Naruto Shinobi: Shadow Imitation Jutsu (Other)

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Shadow Imitation Technique[edit]

Users of this technique learn how to manipulate their shadows into deadly tools for their use. A user may use their shadow to paralyze a creature in place and force them to copy the user's movements. This nature can only be gained through the Shadow Nin feat.

Shadow Possession Jutsu

Cost: 5 chakra

Duration: Concentration, up to 10 minutes

Range: 30 ft in bright light, 60 ft in dim light

As an action, your shadow stretches out from your own as a straight line running along the ground to a distance within range. You decide where the shadow moves to and which direction it takes during your turn. If your shadow stretches into another creature's or object's shadow, you can bind your shadow to that creature as a bonus action, allowing you extend the range by an additional 30 ft in bright light or 60 ft in dim light from their shadow's edge. Your shadow follows the creature's movement, allowing your shadow to stay with an extended range as long as the creature is within your initial range.

By using your own shadow to touch the shadow of another creature you can spend an additional 5 chakra points to attempt to restrain the creature by possessing their shadow, freezing it in place and causing them to mimic your actions. The target is restrained. To break out, the restrained target can make a Strength saving throw at the end of its turn. On a success, the target escapes and is no longer restrained.


Shadow Strangle Jutsu

Cost: 4 chakra

Duration: Equal to active Shadow Possession Jutsu

Requirements: Shadow Possession Jutsu

As an bonus action, while a creature is under the effects of Shadow Possession Jutsu, you can create an additional shadow that forms into a hand and creeps up to the target’s neck, beginning to strangle it. At the start of its turn, it takes 1d12 + your Intelligence modifier force damage. The technique ends if shadow possession ends.


Shadow Piercing Jutsu

Cost: 2 chakra

Range: 30 ft in bright light, 60 ft in dim light

Requirements: Shadow Possession Jutsu

As a reaction, while Shadow Possession Jutsu is active, any creature who enters the range of this technique must make a Dexterity saving throw. On a failure, black spikes emerge from your shadow dealing 1d10 + your Intelligence modifier necrotic damage.


Moon Shadow Technique

Cost: 2 chakra

Requirements: Shadow Clone, Shadow Possession Jutsu

When you create a shadow clone while within your reach of another humanoid creature, you may imbue the clone with the Shadow Imitation Technique. The creature must attempt a Dexterity saving throw. On a failure, the shadow clone is a clone of them, using their statistics instead of your own. The clone can not speak, is visibly made of shadows, can still only use jutsu you know, and has 60 ft. of darkvision. In bright light, the shadow clone loses 3 hit points at the end of each of its turns, in dim light it acts normally, and in darkness it regains 3 hit points at the end of each of its turns. This also causes you to not regain the base chakra spent to create the clone.


Shadow Imitation Field Technique

Cost: 15 chakra

Duration: Concentration, up to 5 minutes

Range: 30 ft radius in bright light, 60 ft radius in dim light

Requirements: Shadow Possession Jutsu

As an action, you expand your shadow in a wide radius around you, ensnaring all creatures surrounding you by possessing their shadows. All creatures that start their turn or enter the affected range are placed under the effect of your Shadow Possession Jutsu for the duration or until they leave the affected range.


Shadow Gathering Technique

Cost: 2 minimum, 20 maximum

Duration: Up to 10 minutes

Range: 30 ft in bright light, 60 ft in dim light

Requirements: Shadow Possession Jutsu

Your weave your shadow into a materialized black tendril that emerge from the ground, this tendril follows your command. For every 2 chakra points spent beyond the initial cost, a new tendril materializes, to a max of 10 tendrils. All the tendrils act in unison during your initiative count.

The tendrils can stretch out to a range of 10 ft from their source and move anywhere within your shadows on your turn, including the shadows of creatures under your Shadow Possession Jutsu. Small objects may be carried and manipulated as though the tendrils had half your Strength score, with fine manipulations, such as lock-picking or untying knots, possible at disadvantage to the roll in question. When you take the attack action, you can choose to have one of the tendrils deliver the attack in your stead, make a spell melee attack with reach of 10 ft, on a hit the target takes 1d10 + your Intelligence modifier piercing damage. A target hit this way must also succeed in a Dexterity saving throw or be placed under the effect of your Shadow Possession Jutsu.

As an action, for 5 chakra points, you can control all of your tendrils in unison to place a coordinated attack onto a creature within range, the creature must succeed on a Dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage per tendril on a failed save and half as much on a success. Alternatively, you can arm your tendril with several items, such as kunais or paper bombs in order to deal a more lethal or strategic attack. In the instance of a weapon being used, the damage die for the coordinated attack is the same as the weapon's. In the instance of a specific item being used, each tendril holding said item activates the effect individually, if several of the same type of saving throws are required, the target makes only one per type of saving throw.

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