Path of Permanence (Shinobi World Supplement)

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Path of Permanence[edit]

In very rare cases, a lost loved one can live on, possessing an amount of innately controllable material. When you gain this path, you gain affinity in one nature you already know. The following features take the form of the chakra nature you gain affinity with through this path. (a jug of sand for earth and magnet, lightning in your veins for lightning and storm, etc). In a situation that your material is destroyed, a sufficient amount can be regained at the end of a long rest.

Bound Element[edit]

At 3rd level, when you deal damage with a Jutsu of the same nature as your material, you may deal additional damage equal to your unarmed strike damage to the same target as a bonus action. Additionally, you can halve a Jutsu with the same nature’s cost (minimum 1 chakra) or double its cost and range by infusing some of your element into it, but you must reclaim it as an action to do so again.

Elemental Armor[edit]

At 7th level, you form a permanent layer of defense. As a reaction right before taking damage or as a bonus action, you gain 5 temporary hit points for every 1 chakra point spent, to a maximum of 10 chakra, which lasts through short and long rests. While your element is reclaimed, your unarmed strikes may have +5 feet of reach and deal your element's damage.

Alternate Feature: Elemental Infusion[edit]

At 7th level, while your element is reclaimed, you gain a +1 bonus to your AC, attack and damage rolls with your unarmed strikes and jutsu from your element's nature, and a +15 feet bonus to your movement speed in the form of your element.

Elemental Shield[edit]

At 10th level, your element automatically protects you. As a reaction immediately before taking damage or being forced to roll a saving throw, you roll a d20. On a 17 or higher, you gain +5 bonus to your AC and Strength, Dexterity, and Constitution saving throws until the beginning of your next turn, potentially causing the attack to fail, or for you to succeed the saving throw. On a 16 or lower, you regain your reaction. This can be used once, regaining use at the beginning of your next turn.

Elemental Coffin[edit]

At 15th level, when a creature becomes restrained or prone due to a jutsu of the same nature as your material, you may cause them to become paralyzed instead for 5 chakra as your element takes hold. Doing so spends your element, reclaiming ends this effect. This lasts until the end of your next turn, on the case that the jutsu had a longer duration you may spend 3 more chakra each turn to extend this effect to the end of your next turn, up to the jutsu's duration. They must attempt a Strength saving throw at the end of each turn to end this early if the jutsu did not already include a saving throw.

As a bonus action while this is active, you can crush the target, causing them to attempt a Constitution saving throw, taking 3d10 of your material's nature's primary damage type on a failure or half as much on a success. Creature’s within 5 ft. of the creature may attempt a Strength saving throw as an action, ending this effect early on a success.

Alternate Feature: Elemental Augmentation[edit]

At 15th level, while your element is reclaimed, you gain an extra +2 bonus to your AC, attack and damage rolls with your unarmed strikes and jutsu from your element's nature, and a +15 feet bonus to your movement speed in the form of your element.

Alternate Feature: Elemental Barrier[edit]

At 15th level, while your element is reclaimed, elemental shield activates on a 12 or higher and you may spend a bonus action on your turn to give yourself advantage on the d20 to activate it, additionally, while your element is reclaimed Elemental Armor costs half as much chakra to use (minimum of 0).

Dual Element[edit]

At 20th level, you gain 1 additional chakra nature or a Kekkei Genkai with the original nature as a component and it is subject to this subclass's features.

Alternate Feature: Spiritual Fusion[edit]

At 20th level, you are able to manifest your dormant spirit back into the physical world. As an action for 10 chakra or 2 points of exhaustion, you gain a fly speed equal to half your movement speed, reclaiming requires a free action and one shadow clone made of your element with half your maximum hit points and chakra appears anywhere within 15 feet for 1 minute. You can have no more than one shadow clone from this feature, and any chakra absorbed from it disappears once it dissipates.

Soul Containment[edit]

If you later have a creature that is not a Tailed Beast sealed inside you using the Jinchuriki Seal after taking a different class or subclass, you can only gain features up to Elemental Shield, and you must be two levels higher than the listed requirement.

A vessel's second soul can be removed from their body using the Jinchuriki Seal. If this happens, you must make a DC 18 Constitution saving throw or be killed instantly. If you succeed, you are reduced to 0 hit points, but stable, and you are paralyzed for 1d12 days, after which you can no longer have access to your subclass features.

Path of Permanence Unique Jutsu[edit]

Ultimate Defense: Shield of Permanence

Cost: 5+ chakra

Range: 30 ft.

As an action, your element shapes into a statue of the soul inside you in one place within range. This statue occupies a 5 ft. cubic area, provides total cover, and has 100 hit points. For every 3 additional chakra spent, you may increase its hit points by 50 and the area it occupies by 5 feet. You may spend 10 additional chakra apart from this to cast this jutsu as a reaction. Using this jutsu expends your element, and reclaiming your element instantly destroys the statue.


Ultimate Attack: Spear of Permanence

Cost: 5+ chakra

As an action, your element shapes itself into an unparalleled spear in one of your hands. It has the reach property, counts as an unarmed strike for the sake of any feature from this class, and you may add your unarmed damage die to it. You must spend 1 chakra at the end of each of your turns to maintain this effect. You may increase its reach by 5 ft. for every 3 additional chakra spent, increasing this jutsu's maintenance cost by 1 every other time this is done. You may spend 10 additional chakra apart from this to cause it to ignore resistances and immunities, increasing this justu's maintenance cost by 3. Using this jutsu expends your element, and reclaiming your element instantly destroys the spear.


Grudge Permanence Cloud

Cost: 1+ chakra

As a bonus action, you create an additional hand out of your element. You may grant this hand an additional 5 ft. of reach for every 2 additional chakra spent. You must spend 1 chakra per hand at the end of each of your turns to maintain this effect.


Elemental Hand

Cost: 5 chakra

Range: 90 feet

As an action, your element shapes itself into powerful hands. The target must make a Dexterity saving throw. On a failure, the target takes 1d8 + your Intelligence modifier bludgeoning damage and is restrained. On a success, they take half as much damage. While restrained in this way it has total cover. The hand has 30 hit points. The creature can also escape by making a Strength saving throw as an action.



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