Path of the Beast (Shinobi World Supplement)

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Path of the Beast[edit]

Those who walk the path of the beast heifer a difficult life; the full power of a Tailed Beast sealed within their chakra network. These shinobi draw their power from the incredibly powerful creatures contained inside them. A Jinchūriki can have more than one Bijūū (contained beast), causing them to become more powerful and at risk for an escape.


Design Note: You may benefit from any Tailed Beast form (excluding Tailed Beast Mode) a number of times equal to the number of Tailed Beasts sealed inside you, regaining all uses at the end of a long rest.

Additionally, you can not benefit from a Tailed Beast form and any other form from this class, not including an active dojutsu, unless it activates automatically or is stated otherwise (i.e. Sage Mode, Cursed Mark, Tenseigan Chakra Mode, Susano'o, Kama Extraction, Spiritual Fusion, Eight-Headed Hydra, the Gates, etc.)

Hidden Chakra[edit]

At 3rd level, when you have less than half your chakra, you can use an action to regain a number of special chakra equal to your level. These special "red" chakra are counted separately from your normal chakra. You can use all these chakra on one Jutsu or spread them across multiple, but you can not spend these points and your own normal chakra points on the same jutsu. This chakra can extend above your chakra point maximum, and is lost at the end of a short rest. You may use this a number of times equal to the number of Tailed Beasts sealed inside you, regaining all uses at the end of a long rest.

If your own chakra is less than your red chakra in your base state and you have not befriended or beaten your Bijūū in combat, you must attempt a DC 14 Wisdom saving throw at the end of each of your turns. On a failure, you are forced into Initial Release and are controlled by your Bijūū. This ends if you become unconscious, or if your Bijūū chooses to do so willingly.

If you have defeated or befriended your Bijūū, you must attempt a DC 12 Constitution saving throw at the end of each of your turns instead, gaining 1 level of exhaustion on a failure.

Initial Release[edit]

At 7th level, as bonus action, you access a fraction of the power within to activate the Bijūū Cloak's Initial Release. Entering into this state reveals you as a Jinchūriki to anyone that can see you and anyone who can detect magic or see chakra may make an Insight check. The DC equals the Jinchūriki's Wisdom score to detect what creature they contain. While in this state, your appearance becomes feral as you are covered in a bubbly, orange chakra cloak and you gain the following benefits:

  • All Jutsu you know are reduced in chakra costs by 1, except for Jutsu that only cost 1 chakra.
  • Your movement speeds are increased by 10 feet.
  • At the start of your turn, you regain a number of hit points equal to your Constitution modifier.
  • You have advantage on Strength and Dexterity checks and saving throws.
  • This state ends if you choose to do so as an action, or if you are knocked unconscious.

You lose 2 chakra and gain 2 red chakra at the end of each of your turns, you may not go below 0 chakra when losing chakra in this way. If your own chakra is less than your red chakra in this state and you have not befriended or beaten your Bijūū in combat, you must attempt a DC 16 Wisdom saving throw at the end of each of your turns. On a failure, you are forced into Tailed Release and are controlled by your Bijūū. This ends if you become unconcious, or if your Bijūū chooses to do so willingly.

If you have defeated or befriended your Bijūū, you must attempt a DC 14 Constitution saving throw at the end of each of your turns, gaining 1 level of exhaustion on a failure.

Tailed Release[edit]

At 10th level, while in Initial Release, as an action, you access a greater portion of the power to activate the Bijuu Cloak's Tailed Release. While in this state, your appearance shifts from feral to almost beast-like, and your chakra cloak becomes a solid red barrier that takes the shape of the tailed beast, becoming more defined and solid as the form stays active. They gain the following benefits in addition to the benefits of your Initial Release:

  • Your unarmed strikes deal an additional 1d4 damage. This damage’s type is determined by their Bijūū (at the DM’s discretion).
  • Your movement speeds increase by an additional 5 x your Dexterity modifier feet.
  • At the start of your turn, the amount of hit points you regain is equal to twice your Constitution modifier.
  • You can activate Hidden Chakra as a bonus action, and you can use red chakra in tandem with your own.

You lose 4 chakra and gain 4 red chakra at the end of each of your turns, you may not go below 0 chakra when losing chakra in this way. If your own chakra is less than your red chakra in this state and you have not befriended or beaten your Bijūū in combat, you must attempt a DC 18 Wisdom saving throw at the end of each of your turns. On a failure, you are forced into Tailed Beast Mode and are controlled by your Bijūū. This ends if you become unconscious, or if your Bijūū chooses to do so willingly.

If you have defeated or befriended your Bijūū, you must attempt a DC 16 Constitution saving throw at the end of each of your turns, gaining 1 level of exhaustion on a failure.

Tailed Beast Mode[edit]

At 15th level, as a full turn action, you can transform into your Bijuu or back into your normal form. You have the same percentage of your hit points remaining going into and out of Tailed Beast Mode. If you are reduced to 0 hit points, you return to your normal form at 0 hit points. You keep your features, chakra points, and chakra point maximum while in this form.

You lose 6 chakra and gain 6 red chakra at the end of each of your turns, you may not go below 0 chakra when losing chakra in this way. If your own chakra is less than your red chakra in this state and you have not befriended or beaten your Bijūū in combat, you must attempt a DC 20 Wisdom saving throw at the end of each of your turns. On a failure, you are controlled by your Bijūū. If you spend more than 5 rounds (30 seconds) while controlled by your Bijūū, you are killed instantly, and your Tailed Beast is released on the same plane of existence you died in. This ends if you become unconcious, or if your Bijūū chooses to do so willingly.

If you have defeated or befriended your Bijūū, you must attempt a DC 18 Constitution saving throw at the end of each of your turns, gaining 1 level of exhaustion on a failure.

Alternate Feature: Bijūū Chakra Mode[edit]

At 15th level, as an action, you access to the Tailed Beast’s ultimate Release. You may only use this feature if you have defeated or befriended your Bijūū. You can enter and leave any form of the Bijuu Cloak at will as a bonus action. You may enter this form as an action, during which you gain the benefits of Initial Release and Tailed Release, in addition to the following:

  • You gain a damage reduction of 5.
  • You may gift a creature you can touch an amount of chakra or red chakra equal to your Constitution modifier as a bonus action.
  • You shed bright light for 10 feet and dim light for another 10 feet.
  • You gain 1 additional use of Hidden Chakra. This is only granted on your first use of this feature, regaining this use at the end of a long rest.
  • You may create a number of hands up to the most tails your Tailed Beast has for an equal number of chakra points that last until the end of this feature.

You lose 6 chakra and gain 6 red chakra at the end of each of your turns, you may not go below 0 chakra when losing chakra in this way. If your own chakra is less than your red chakra in this state, you must attempt a DC 18 Constitution saving throw at the end of each of your turns, gaining 1 level of exhaustion on a failure.

Tailed Beast Avatar[edit]

At 20th level, you fully master your tailed beast’s power. You gain the 15th level feature you did not take, and you may choose what of your Bijuu's features you benefit from while in Tailed Beast Mode. You may benefit from any Release and any other forms from this class or Tailed Beast Mode at the same time, and you lose half as many chakra points to maintain each release state. While in any transformation granted by this path, you also gain the following Jutsu:

Tailed Beast Ball

Cost: 20 chakra

Range: 10 ft. wide, 60 ft. line

As an action, you gather a huge amount of chakra into your mouth or hand that ruptures into a blast of light. Each creature in the area must make a Dexterity saving throw, taking 10d10 force damage, being pushed to the edge of the area, and knocked prone on a failure. On a success, they take half as much damage. This Jutsu ignores evasion.

Tailed Beast Mastery[edit]

At 23rd level, you may combine a Tailed Beast Ball into almost any jutsu. When you use a jutsu that deals damage, you may add Tailed Beast Ball's range, damage, or half of both for 15 additional chakra. Additionally, you may benefit from any Release, Tailed Beast Mode, and other form from this class at the same time.

Baryon Mode[edit]

At 27th level, your Bijuu trusts you enough to allow you to use their most forbidden technique. As an action, you may fuse you and your Tailed Beast's chakra in a fashion more akin to nuclear fusion that a traditional cloak form. While in Baryon Mode, you gain the following in addition to Bijūū Chakra Mode, which can not be used in addition to Tailed Beast Mode:

  • You gain an additional damage reduction of 5 (10 total).
  • You must add your Tailed Beast(s)'s and your hit points and chakra points to your hit points. (i.e. if your Tailed Beast is Shukaku and you have 493 hit points and 20 chakra (Shukaku has 80), you would have 1000 hit points when you start Baryon Mode).
  • At the start of each of your turns, your current and maximum hit points are decreased by 20 hit points.
  • Any jutsu you use spends hit points instead of chakra points.
  • You shed bright light for 10 feet and dim light for another 10 feet (20 ft. total).
  • You have an additional number of hands up to the most tails your Tailed Beast has. (Minimum 1)
  • Your unarmed strikes deal an additional 1d4 force damage.
  • At the end of each of your turns, you may choose 1 creature who you have damaged with an unarmed strike on the same turn. That creature automatically loses 20 maximum and current hit points.
  • This feature ends when you become unconscious.
  • When your hit points are reduced to 0, you are stable, but you lose access to all Path of the Beast features as your Tailed Beast dies.

True Baryon[edit]

At 29th level, through infinitely careful, metered practice and brainstorming, you have mastered even the forbidden Baryon Mode. You may end Baryon Mode as an action if you succeed a DC 20 Constitution saving throw, and you may use this feature in addition to Tailed Beast Mode. When Baryon Mode ends, your remaining hit points are halved. You and your Tailed Beast gain an equal percentage of their maximum chakra and hit points, rounded down (i.e. using the Shukaku example earler, if you have 500 hit points when you end Baryon Mode, you would have 5 chakra and 123 hit points, and Shukaku would have 20 chakra and 101 hit points).

Jinchūriki Creation[edit]

If you later have a Tailed Beast sealed inside you through a Jinchuriki Seal after taking a different class or subclass, you can only gain features up to Tailed Release, and you must be two levels higher than the listed requirement.

If the creature you are the jinchuriki of has a CR of 16 or lower, you must take Tailed Beast Mode as this path's 15th level feature, and can not gain features from this path past Tailed Beast Mode, but you still gain Tailed Beast Ball at 20th level.

A jinchūriki’s Tailed Beast can be removed from their body if Jinchuriki Seal is cast on them. If this happens, the jinchuriki must make a Dexterity saving throw. If they are also affected by a Jinchuriki Seal modifier, they have advantage on this saving throw. On a failure, their Tailed Beast is removed, and they must succeed a DC 20 Constitution saving throw or be killed instantly. This DC is decreased by 2 if the beast is allied with you. 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 the Beast Unique Jutsu[edit]

Tailed Beast Leg Clone

Requirements: Initial Release and Shadow Clone

Cost: 4 red chakra

When you create a shadow clone, you imbue it with a physical part of your Tailed Beast's body. The clone can not enter any of this subclass's forms. If the clone drops to 0 hit points, it becomes unconcious instead of dying. If it spends longer than 1 hour unconcious, or if its chakra points are dropped to 0, it dies instantly.


Tailed Beast Chakra Arms

Requirements: Initial Release

Cost: 1+ chakra

As a bonus action while Initial Release, Tailed Release, Bijuu Chakra Mode, or Baryon Mode is active, you extend your chakra shroud past your hand, creating even more bestial appendages. Your reach increases by 5 ft. until the end of your turn. You may increase this reach by an additional 5 ft. for every 3 additional chakra spent.


Bijuu Arm Strike

Requirements: Bijuu Chakra Mode

Cost: 12 chakra

Range: Touch

As an action, you gather your beast's chakra in one hand, creating a blast of chakra that you then force into the target's network. Make an unarmed strike against one creature within range. On a hit, they lose the effects of any genjutsu, and you may chose to deal up to twice your maximum unarmed strike damage roll.


Bijuu Hug

Requirements: Tailed Beast Mode or a Jinchuriki Feat

Cost: 10 Chakra

Range: 30 feet

Duration: 1 minute

As an action, you manifest a small portion of your bijuu's tails, wrapping them around one creature within range. The target must attempt a Strength saving throw. On a failure, they take 1d4 bludgeoning damage and become restrained. On a success, they take half as much damage. They may retry this saving throw at each of their turns, ending this effect on a success.


Exploding Tailed Beast Ball

Requirements: Tailed Beast Ball

Cost: 20 chakra

Range: 30/60 ft.

As an action, you fire a tailed beast ball that keeps its form before exploding. Each creature in a 20 ft. radius area must make a Dexterity saving throw, taking 10d10 force damage, being pushed to the edge of the area, and knocked prone on a failure. On a success, they take half as much damage. If this jutsu targets anywhere within its long range, creatures have advantage on its saving throw. This Jutsu ignores Evasion.


Super Mini-Tailed Beast Ball

Requirements: Tailed Beast Ball

Cost: 20 chakra

Range: Touch

As an action, you grind a tailed beast ball into your target. One creature must make a Dexterity saving throw, taking 10d12 force damage, being pushed 20 ft. away from you, and knocked prone on a failure. On a success, they take half as much damage. This Jutsu ignores Evasion.


Continuous Tailed Beast Ball

Requirements: Tailed Beast Ball

Cost: 5 chakra

Range: Touch

When you cast Tailed Beast Ball or any jutsu that requires it, you rapidly gather your chakra and fire it as soon as it's ready. The jutsu is cast as a bonus action instead of as an action, but it does not ignore Evasion.


Magnet Style Juinjutsu Amplification

Requirements: Shukaku’s Jinchuriki

Cost: 3 chakra

When you cast a jutsu that deals damage, you cover it with Shukaku's black markings. All of its damage can be converted into magical bludgeoning damage (your choice). Additionally, if the target fails this jutsu's saving throw, they become restrained for 5 minutes. They may retry this saving throw at the end of each of their turns, no longer being restrained on a success. If the jutsu did not have a saving throw, the target must attempt a Constitution saving throw after they take damage.


Drilling Air Bullet

Requirements: Shukaku’s Jinchuriki

Cost: 15 chakra

Range: 60 x 25 foot line

As an action, you take in a deep breath and forcefully exhale. Each creature in the area must make a Constitution saving throw. On a failure, the creatures take 6d8 thunder damage and are pushed 40 ft away. If it collides with a creature or object, both take an additional 1d8 bludgeoning. Half as much on a success.


Blue Fire Amplification

Requirements: Matatabi's Jinchuriki

Cost: 10 chakra

Duration: 1 minute

When you cast a jutsu that deals damage, Matatabi's blue flames engulf it in a violent tornado. All of its damage may be converted into fire damage. Additionally, if the target fails this jutsu's saving throw, they take 2d10 + your Intelligence modifier fire damage, and at the start of its turn it takes 1d10 + your Intelligence modifier fire damage. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. If this jutsu did not incur a saving throw, the target must make a Constitution saving throw after they take this jutsu's initial damage. This jutsu can only affect one creature at a time.


Mouse Hairball

Requirements: Matatabi’s Jinchuriki

Cost: 2 chakra

Range: 120 feet

As an action, you fire a mouse-shaped fireball that splits into multiple smaller fireballs, that in turn split into even more, causing damage to be inevitable but inconsequential. Two creatures within range takes 1d4 + 1 fire damage. You may use this jutsu up to 3 times on a single action.


Deep-Sea Amplification

Requirements: Isobu’s Jinchuriki

Cost: 5 chakra

When you cast a jutsu that deals damage, it becomes as crushing as Isobu's watery depths. All of its damage can be converted into cold damage (your choice). Additionally, if the target fails jutsu's this saving throw, they stunned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. If the jutsu did not have a saving throw, the target must attempt a Constitution saving throw after they take damage.


Coral Rising Ripples

Requirements: Isobu’s Jinchuriki

Cost: 3+ chakra

Range: 30 ft. line + the weapon's reach

Jutsu Type: Bukijutsu

As an action, you slam your weapon into the ground, causing rows of coral to spike out of the ground. Make an attack roll against every creature within range. On a hit, they take the weapon's damage and their movement speed is decreased by 5 feet until the end of their next turn. You may decrease their movement speed by an additional 5 feet for every 3 additional chakra points spent.


Lava Style Amplification

Requirements: Son Gokū’s Jinchuriki

Cost: 3 chakra

When you cast a jutsu that deals damage, its form becomes Son Gokū's raging lava. The jutsu decreases the target's maximum hit points by the amount of damage they would have taken.


Monkey Flame Arson

Requirements: Son Gokū’s Jinchuriki

Cost: 15 chakra

Range: 60 x 25 foot line

As an action, you release a stream of green fire from your mouth. Every creature within range must succeed a Dexterity saving throw, taking 6d10 fire damage on a failure and are knocked prone. On a success, they take half as much and are not knocked prone.


Vapor Style Amplification

Requirements: Kokuō’s Jinchuriki

Cost: 5 chakra

When you cast a jutsu that deals damage, torrents of Kokuo's burning steam rage throughout it. All of its damage can be converted into fire damage (your choice). Additionally, if the target fails jutsu's this saving throw, they take an additional 4d4 damage from all sources for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. If the jutsu did not have a saving throw, the target must attempt a Constitution saving throw after they take damage.


Five-Mountain Jump

Requirements: Kokuō’s Jinchuriki

Cost: 5+ chakra

Range: 5 foot radius

As an action, you temporarily manifest the weight of your beast's powerful hooves. Each creature within range must attempt a Constitution saving throw. On a failure, they take 2d6 force damage and be pushed to the edge of this jutsu’s range. On a success, they take half as much damage and are moved half as far (rounded down). You can add an additional 1d6 damage and 5 feet to the affected radius and the distance the target is pushed for every additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage.


Bubble Amplification

Requirements: Saiken’s Jinchuriki

Cost: 3 chakra

When you cast a jutsu that deals damage, Saiken's acidic bubbles seek your target. All of its damage can be converted into acid damage (your choice). Additionally, if the target fails this jutsu's saving throw, they gain a -2 penalty to their AC for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. If the jutsu did not have a saving throw, the target must attempt a Constitution saving throw after they take damage.


Wisdom Wolf Decay

Requirements: Saiken’s Jinchuriki

Cost: 20 chakra

Range: 60 foot radius

Duration: 1 minute

You exhale a coarse, brown cloud of particles. Every creature within range must succeed a Wisdom saving throw. On a failure, they take 2d6 acid damage. Creatures must retry this saving throw every time they end their turn within range. The cloud can be blown away with a sufficiently powerful wind.


Insect Amplification

Requirements: Chōmei’s Jinchuriki

Cost: 3 chakra

When you cast a jutsu that deals damage, its form is filled with Chōmei's insect-like chakra. All of its damage can be converted into poison damage (your choice). Additionally, if the target fails the jutsu's saving throw, they become poisoned 1 minute and lose the ability to cast spells or jutsu. This effect can be cured by greater restoration. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. If the jutsu did not have a saving throw, the target must attempt a Constitution saving throw after they take damage.


Scale Powder

Requirements: Chōmei’s Jinchuriki

Range: 60 feet

Cost: 4 chakra

All creatures within 60 feet must succeed a Wisdom saving throw. On a failure, they are blind until the beginning of your next turn.


Ink Amplification

Requirements: Gyūki’s Jinchuriki

Cost: 5 chakra

When you cast a jutsu that deals damage, its form becomes as black as Gyūki's ink. All of its damage can be converted into thunder damage (your choice). Additionally, if the target fails jutsu's this saving throw, they become blinded 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. If the jutsu did not have a saving throw, the target must attempt a Constitution saving throw after they take damage.


Sealing Technique: Octopus Hold

Requirements: Gyūki’s Jinchuriki, Shadow Clone

Cost: 1 chakra

Duration: 1 minute (concentration)

When you create a shadow clone, you may imbue it with Gyūki’s ink. When it is destroyed by any means other than being dispelled, the closest creature to the clone must attempt a Strength saving throw. On a failure, they are restrained. They may retry this saving throw at the end of each of their turns, ending this effect on a success. This also causes you to not regain the base chakra spent to create the clone.


Vermillion Jutsu

Requirements: Kurama’s Jinchuriki

Cost: 10 chakra

When you cast a jutsu that deals damage, you supercharge it with the immense chakra of the strongest tailed beast. All of its damage dice becomes d10's and the jutsu ignores immunity, resistance, and vulnerability.


Nine-Tails Beam

Requirements: Kurama’s Jinchuriki

Cost: 4 Chakra

Range: 60 ft. line

As an action, while in any tailed beast form gained after Initial Release, you release a beam of chakra from one of your hands. Every creature within range must attempt Dexterity saving throw, taking 2d6 force damage on a failure, or half as much on a success. You may use this jutsu a number of times equal to the number of hands you have on a single action.


God Tree Creation

Requirements: Ten-Tails' Jinchuriki

Cost: 100 chakra

As an action, you expel out the true physical form of the Ten-Tails, the almighty God Tree. Each Ten-Tails may only create one God Tree at a time, even if it changes Jinchuriki. The God Tree counts as a permanently unconcious Ten-Tails with 0 chakra points and the inability to regain chakra points by any means outside of this jutsu, and is 100 feet tall. When a creature dies within 100 feet of the God Tree, the tree regains 1 chakra point.


God: Nativity of a World of Trees

Requirements: Ten-Tails' Jinchuriki, God Tree Creation

Cost: 100 chakra

As an action while touching the God Tree, you release a massive sheet of absorbing Wood Style chakra, wrapping itself around your targets autonomously. For any creatures that are unconscious or paralyzed by any of your jutsu, you no longer need to concentrate to keep them under its effects, they no longer need to eat, drink, sleep, or breath, and your chakra point maximum increases by a number of points equal to the number of creatures effected by this jutsu. These creatures count as dead for the sake of the God Tree


*Life Rent Deliberation*

As a bonus action, you enter your inner world and demand your Tailed Beast grant you additional chakra. Make a DC 15 Charisma (Persuasion) check. On a success, you gain 1 additional use of Hidden Chakra.if you fail, you gain 1 level of exhaustion. If you have befriended your Bijūū they may have advantage on the roll.


*Jinchuriki Regeneration*

Cost: 1+ chakra

At will once per round, you course chakra through your body, allowing your tailed beast to weave it through your wounds to heal them. You regain a number of hit points equal to the number of chakra points spent to a maximum equal to your Constitution modifier.


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