your own spell save DC or spell attack bonus and it deals lighting damage.


*Railgun*

Cost: 4-12 Chakra

Jutsu Type: Bukijutsu

As part of one thrown weapon attack with a metal attack, you channel electromagnetic force behind your weapon. Its damage is increased by 1d6 and its range is increased by 15 feet. You may add an additional 1d6 damage and increase its range by 15 feet for every 2 additional chakra. At 8 chakra, the attack has advantage. At 12 chakra, you may make the attack deal half damage to become an automatic hit.


*Art of Lightning*

Cost: 15 Chakra

Duration: 1 minute

You gain advantage on Dexterity and Constitution saving throws and attack rolls. If your lower roll would miss, you take 2d6 lightning damage. Additionally, when you cast a lightning-style jutsu, you do not need to weave hand signs.


Back to Main Page5e HomebrewClassesNaruto: Shinobi (5e Class)

Home of user-generated,
homebrew pages!


Advertisements: