Yin Style (Shinobi World Supplement)

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Yin Style[edit]

Yin Style Chakra is the innate energy of the spiritual world. The nature of this chakra allows one to cast jutsu that create illusions that affect the target’s mind and chakra system, this type of Jutsu is called Genjutsu and is commonly made out of Yin Style Chakra.

Design Note: A creature that can take the help action and can use chakra may use the help action to attempt to break someone out of a genjutsu, they must attempt the saving throw against the genjutsu themself, breaking the genjutsu cast on the creature on a success. A creature can only be under one genjutsu at any given time, if a creature is targeted by a genjutsu that does not explicitly end genjutsu while already in one, the caster must beat the DC of the previous spellcaster with their spellcasting modifier, ending the old genjutsu and immediately targeting the creature with the new one on a success, on a failure the new genjutsu fails to affect the target, if the caster is also the caster of the old genjutsu, then they must choose which one of the genjutsu ends.

Additionally, anything that affected the charmed condition may affect genjutsu in the same way.

Hand-Seal Jutsu[edit]

Basic Yin Style Technique

Cost: 3 chakra

Range: Touch

Duration: 1 Minute

As a bonus action, you focus the chakra in a creature's mind. The target gains advantage on rolls against being frightened, charmed, or unconscious.


Magic Lantern Body Jutsu

Cost: 10 chakra

Range: 5 miles

Duration: Concentration, up to 1 hour

As an action, if you know the location of 1 creature or object down to a 30-foot range, you project an image of yourself in front of the target, enabling you to converse with them. The mirage is a transparent silhouette, save for your eyes which are perfectly recreated, that refracts various colors. You can see and hear through this mirage, but you can not interact with the world around it.


Wave Transmission

Cost: 7 chakra

Range: Up to a 5 mile radius

Duration: Concentration, up to 1 minute

Touching a surface, you release subtle waves of chakra that speak into the minds of those you chose. You can telepathically communicate with a number of creatures of your choice up to twice your Intelligence modifier, minimum 1, that are touching the same surface. You must share a language with them, and can only communicate verbally.


Psycho Mind Transmission

Cost: 20 chakra

Range: Touch

Jutsu Type: Genjutsu

Touching the forehead of a creature, you delve into their memories. State what information you are searching for and make an Intelligence saving throw. The DC for this saving throw is equal to the target's passive Insight. On a success, you see the memory of the target that is closest to the sought information. The relevancy of the memory found decreases by an amount relative to how much you failed by. If you fail by 10, you see a completely mundane, unrelated memory.


Telescope Technique

Cost: 6 chakra

Range: 5 miles

Duration: Concentration, indefinitely

After gaining this jutsu, you may spend 1 minute meditating on a single creature within 5 feet of you, or within your chakra sense if applicable, to memorize their chakra signature, becoming blinded and prone for the duration, and needing to start over if the duration is interrupted. As an action while touching a reflective surface or object, typically a crystal ball, you may cast this jutsu on it, causing it to show everything within 15 feet of one creature whose chakra signature you have memorized. You must be touching the surface to concentrate on this jutsu.


Bringer of Darkness

Cost: 10 chakra

Range: 50 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, you stop the yin-style chakra flow to a creature within range's eyes. They must make a Constitution saving throw. On a failure, they are blinded until the Jutsu ends. As an action, the target can repeat the saving throw.


Sound Wave

Cost: 5 Chakra

Range: 30 ft. radius

As an action, you release a blast of sound designed to make escaping and destroying secret laboratories easy. Make a single jutsu attack with a -2 penalty. The attack roll is contested with the creature's jutsu DC (or 8 + their proficiency bonus + their Intelligence modifier if they don't have one). If the creature can not cast jutsu, this DC is decreased by 2. On a hit, they become paralyzed until the end of your next turn. Any objects within range take an amount of thunder damage equal to the attack roll.


Spirit Transformation

Cost: 20 chakra

As an action, you can detach your soul from your body. The material body you leave behind is unconscious, but continues to age, requires food and water, and reduces your hit points if you take damage.

Your soul resembles your mortal form in every way, replicating your game statistics and possessions, and gaining a flying speed equal to your movement speed. It can not take damage, and can only be targeted by fuinjutsu or jutsu that absorbs chakra, or similar effects. If you drop to 0 chakra while in this form, you die instantly. You can not interact with physical objects, passing through them instead, excluding chakra constructs or chakra-imbued objects. You may end this effect as an action, returning your soul to your body instantly over any distance, if neither your soul or body are obstructed by chakra constructs or chakra-imbued objects. You may spend 1 minute in this form without consequence, after which you gain 1 level of exhaustion at the end of each of your turns (once every 6 seconds) as your body begins to slowly rot.

As an action, while your soul is within a non-construct creature's space, you may force them to attempt a Charisma saving throw. On a failure, they take 2d4 necrotic damage and 2d4 psychic damage as you suppress and collapse their soul. On a success, you take half as much damage.


Mental Resistance

Cost: 12 chakra

Duration: 1 hour

As an action, you weave chakra not dissimilar to a genjutsu-like explosive seal within the mind of one creature you can touch. When a creature casts a genjutsu or any telepathic ability such as the mind body switch on the target, this jutsu ends and they must attempt a Charisma saving throw as horrifying images flood their mind. On a failure, the genjutsu fails and they are frightened of the target for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Exploding Kunai

Cost: 8+ Chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, whenever the target touches a weapon, it seemingly explodes, even if it’s their own. They must attempt a Wisdom saving throw. On a failure, they immediately drop any weapon they are holding and are unable to hold any weapons they are not wielding. They may retry this saving throw at each of their turns, ending this effect early on a success.

Additionally, when you cast this jutsu, you may target an additional creature for every 2 additional chakra spent.


False Surroundings

Cost: 3+ Chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 5-foot cube in a spot that you can see within range that lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). You may change this illusion at will and move it as an action while it is within range of you. If a creature touches the illusion or succeeds a Investigation check, it is revealed to be false and they may choose to not experience it at will. You may increase the maximum size of the illusion by 5 ft. for every 2 additional chakra points spent, and you may remove the need to concentrate on this jutsu for 12 additional chakra independent from this.


Genjutsu Clone

Cost: 3 Chakra per clone

Range 25 feet

Duration: 1 Minute

Jutsu Type: Genjutsu

As an action, you create an illusion of a single clone or multiple clones in the opponents minds, confusing them into attacking false foes. Choose one point within range. A number of genjutsu clones determined by the chakra spent appear anywhere within 25 feet of the point. If you move, the point and genjutsu clones move in relation to you. As a bonus action while this jutsu is active, you may switch places with one of your clones. These clones can not act in any way, but visually mimic you and react to being targeted by effects. When a creature takes the search action, they may also attempt a Wisdom saving throw. On a failure, they perceive one genjutsu clone of your choice to be the real you. On a success, they perceive you as the real one and stop seeing the clones.


Illusionary Plants

Cost: 10+ Chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, this Genjutsu causes the target to see small flowers and weeds sprout up with great speed and capture them with their vines, squeezing them so tight that it feels as if they can't get away. The target must succeed a Wisdom saving throw or become restrained on a failure. They may retry this saving throw at each of their turns, ending this effect on a success.

Additionally, you can spend 3 additional chakra each time to put another target under this genjutsu.


Diminishing Air Technique

Cost: 8+ Chakra

Range: 30 feet

Duration: Concentration, up to 1 minutes

Jutsu Type: Genjutsu

As an action, you force an illusion that makes the target believe that the air supply around them is slowly diminishing on a creature. The target must attempt a Wisdom saving throw. On a failure, they are staggered. They may retry this saving throw each of their turns, ending this effect early on a success.

Additionally, when you cast this jutsu, you may target an additional creature for every 3 additional chakra spent.


Petal Disguise

Cost: 12+ Chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, this illusion causes the target(s) to see the user become surrounded by a wave of flower petals, forcing them to attempt a Wisdom saving throw. On a failure, you become invisible to them. You must hold a hand seal to keep the illusion active, so no Jutsu/techniques can be used while this jutsu is active. The target may retry this saving throw at each of their turns, ending this effect on a success.

Additionally, when you cast this jutsu, you may target an additional creature for every 3 additional chakra spent.


Paranoia Technique

Cost: 12+ Chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, your target becomes paranoid of their teammates. They must attempt a Wisdom saving throw. On a failure, they become taunted towards one creature of your choice on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success.

Additionally, when you cast this jutsu, you may target an additional creature for every 3 additional chakra spent.


Petal Assault

Cost: 16+ Chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, an illusion that causes the user to disperse into a flurry of flower petals envelops the target, trapping them in a thick layer of petals and immobilizing them. Targets must succeed a Wisdom saving throw or have their movement speed drop to 5 and have everything past 15 ft. be heavily obscured on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success.

Additionally, you can spend 2 additional chakra each time to put another target under this genjutsu.


Body Mind Rupture Jutsu

Cost: 6+ Chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, you convince the target’s mind that they are getting heavier and more sluggish, as if gravity is increasing only on them and pins and needles are digging into their chakra network. Both they and their chakra control become slower, weaker. They must succeed a Wisdom saving throw or spend 1d2 additional chakra on any jutsu cast on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success.

Additionally, when you cast this jutsu, you may target an additional creature for every 3 additional chakra spent.


Silent Tree Killing

Cost: 15+ Chakra

Range: 30 Feet

Duration: 1 minute

Jutsu Type: Genjutsu

As an action, you create an illusion in which a giant tree instantly sprouts from the ground and entangles the target within its branches, leaving them open for an attack. They must succeed a Wisdom saving throw with disadvantage, or become restrained on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success.

Additionally, you can spend 4 additional chakra each time to either increasing their cost further or put another target under this genjutsu.


Temple of Nirvana

Cost: 32 chakra

Range: 150 feet (100 foot radius)

Jutsu Type: Genjutsu

Duration: 1 hour

As an action, every creature within range, other than you and any creatures you designate, see white feathers falling from the sky and must make an Intelligence saving throw. On a failure, a creature falls unconscious. If the creature is CR or level 5 or lower it automatically fails. Creatures of CR or level 15 or higher have advantage. As a bonus action, you can end the effect on an individual creature. Dispel Magic or a similar effect, as well as Basic Yin Style Technique, can dispel it on an individual creature automatically.


*Sleep Genjutsu*

Cost: 8+ chakra

Range: 50 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, one creature within begins to feel drowsy. The target must attempt a Wisdom saving throw. On a failure, they become unconcious until this jutsu ends. At the end of each of their turns, the target can repeat the saving throw, ending this effect early on a success. This jutsu automatically ends if the target takes damage or if a creature spends their action waking the creature up.

Additionally, you may target an additional creature for every 5 additional chakra points spent.


Ephemeral

Cost: 2 chakra

Jutsu Type: Genjutsu

When you cast a genjutsu, you condense its chakra into your fingers. Its range is decreased to touch, it can only target 1 creature, and requires concentration if it did not already, but the target has disadvantage on any saving throws the genjutsu incurs.


*Void of Silence*

Cost: 10 chakra

Range: 50 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, you remove the one creature within range's ability to feel vibrations. They must make a Constitution saving throw. On a failure, they are deafened, and have disadvantage on checks that require a sense of touch until the Jutsu ends. As an action, the target can repeat the saving throw.


Lightning Dispatch

Cost: 10-40 chakra

Range: 60 foot cone

As an action, you amplify the bio-electricity Yin Style typically manipulates into a web of lightning. All creatures within range must attempt a Constitution saving throw, taking 2d6 lightning damage on a failure. On a success, they take half as much damage. You may deal an additional 2d6 lightning damage for every 2 additional chakra points spent.

Non-Hand Seal Jutsu[edit]

Yin Enhancement

Cost: Half the cost of the Jutsu

As a bonus action, when you use a Jutsu, you can make attack rolls with advantage, re-roll damage rolls, disadvantage on the saving throw of the effect, or double the range for that Jutsu.


Living Corpse Reincarnation.

Cost: 30 chakra

Your body dies instantly as your mind invades another humanoid within 15 feet. They must succeed a DC 8 + your proficiency bonus + your Charisma modifier Charisma saving throw (auto fail on saving throw if they are dead). On a failure, you take control of their body. On a success, your mind lays dormant within theirs. You lose any racial features related to your old body’s physique, such as Powerful Build, and gain your hosts. You lose any Dōjutsu your old body had, and gain any your new body has. During a long rest, you can attempt a saving throw with your host's spellcasting saving throw DC to retain any proficiencies or Jutsu your host had, using the ability that your host used for each one. You must succeed a separate save for each proficiency or Jutsu. This can only be used once, regaining use after 3 years. Each 3 years after using this Jutsu, you permanently lose 40 or half your maximum hit points whichever is higher. If your hit point maximum is 0, you die instantly. After moving to a new body, your maximum hit points returns to normal.


Resonating Echo Drill

Cost: 5 Chakra

Range: 45 feet

As a ranged spell attack, you assault a creature’s senses with sound. On a hit, they spend their next action violently vomiting. This attack has disadvantage against creatures that are larger than Medium. This attack has advantage against creatures within 5 feet.


Calling Upon Tears

Cost: 10 chakra

Range: 60 foot radius

As an action, you infuse chakra into your dismay, making the sound of your cries rupture chakra around you. All creatures within range must attempt a Wisdom saving throw. On a failure, they take 1d4 thunder damage and are stunned until the beginning of their next turn. On a success, they take half as much damage and are not stunned. This also activates any traps within the area, including seals such as those created by Basic Ninjutsu.


Repel

Cost: 5+ Chakra

Range: 30 Feet

Duration: Concentration, up to 1 minutes

Jutsu Type: Genjutsu

As an action, off-putting illusions (i.e. insects covering their hands, removed fingernails, etc.) disrupt the target's fine chakra control in their hands and feet. They must succeed a Wisdom saving throw, or lose the abilities to walk on both water and wall walking on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success.

Additionally, when you cast this jutsu, you may target an additional creature for every 2 additional chakra spent.


Vision Blur

Cost: 8+ Chakra

Range: 30 Feet

Duration: Concentration, up to 1 minutes

Jutsu Type: Genjutsu

As an action, you convince a target's mind that their vision is blurring for a moment, disorienting them. They must succeed a Wisdom saving throw, or become blinded on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success.

Additionally, when you cast this jutsu, you may target an additional creature for every 2 additional chakra spent.


Melting Body Technique

Cost: 8+ Chakra

Range: 30 Feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, the target sees and feels their limbs slowly melting off their body, making them think they cannot use them anymore. They must succeed a Wisdom saving throw or be unable to use one limb of your choice. They may retry this saving throw at each of their turns, ending this effect early on a success.

Additionally, when you cast this jutsu, you may target an additional limb on the same or different creature for every 3 additional chakra spent.


Coercion Genjutsu

Cost: 7 chakra

Range: 50 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, your target's surroundings become their greatest nightmare. They must make a Charisma saving throw. On a failure, they are frightened until the Jutsu ends and they are knocked prone from the shock. As an action, the target can repeat the saving throw.


Genjutsu Ball Trap

Cost: 8 chakra

Range: 50 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, you create a 10 ft. radius bubble of chakra that hangs in the air. When a creature touches the bubble, they must make a Wisdom saving throw. On a failure, they are confused until the Jutsu ends as they are caught between reliving their memories and reality. As an action, the target can repeat the saving throw.


Phantom Sound Chains

Cost: 12 chakra

Range: 50 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, you trap your target with illusionary chains that melt their limbs. They must make an Intelligence saving throw. On a failure, they are paralyzed until the Jutsu ends. At the end of each of their turns, the target can repeat the saving throw.


Cajolery of Glamor

Cost: 12 chakra

Range: 50 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, you infuse chakra into every word you speak. One creature within range must make an Intelligence saving throw. On a failure, they are charmed until the Jutsu ends. At the end of each of their turns, the target can repeat the saving throw.


Puppet Curse

Cost: 20 chakra

Range: Touch

Duration: Concentration, up to 1 hour

Jutsu Type: Genjutsu

As an action, you infuse chakra into every word you speak. One creature within range must make an Intelligence saving throw. On a failure, they are charmed until this jutsu ends. While charmed in this way, they must move toward you at any chance they get. At the end of each of their turns, the target can repeat the saving throw.


Complete Control

Cost: 10 chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

Jutsu Type: Genjutsu

As an action, you manipulate every muscle of the target individually. One creature within range must make a Strength saving throw. On a failure, as a reaction at the beginning of each of their turns for 3 chakra, you may control the target and communicate telepathically with them until the end of their next turn. Creatures controlled by you can only use class and background features that you have and spend a number of chakra equal to half their maximum. They may retry this saving throw at the end of each of their turns, ending this effect on a success.


*Yin Style: Dominating Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

Duration: 1 minute

As an action, you imbue your rasengan with purple, genjutsu-laden chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier psychic plus 2d10 force damage, and they become charmed by you. The target must make a Strength saving throw or be pushed 20 feet away. The target may attempt a Wisdom saving throw at the end of each of their turns, no longer being charmed on a success.


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