Path of the Insect-Nin (Shinobi World Supplement)
Path of the Insect-Nin[edit]
The Path of the Insect-Nin is not for the light of heart, nor for those who would let their morality stand in the way of certain victory. At birth, an insect-nin is offered to various swarms of shinobi insects. Upon acceptance, the insects burrow into the user's body, gaining direct access to their chakra supply in exchange for moderating their host's bodily functions and following their orders unquestioningly.
Hive Body[edit]
At 3rd level, your body has been enhanced by the Parasitic Destruction Insect jutsu, becoming a hive for one kind of shinobi insect. As an action or bonus action for 4+ chakra, you may create a swarm of the chosen species of shinobi insect anywhere within 5 ft. of you that has as many chakra points as you spent. Any swarms you create have an additional number of hit points equal to your proficiency bonus. Your swarms' bites count as unarmed strikes for all of your features and jutsu except Martial Arts, they use your proficiency instead of theirs, and you may add your proficiency bonus to their Bites' attack roll. When you cast a jutsu, you may cast it from your space or any of your swarms' spaces.
As an action, you may absorb one swarm you have created, regaining any chakra they still have. If one of these swarms spends more than 5 minutes between being created and absorbed, or if it drops to 0 chakra points, it dies instantly.
Your swarms are controlled by you, act on your turn, and use your actions and bonus actions. When you take the Attack action, they may make attacks as well. Any DCs the insects have are equal to your jutsu save DC. These attacks count as yours for the sake of how many attacks you can make when you take the Attack action.
Hidden Swarms[edit]
At 7th level, you begin to master the insect-nin art of espionage. As a bonus action, you may split it into two Tiny swarms. Tiny swarms have advantage on Stealth rolls, any damage dice they roll are decreased by 1 tier (i.e. 1d6/2d4 ← 1d4 ← 1) and have half as many chakra and hit points as the swarm they were created from. While two Tiny swarms are within 5 ft. of each other, you may combine them into one Small swarm as a bonus action. Additionally, you may communicate telepathically with your swarms.
Massive Swarms[edit]
At 10th level, you may create swarms of a second species of shinobi insect for 2 additional chakra. As a bonus action while two of your swarms are within 5 ft. of each other, you may combine them into a single swarm one size larger to a maximum of Gargantuan. They gain both swarm's features, gain any effects effecting either swarm, any damage dice they roll are increased by 1 tier (i.e. 1d4 → 2d4 → 3d4), have the combined chakra and hit points of the swarms they were created from, and gain a number of temporary hit points equal to your jutsu attack bonus that are lost when they defuse.
Insect Divebomb[edit]
At 15th level, when you damage a creature within one of your swarm's reach, the target takes additional damage equal to half the swarm's unarmed strike damage. Additionally, your swarm's attacks deal an additional 1d4 damage when they have advantage, and you may walk on your swarms as if they were solid terrain.
Total Insect Composition[edit]
At 20th level, you are more insect than nin. You may occupy another creature's space and vice versa, and you can move through any opening large enough for a Tiny insect. You gain any features, actions, resistances, and immunities your swarms have, and count as one of your swarms for the sake of this subclass's features. As a bonus action, you and your swarms may convert any amount of your hit points into half as many chakra points, or your chakra points into twice as many hit points. Doing so can not increase your chakra or hit points above their respective maximums.
Path of the Insect-Nin Unique Jutsu[edit]
Bee Bomb
Cost: 5 chakra
Duration: Concentration, up to 1 minute
Requirements: At least 1 kind of paper seal jutsu
One of your swarms becomes invisible to paper seals. They can not trigger paper seals, and you may put a number of paper seals on one swarm equal to your Intelligence modifier for every 5 feet it occupies.
Ninja Art: Honey Bee
Cost: 6 chakra
Duration: 1 minute
As a reaction when one of your swarms is dropped to 0 hit points by 1 creature within 5 feet of it, the insects that comprise the swarm explode into thick, chakra-infused honey. The creature that killed the swarm must attempt a Dexterity saving throw. On a failure, their movement speed is halved and they gain disadvantage on saving throws, ability checks, and attack rolls that rely on Dexterity.
Floating Bugs
Cost: 3 chakra
Duration: 1 minute
As a bonus action, you prepare a large amount of insects in your hands. For this jutsu's duration, you may make unarmed strikes as ranged attacks with a range of 30/60 feet.
Thousand Stingers
Cost: 5 chakra
As a bonus action, you take the Attack action, causing your insects to fire their stingers in a barrage of needles. During this action, only your swarms may make attacks, and your swarms' bites can be made as ranged attacks with a range of 30/60 feet.
Human Cocoon
Cost: 3+ chakra
As an action, your insects spin a tight cocoon connected to one surface within 5 feet. The cocoon appears as a bright source of chakra, but blocks any potential chakra inside from being identified. A Medium or smaller creature may allow a cocoon to be wound around them. Each cocoon tears apart if it carries more than 500 pounds, has 1 hit point, and has a closable hole large enough to stick one's head out of. Any objects within a cocoon counts as weighing half as much for things outside of the cocoon.
Insect Pillar
Cost: 3 chakra
As a bonus action, one of your swarms extends its size upwards a number of feet equal to its flying speed until the end of your turn, forcing all targets of your choice within its space to make a Strength saving throw. On a failure, they take the swarm's bite attack damage. On a success, they take half as much.
Parasitic Destruction Insects: Eclipse
Requirements: Insect Pillar
Cost: 5 chakra
As an action on the same turn as you used Insect Pillar, you collapse the pillar, covering a wide area in hungry, quickly moving insects. The swarm loses its upward size increase and all creatures of your choice in a radius equal to its flying speed, as well as those within its space, must attempt a Strength saving throw. On a failure, they take the swarm's bite attack damage. On a success, they take half as much.
Forbidden Technique: Jar of Poison
Cost: 40 chakra
Requirements: Rinkaichu
Duration: Indefinite, minimum 1 day
Range 1+ miles
As an action, you place a swarm of Rinkaichu in a pit (20 ft. radius minimum) with at least 10 dead creatures that are not constructs or elementals, sealing the top of pit with a one way sealing jutsu. When you either choose to release the seal or die, the seal lowers. If at least 1 day has passed, the gasses inside ignite on contact with fresh air, pushing the poison of the Rinkaichu into the air covering this jutsu's range in a thick poisonous smog that counts as heavily obscured for any creature without the Path of the Assassin. Non insect-nin creatures that start their turn within this area must make a Constitution saving throw at the end of each of their turns, becoming poisoned for 1 minute and taking 2d6 poison damage on a failure. Creatures can repeat this saving throw at the end of each of their turns, ending this effect on a success.
You may place additional dead creatures that are not constructs or elementals in the pit before it is released, increasing this jutsu's range by half a mile. Spending an additional day before releasing the seal increases this jutsu's range by 1 mile.
The poison cloud lasts for a number of minutes equal to the miles it covers or until a strong wind (at least 20 miles per hour) disperses it. A wind of moderate or greater speed (at least 10 miles per hour) disperses a 15 ft. radius area within the cloud.
Secret Technique: Insect Gathering
Cost: 9 chakra
As an action, you attract the insects in your general surroundings, allowing them to communicate with your swarms, and your swarms with you. You become aware of the location and general movement direction, but not description, of any creatures within 1 mile of you, as well as any other time-relevant unusual happenings.
Secret Technique: Insect Sphere
Cost: 12+ chakra
Range: 20 feet
Duration: 1 minute
As an action, you disperse the insects living in your body over a wide area surrounding one creature within range, who must make a Strength saving throw. On a failure, one of your swarms coalesces into a sphere that envelopes the target, causing them to be restrained and take the swarm's Bite damage at the beginning of each of your turns. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success. You may target one additional creature with this jutsu for every 2 additional chakra points spent.
Secret Technique: Leaching Insects
Requirements: Secret Technique: Insect Sphere
Cost: 8 Chakra
As a bonus action, a creature restrained by Secret Technique: Insect Sphere must attempt a Constitution saving throw. On a failure they lose 1d4 chakra points, and one of your swarms regains an equal number of chakra points. You may choose for the swarm to not regain chakra points to cause the target to lose twice as many.
Secret Technique: Insect Jar Technique
Cost: 8 chakra
Range: 40 feet
Duration: 1 minute
As an action or a reaction to being targeted by an effect, you assemble your insects into a large dome. You create a 15 foot radius dome of insects. Each dome the same AC and hit points as one of your Small swarms. Nothing can pass through this sphere without you allowing it to. Creatures that attempt to must attempt a Strength saving throw, taking 1d8 slashing damage, not passing through the sphere, and being unable to attempt to cross the sphere until the beginning of their next turn on a failure. Area of effects from outside of the sphere do not target creatures inside the sphere, and area of effects from inside the sphere do not target creatures outside the sphere. Creatures within the dome when it drops to 0 hit points are not targeted by the affect that did so.
Rock Hive
Requirements: Secret Technique: Insect Jar Technique
Cost: 12 chakra
Casting Time: 1 minute
Using the principles of the Insect Jar, you allow your insect to burrow into one large rock (40 ft. area minimum), using it as a massive hive to breed a special kind of shinobi insect. After this jutsu's duration, one giant shinobi insect with a flying speed equal to its movement speed destroys the rock from within. You may spend 4 chakra as an action to cause the giant insect you created to become charmed by you for 1 hour, otherwise it goes berserk. While charmed in this way, it counts as one of your swarms for all of this subclass's features, including when and how it can act. You may also charm giant shinobi insects created by your kidaichu in this way.
Mimetic Insects: Crawl
Requirements: Secret Technique: Insect Sphere
Cost: 2+ chakra
As an action, you violently collapse one insect sphere you have created. All creatures of your choice within the sphere must attempt a Strength saving throw. On a failure, they take damage equal the sphere's AC plus twice the sphere's remaining hit points. On a success, they take half as much damage. You may deal an additional 1d8 damage for every 2 additional chakra points spent.
Secret Technique: Bug Skin Technique
Cost: 8 chakra
Range: Self
Duration: Concentration, up to 1 minute
As an action, you encase yourself within a shell of bugs for extra protection. You gain resistance to bludgeoning, piercing, and slashing damage, and your unarmed strikes deal additional damage equal to one of your swarms' Bites attack.
Secret Technique: Spindle Formation
Cost: 9+ chakra
Range: 40 feet
Duration: Concentration, up to 1 minute
As an action, your insects attack one creature within range in a spiraling motion, draining their physical strength and focus. The target must attempt a Dexterity saving throw. On a failure, they are incapacitated for the duration. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success. You may target one additional creature with this jutsu for every 2 additional chakra points spent.
Secret Technique: Insect Repellent
Cost: 15 chakra
Range: Self
Duration: Concentration, up to 1 hour
As an action while you have no swarms created, you lose the ability to create insects, but your chakra cannot be sensed, you gain advantage on Stealth checks, and your movement speed increases by +15 feet. You may end this jutsu early as an action.
Secret Technique: Insect Tornado
Cost: 10 chakra
Range: 40 feet
Duration: Concentration, up to 1 minute
As an action, your insects create a 15 ft. radius vortex anywhere within range. Using your bonus action, you can move the tornado at a speed of 40 feet on each of your turns. If the tornado passes through a creature or vice-versa, they must attempt a Constitution saving throw, taking 6d8 poison damage and becoming poisoned on a failure. The creature can only be subjugated to the damage and saving throw once per round.
Secret Technique: Parasitic Giant Insect
Cost: 30 chakra
Range: Touch
As an action, you make an unarmed attack against a target creature within range. On a hit, the target creature is infected with a parasitic beetle. The infected creature makes a Constitution saving throw. On a failure, they take 5d10 poison damage and lose 2d8 chakra points. On a success, they take half as much damage and lose half as many chakra points.
Insect Clone Technique
Cost: 2 chakra
As a bonus action, one of your swarms assembles itself into a perfect copy of you, shrouded in skin-, clothes-, and hair-like chakra. The swarm can not be distinguished from you in any way other than its size category, even magically, without destroying it. As a reaction for 4 chakra when the swarm drops to 0 hit points, you may form another swarm with half as many hit points under the effects of this jutsu anywhere within 15 ft. of the original.
Beeswax Clone Jutsu
Requirements: Shadow Clone
Cost: 2 chakra
When creating shadow clones, you may use wax naturally created by your clones as a base. When a clone under this effect drops to 0 hit points, its surroundings in a 10 foot radius becomes difficult terrain. This also causes you to not regain the base chakra spent to create the clone.
Great Beetle Transformation
Requirements: Transformation, Secret Technique: Insect Repellant
Cost: 5 chakra
Duration: Concentration, up to 1 minute
Your understanding of insect biology allows your Transformation to be more than a disguise, but an insectoid weapon. As an action while Secret Technique: Insect Repellant is active, your size category increases by 1 to a minimum of Large, and you become resistant to bludgeoning, slashing, and piercing damage, and you do not need to make a concentration check when you take damage you are resistant to. This resistance is bypassed by damage that is dealt automatically, by attacks with advantage, and by saving throws you make with disadvantage. If Secret Technique: Insect Repellant ends, so does this jutsu.
*Secret Technique: Insect Amplification*
Cost: 14 chakra
Range: 20 feet
Duration: Concentration, up to 1 minute
As an action, you fill your insects with an intense surge of chakra enhancing their overall potential and abilities. When using another Insect-Nin jutsu, you may reduce its cost by half (rounded up) for the duration of this jutsu. When dealing damage, roll an additional damage die for each jutsu.
*Subtle Drone*
Cost: 6+ chakra
Duration: 1+ hour
As an action, you place a glowing barrier around one of your swarms that sheds bright light for 5 ft., and dim light for another 10 feet. The swarm becomes unconcious, but does not count as being outside of you for the 5 minute limit. This jutsu's cost may be halved if a dead body is within the swarm when you cast this jutsu. You may end this jutsu early as a bonus action. You may increase this jutsu's duration by 1 hour for every 2 additional chakra spent.
*Secret Technique: Bug Bomb*
Requirements: Rasengan
Cost: 14 chakra
Range: 40 feet
As an action, you gather your insects in a ball that feeds off of a mass of collected chakra that disperses on contact, creating a large explosion not many can escape from. Make a ranged spell attack against one creature within range. On a hit, the target takes 2d6 + your Intelligence modifier necrotic damage. Regardless of if the attack was successful or not, all creatures of your choice within 15 feet must make a Constitution saving throw or take 2d6 poison damage and become poisoned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
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