Path of the Cursed (Shinobi World Supplement)
Path of the Cursed[edit]
Originally used by a long-dead clan, the Cursed Mark allows one's body to channel natural energy similar to the Path of the Sage. However, whereas Sage Mode requires meditation to gain a raw physical buff, the Cursed Mark sets a tap of sorts, continuously channeling natural energy to varying degrees.
Cursed Mark[edit]
At 3rd level, you must choose at least one of the following. When the listed condition is met, you must attempt a DC 15 Wisdom saving throw. On a failure, Cursed Mark activates automatically, consuming your next turn's bonus action if it is not your turn. This does not grant use if you have no uses remaining. When workshopping your own Cursed Mark activation, ensure that it's something that can happen regularly, but not every round.
- You are reduced to half your maximum hit points.
- You are reduced to half your maximum chakra points.
- You gain at least 1 level of exhaustion.
- A friendly creature you can see is reduced to 0 hit points.
- A hostile creature you can see is reduced to 0 hit points.
When your Cursed Mark activates, black runes spread across your body from your mark. While Cursed Mark is active, you are subject to the following:
- Your maximum hit points are decreased by 1d4+1 at the end of each of your turns, and you gain an equal number of "black" chakra. Black chakra can exceed your maximum chakra, and is lost at the end of a long rest. You can spend black chakra as if it were normal chakra, but if you choose to do so you must spend an equal number of normal and black chakra. Your hit point maximum returns to normal at the end of a long rest.
- One ability score of your choice increases by 2, to a maximum of 24. This ability can not be changed.
In order to end this feature, you must succeed a DC 15 Charisma or Wisdom saving throw as an action.
If your own chakra is less than your black chakra, you must attempt a DC 15 Charisma or Wisdom saving throw at the end of each of your turns. On a failure, you become berserk until the end of your next turn.
Alternate Feature: Gozu Tennō[edit]
At 3rd level, rather than being connected to natural energy, your cursed mark connects you to what many supernatural creatures consider the underworld. When you steal a creature's chakra, your tattoo gains half as many black chakra points. Your tattoo may store a number of black chakra up to your level. When any of this class's features would cause you to lose maximum hit points, you may instead lose an equal number of your tattoo's black chakra points, and you may spend these chakra points on a single jutsu. Additionally, you may summon Nue using the Summoning Jutsu, even without knowing said jutsu.
After taking this feature, you gain Cursed Mark at 7th level, Second Stage at 10th level, Diversified Second Stage at 15th level, and Sage Transformation, but not Perfected Sage Transformation, at 20th level, and while Sage Transformation is active you gain Nue's jutsu instead of either of the feature's normal options.
Alternate Feature: Natural Transformation[edit]
At 3rd level, rather than eating away at your life force, your experimental Cursed Mark amplifies your normal chakra. Your chakra point maximum increases by 5, and all of your chakra counts as black chakra. You may activate Second Stage without Cursed Mark being active, and when a feature from this path would decrease your maximum hit points, you instead lose half as many chakra points and do not gain black chakra points. A creature with this feature does not become berserk when their black chakra exceeds half their normal chakra and may use black chakra as if they were normal chakra.
Second Stage[edit]
At 7th level, as an action while Cursed Mark is active, your mark envelops your body. Your hair grows slightly longer, your eyes become yellow with a black sclera, and your skin tone changes. You gain the following effects:
- While in this form, one ability score of your choice increases by 2, to a maximum of 26. This ability can not be changed, but it can be different from that chosen in Cursed Mark.
- Your maximum hit points decrease by 2 additional points, as does your black chakra increase.
Diversified Second Stage[edit]
At 10th level, while you are in Second Stage, you gain one of the following:
Spider's Curse[edit]
Your cursed body sprouts two additional sets of arms, and your mouth widens to your jawbone. You may take an additional bonus action on each of your turns for 2 chakra and you gain the following jutsu:
Produce Webbing
Cost: 3 chakra
Range: 15 feet
Duration: 1 minute
As a ranged spell attack, you produce dense webbing from your transformed body as a spell attack. On a hit, they become restrained. As an action, they may attempt to make melee attacks against the webbing. The webbing has an AC of 18 and 35 hit points.
Armor of Sticky Gold
Cost: 3 chakra
Duration: 1 minute
As an action or reaction to being the target of an attack, you produce the same material your webs are made of en-masse from your pores. You gain +2 AC, but your movement speed is decreased by 15. You may end this effect early as a bonus action, regaining 1 chakra point.
Spider's Bow
Range: 120 feet
As a ranged spell attack with disadvantage, you fire a massive bow and arrow formed from your webs. On a hit, the target takes 3d8 piercing damage. As a bonus action for 2 chakra immediately before making this attack, you may negate this attack's disadvantage.
Ogre's Curse[edit]
Your cursed body grows in size and covers itself in warts as hard as steel. You may use Strength as your jutsu casting modifier (if you already could, you gain a +1 bonus to your jutsu saving throw DC and jutsu attack bonus), and you gain the following jutsu:
Sphere of Graves
Cost: 20 Chakra
Range: 120 ft.
You use your immense strength to tear up a massive piece of earth from the ground. The ground in a 30 ft. radius around you becomes difficult terrain, and creatures on it must succeed a DC 14 Dexterity saving throw or be knocked prone. At the beginning of your next turn, you throw the boulder anywhere within range. All creatures in a 30 ft. radius must attempt a Dexterity saving throw, taking 20d10 force damage and becoming restrained on a failure, and taking half as much and not being restrained on a success. They may retry this saving throw at the end of each of their turns. Another creature within 15 ft. may repeat this saving throw for them as a bonus action unless they are also restrained. This may only be used once, regaining use at the end of a long rest.
Earth Prison Dome of Magnificent Nothingness
Cost: 20 Chakra
Range: 20 ft.
This jutsu counts as an Earth Style jutsu for the sake of affinity. As an action, you create a 20 ft. radius sphere of earth using your surroundings. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it. Creatures inside the dome lose 2d4 chakra points at the end of each of their turns.
Parasite's Curse[edit]
Your cursed body sprouts a single tall horn, and one half of your body is covered in ornate natural armor. If an attack hits you or if you fail a saving throw by 2 or less and you would take damage, you take half as much damage. Additionally, you gain the following jutsu:
Parasite Demon Demolition Technique.
Cost: 20 chakra
As an action, you can force another creature within 5 feet to make a Dexterity saving throw. On a failure, you invade their body. While you are in their body, you can do nothing or use your action to leave their body. You take an equal amount of damage as they do. Once per turn, you can grant the creature you have invaded disadvantage on any d20 roll. If they become subject to greater restoration, you automatically leave their body. If you remain inside their body for more than 1 hour, they die instantly.
Crowned Curse[edit]
Your cursed body adorns itself with a crown comprised of numerous horns. You gain two non-path-specific genjutsu, you may spend 4 chakra to make a genjutsu an auditory genjutsu, effecting every non-deafened creature within 5 ft. of the targeted area, and you gain the following jutsu:
Illusory Warriors Manipulating Melody
Cost: 15 Chakra
Duration: 1 minute
You summon the three Doki in a three open spaces within 15 ft. of you. You may control all three Doki as a single action. Each of the Doki have their own movement, bonus action, and reaction, but share a single action. When you or any of the Doki take the Attack action, you may split your attacks between you and any of the Doki (i.e. at 11th level, you may make a single attack with each of the Doki or three attacks with one Doki). Additionally, creatures without this jutsu have a -2 penalty to their DC and saving throw for the Doki's Unliving feature.
For this jutsu's duration, you may summon or desummon the Doki as a bonus action without spending chakra. At the end of this jutsu's duration, they are desummoned.
Revolt of the Demon World
Cost: 10 Chakra
Duration: Concentration, up to 1 minute
While you are controlling the Doki, their sewn mouths open, releasing many-mouthed snakelike spirits. The Doki become unconcious, and your movement speed drops to 0. All creatures within a 5 ft. radius of the Doki except you must attempt a Dexterity saving throw. On a failure, they lose 3d6 chakra points. If they do not have any chakra points, they gain 1 level of exhaustion. At the beginning of each of your turns, this radius increases by 5 ft., and any creatures within the radius must make this saving throw again. If you lose control of one of the Doki, it loses the effects of this jutsu.
Smoke's Curse[edit]
Your cursed body is shrouded in wisps of smoke. You may gain or lose the following as a bonus action:
- Your size becomes Large.
- You may pass through any opening.
- Creatures may pass through your space without penalty.
- You gain a +3 bonus to attack and damage rolls.
- You are vulnerable to thunder and force damage.
- If you are in a strong wind (20 or more miles per hour) for longer than 12 seconds (2 rounds), you die instantly as you are dispersed.
Tiger's Curse[edit]
Your cursed body is covered in striped fur, and your body becomes much more muscular in a definitively feline way. You gain the following:
- Your movement speed increases by 20 ft.
- Your unarmed strikes deal an additional 1d4 damage and deal slashing damage.
Earth's Curse[edit]
Your cursed body grows a thick, prehensile tail, and your eyes are surrounded by light-reducing markings, becoming more physically similar to a raptor than a human. You gain the following:
- At the beginning of your turn, you may focus your speed into your attacks, rather than your movement. You lose the benefits of Unarmed Movement to make 1 additional attack when you take the attack action.
- When you would cause yourself to lose current or maximum hit points or take damage by using or maintaining a feature, you may decrease the reduction by your Constitution modifier.
Heaven's Curse[edit]
Your cursed body sprouts a pair of hand-like wings. You gain the following:
- You gain a flying speed equal to your movement speed.
- You must choose one jutsu that you can spend chakra above its base cost. This jutsu becomes your "Lament" jutsu. When you use a Lament jutsu, the amount of chakra you have to spend to cause additional effects is halved, rounded down (i.e., a Chidori Lament costs 1 additional chakra per additional 1d8 lightning damage), and you may do so any number of times. You may only use your Lament jutsu while in Second Stage. You may change which jutsu is your Lament jutsu at the end of a long rest.
Aquatic Curse[edit]
You are covered in fish-scales, and your body is covered in fins. You gain the following:
- You gain a swimming speed equal to double your movement speed.
- You can breath in water as well as air.
- When you make an unarmed strike, you may spend 1 chakra to fire a barrage of scales, granting it a range equal to your movement speed.
Snake's Curse[edit]
You are covered in a flowing, cyan shroud. You gain the following:
- You gain a +1 bonus to attack and damage rolls.
- Your reach and jutsu ranges increase by +5 ft.
- Your aura radiates bright light for 10 feet and dim light for another 10 feet.
- You and creatures within 20 feet of you have disadvantage on Dexterity (Stealth) checks.
Dragon's Curse[edit]
Your skin is covered in white, cracked scales, and white horns spike out from around your ears. You gain the following:
- You gain a long snake that sprouts from one place on your body. This snake has a +15 ft. bonus to its reach, but may only be used for one attack, item interaction, or jutsu on each of your turns.
- You gain Strange Transmission Distant Shadow.
Strange Transmission Distant Shadow
Cost: 5 chakra
Range: Touch
When a creature within range you can see uses a spell, jutsu, or feature with a resource cost while Second Stage is active, you may copy it as a reaction. While Second Stage is active, you may use features copied by this jutsu in the exact same manner, as long as you meet any prerequisites, using the One Currency System variant rule if it uses any resources other than chakra. You may have a number of these features memorized at a time equal to 1 + your Intelligence modifier (minimum 1).
Founder's Curse[edit]
Your body is covered in dark, chitinous material that increases your bulk. You gain the following, (you may spend multiple charges of jet thrusters in one effect):
- You gain a number of charge of "jet thrusters" up to half your proficiency bonus, which you regain at the end of your next turn.
- You may spend one charge of jet thrusters to gain a flying speed of 60 feet until the end of your turn.
- You may spend one charge of jet thrusters as part of an unarmed strike to move 15 ft., and deal fire damage or an additional 1d4 bludgeoning damage.
- You may spend one charge of jet thrusters to make an unarmed strike.
- You may spend two charges of jet thrusters as a reaction to reduce any damage you take that is not dealt by maintaining a feature by half your level plus constitution modifier.
Sage Transformation[edit]
At 15th level, you begin to unlock the powers of a true sage. You can activate Cursed Mark as a bonus action. While in Second Stage, as an action, you may gain one of the following in addition to the first effect listed for 1 minute:
- Your maximum hit points decrease by 2 additional points, as does your black chakra increase.
- You gain 120 feet of truesight, and can not be effected by illusions or visual genjutsu or become blinded.
- You shed bright light in a 20 foot radius, and dim light for another 20 feet. You also gain +2 AC.
- You gain one additional Diversified Second Stage effect. This effect can not be changed, but it can be different from that chosen in Diversified Second Stage.
Perfected Sage Transformation[edit]
At 20th level, you can push your Cursed Mark's limit to the max. While you are in Sage Transformation, you gain the following:
- You may attack an additional time when you take the Attack action.
- As a bonus action, you may reduce any effect reducing your maximum hit points by 2d4 or convert 2d4 black chakra into regular chakra (recharge 5-6)
- You gain all the effects of Sage Transformation.
- Your maximum hit points decrease by half as much (rounded down), but your black chakra does not.
Cursed Mark Sealing[edit]
A creature that has mastered the Sage Transformation may grant another creature that they can touch that is unconscious or at 1/4 of their hit points or lower this subclass's first feature as an action. They must have the Four Black Fogs jutsu used on them to gain any Path of the Cursed features past Cursed Mark, can not gain Sage Transformation or any features past it, and they must be two levels higher than the listed requirement. At a DM's behest, they must attempt a DC 18 Constitution saving throw, dropping to 0 hit points on a failure. If the creature that granted them the Cursed Mark is killed, they can remove one creature's Cursed Mark, thus removing their access to this path's features, to instantly resurrect themself with half as many maximum hit points (this reduction is lost in the same manner as any other maximum hit point reduction).
Path of the Cursed Unique Jutsu[edit]
Cellular Regeneration Ejection
Cost: 2 chakra
As a bonus action, one creature you touch regains an equal number of hit points as you choose to lose.
Cellular Regeneration Absorption
Cost: 3 chakra
As a bonus action, your unarmed strikes cause you to regain a number of hit points equal to half the number of damage dealt until the beginning of your next turn.
Four Black Fogs
Cost: 40 chakra
Components: One Small barrel
You and up to three other creatures target a willing creature with the Cursed Seal feature and the barrel within 15 feet. Each creature may contribute any amount of chakra so long as the total amount contributed equals its cost. After 24 hours, they gain the Second State feature. If they are released from the barrel before then or if the barrel is destroyed, they die instantly.
Earth Prison Dome of Magnificent Nothingness
Requirements: Rock Shelter
Cost: 8 chakra
Duration: Concentration, up to 1 hour
As a bonus action on the same turn you cast Rock Shelter, you infuse the dome with the nature of your Cursed Mark, causing it to slowly eat at the chakra of those within it. At the end of each of your turns, any creatures within the dome lose 1d4 chakra points, the dome regains an equal number of hit points, and you gain half as many black chakra points. Creatures within the dome may attempt an Arcana check as an action, discerning the direction you are in and that there is a weak point on the opposite side. Damage to the weak point is doubled. If you are no longer touching the dome, you lose concentration on this jutsu.
Airtight Cocoon
Requirements: Spider's Curse
Cost: 7 chakra
Range: 15 ft.
As a bonus action while a creature within is under the effects of Produce Webbing or Spider's Web Unrolling, you tighten their bindings into a cocoon around them. They can not attack their own cocoon and have full cover, and the cocoon gains 35 hit points. As a bonus action, you may deal 2d6 magical bludgeoning to them as you tighten the cocoon.
Spider's Web Unrolling
Requirements: Spider's Curse
Cost: 20 chakra
Range: 30 foot cone
Duration: 1 minute
As an action, you spit out a massive ball of webbing, molding it into 6 balls with all six hands. As a bonus action for 1 ball, all creatures within range must attempt a Strength saving throw. On a failure, they become restrained by webbing. As an action, they may attempt to make melee attacks against the webbing. Each creature's web has an AC of 18 and 35 hit points.
Floating Sound
Requirements: Crowned Curse
Cost: 9 chakra
Duration: Concentration, 1 minute
Range: 15 feet
Jutsu Type: Genjutsu
As an action, you create three orbs of compressed sound that visibly vibrate the air they contain that rotate around you. As a bonus action, you can send one of these at a creature within range. Make a ranges spell attack. On a hit, the target takes 1d10 + your Intelligence modifier thunder damage.
Phantom Spirit Wave
Requirements: Crowned Curse
Cost: 13 Chakra
Range: 60 ft. line
As an action while Second Stage is active, you summon the corrupted spirit sealed within the Doki just long enough for it to attack without dissipating due to disconnection from its container. All creatures within range must attempt a Dexterity saving throw. On a failure, they lose 3d6 chakra points. If they do not have any chakra points, they gain 1 level of exhaustion.
Multiple Fists Barrage
Requirements: Parasite's Curse or Kon Clan
Cost: 1 chakra
When a creature you are occupying makes an unarmed strike, you may reduce the number of attacks you can make with the attack action on your next turn by 1 to grant the attack advantage or add your unarmed strike damage die to the attack's damage. After using this jutsu, you can not use your action on your next turn in any way other than taking the Attack action.
Multiple Legs Barrage
Requirements: Parasite's Curse or Kon Clan
Cost: 1 chakra
When a creature you are occupying makes an unarmed strike, you may reduce the number of attacks you can make with the attack action on your next turn by 1 to cause the target to be moved 5 ft. in a direction of your choice at the end of your host's turn. After using this jutsu, you can not use your action on your next turn in any way other than taking the Attack action.
Multi-Leg Hurricane
Requirements: Parasite's Curse or Kon Clan
Cost: 8 chakra
As a reaction when you are targeted by a ranged attack, you defend with a flurry of kicks. Any creatures in a 10 ft. radius of you must make a Strength saving throw or be pushed back 10 ft. and knocked prone. Until the end of your next turn, if a creature enters this range after the initial use, they must succeed a Dexterity saving throw or take 1d8 + your Intelligence modifier bludgeoning damage, ranged attacks that must pass within the sphere have disadvantage, and you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
Frog
Requirements: Earth's Curse
Cost: 4 chakra
As a bonus action while prone, or as a reaction when you become prone, while in Second Stage, you use your raptor-like tail to thrash in a circle. You lose the prone condition and make an unarmed strike against every creature within range.
Hawk Flash
Requirements: Heaven's Curse
Cost: 4 chakra
Jutsu Type: Bukijutsu
As a bonus action while in Second Stage, you use your wings to add thrust behind every swing of your weapon. When you use this jutsu, you may gain 1 charge of Hawk Flash for every 5 feet of your remaining movement speed you spend on this jutsu. When you make a weapon attack, you may spend 1 charge of Hawk Flash to grant the attack a +1 bonus to its attack or damage roll. The difference between these two bonuses may be no greater than 1. You lose all charges of Hawk Flash at the beginning of your next turn.
Illusion of Death
Requirements: Heaven's Curse
Cost: 8 chakra
Duration: Concentration, up to 1 minute
As an action while in Second Stage, you shape your wings and chakra into the visage of a massive monster. Any creatures that can see you must succeed a Wisdom saving throw. On a failure, you appear to be two sizes larger, though you do not actually change size categories, and they are frightened of you. Additionally, you deal psychic damage equal to your unarmed die to any creature you are grappling that is under the effects of this jutsu at the end of each of your turns.
Hebi
Requirements: Founder's Curse
Cost: 4 chakra, 1 charge of thrusters
As an action while in Second Stage, you stuff a willing creature that is at least two sizes smaller than you (minimum Tiny) or is made of liquid (i.e. a shinobi under the effects of Hydrification or a black pudding) into a thruster grown from your hand. The creature is thrown 60 feet in a direction of your choice, including straight up, and stays there until the end of their next turn.
Body Oxidization Technique
Requirements: Smoke's Curse
Cost: 20 chakra
As an action while in your smoke form, one creature within 5 feet must make a Dexterity saving throw. On a failure, you invade their body. While you are in their body, they are stunned and take 2d6 necrotic damage, and you can not be killed by the wind or take actions. They may attempt a Constitution saving throw at the end of each of their turns, ending this effect on a success.
Cursed Howl
Requirements: Tiger's Curse
Cost: 15 chakra
Range: 60 foot cone
As an action while your Cursed Seal is active, you gather chakra in your throat, releasing it as a deafening roar that tears the landscape apart. All creatures within range must attempt a Constitution saving throw. On a failure, they take thunder damage equal to your maximum unarmed strike roll and are stunned and deafened until the beginning of their next turn. On a success, they take half as much damage and are not stunned.
Sage Art: Inorganic Reincarnation
Requirements: Sage Transformation
Cost: 20 chakra
Range: 30 feet
Duration: Concentration, up to 1 hour
As an action while Sage Transformation is active, you funnel corrupt natural energy into your surroundings in a 30 ft. radius anywhere within range, bringing them to life under your command. While this jutsu is active, you are aware of anything that occurs within this area, and may make unarmed strikes as if you were anywhere within this area that either have advantage or deal twice as much damage. These surroundings have 40 hit points, and AC equal to yours. If they are dropped to 0 hit points, this jutsu ends.
Sage Art: White Rage
Requirements: Sage Transformation
Cost: 30+ chakra
Range: 120 feet
Duration: Concentration, up to 1 minute
Delving deep into the origin of the Cursed Mark, you transformed its cursed senjutsu into a powerful Sage Art. As an action while Sage Transformation is active, you create a somewhat-living dragon that coils around itself, oscillating the air in a 60 foot radius of one point within range. Any creatures within the oscillating air must attempt a Constitution saving throw. On a failure, they are blinded, deafened, paralyzed, lose concentration on any jutsu or spells they are concentrating on, and take 3d6 thunder damage. On a success, they are blinded, deafened, and take half as much damage. They must retry this saving throw at the beginning of each of your turns that they remain within this area.
You can move the dragon up to 120 feet to a new spot within range as a bonus action. Creatures effected by Sage Transformation, Sage Mode, Tenseigan Chakra Mode, or are immune to thunder damage automatically succeed this saving throw.
Snake Mouth Poison Mist
Requirements: Second Stage
Duration: 1 minute
Range: 15 ft.
Cost: 10 chakra
As a bonus action while Second Stage is active, you spray a 15 foot radius area in a senjutsu-infused venomous cloud. All creatures within the cloud that don't have this jutsu and breath must attempt a Constitution saving throw at the end of each turn they spend in range. On a failure, they take 1d4 poison damage and become poisoned until the end of their next turn. The area within the cloud counts as heavily obscured.
Cursed Smokescreen
Cost: 6 chakra
Range: 60 ft. cone
As an action while Cursed Mark is active, you allow it to release its toxic chakra into the air, turning it thick and black. This jutsu's range which spreads around corners, becomes heavily obscured by smoke until the end of your next turn.
Transportation Jutsu Formula: Underworld Turnover
Cost: 20 Chakra
As an action, you create a 20 ft. radius eyeball-like sphere around you. All creatures inside the sphere must make a Wisdom Saving Throw or become unconscious until they are targeted by the basic Yin Style technique as they experience a shared genjutsu of their fight with you continuing. If a creature spends 1 hour unconcious within the sphere, they die instantly. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it.
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