Path of Mutation (Shinobi World Supplement)
From D&D Wiki
Path of Mutation[edit]
After being trapped in an Infinite Tsukuyomi, creatures are gradually absorbed into the God Tree, after which they mutate into manifestations of will of the caster. Often referred to as Zetsu, these creatures rarely keep any fragment of their old personality or memories.
Natural Constitution[edit]
At 3rd level, you do not need to eat, drink, or sleep. If you are touched by a creature that has a number of special chakra points (not including heavy chakra) greater than half your chakra points, you become paralyzed until the end of your next turn. As a bonus action, you may regain hit points equal to your level, or half as many chakra points. You may use this feature a number of times equal to your proficiency bonus.
Disguise[edit]
At 7th level, as an action for 6 chakra points, you may make yourself indistinguishable by sight, sound, touch, smell, taste, and chakra sense from another creature of your choice that you have touched. While this is active, you may have one non-dojutsu feature of your choice from the creature that you have copied.
Enhanced Constitution[edit]
At 10th level, you gain greater mastery in understanding your body as a mass of natural energy. Mayfly no longer requires concentration. When you would become paralyzed by Natural Constitution, you may attempt a DC 16 Constitution saving throw. On a success, you can not be paralyzed in this way until the beginning of your next turn.
Additionally, when you are hit by a critical hit, you may chose to lose an arm or leg instead. You may reattach your limbs to any creature missing a limb as a bonus action for 2 hit dice or 10 chakra points, and you may reattach you or another creature's limb to your body in the same way. Limbs reattached in this way are modified to perfectly match the target's biology, making it not count for biology path implantation.
Possession[edit]
At 15th level, as an action for 6 chakra points, you may wrap your body around a willing or unconscious creature with at least 1 hit point you can touch that is no greater than 1 size category larger than you. You and this creature share the same turn and actions (controlled by the host unless they are unconscious), have the best of either creatures' ability scores, and may use each others' chakra points. Each creature benefits from any feature the other has (this does not grant additional Kekkei Genkai), and you may choose if you or the creature is targeted by an effect that would target either or both of you. Stacking conditions, such as exhaustion or gradual blindness, deafness, and numbness, still effect creatures individually. You may end this at will, and this automatically ends if you become unconscious.
Body Coating[edit]
At 20th level, you may use Possession on dead creatures, and you may attempt to use it on unwilling creatures. They must attempt a Strength saving throw at the beginning of each of their turns, being effected by this feature and counting as unconcious for the sake of control on a failure. If they have more chakra than you, they gain control.
Path of Mutation Unique Jutsu[edit]
Mayfly
Cost: 7 chakra
Duration: Concentration, up to 1 minute
As a bonus action, you make your body and all items you are carrying able to pass through wood, dirt, and stone. This does not stop you from being able to deal or take damage. Additionally, while completely submerged in an object, you gain a 15 foot bonus to your movement speed.
Fly Trap Technique
Cost: 4 chakra
Duration: 1 minute
As an action, you form a chitinous shell around your body resembling the jaws of a venus fly trap. You gain temporary hit points equal to twice your proficiency bonus. While you have these temporary hit points, you gain a +1 bonus to your AC and any DCs related to effects that would not deal damage, but a -1 penalty to attack and damage rolls and DCs related to effects that would deal damage. You may end this jutsu at will, and you lose any temporary hit points granted by this jutsu when it ends.
Giant Zetsu
Cost: 6 chakra
Range: touch
As an action, you merge your body with another willing creature with at least 1 feature from this path you can touch. The other creature is killed instantly, and you gain a +1 bonus to your attack and damage rolls, saving throw DCs, and AC, and 6 additional chakra points. If you spend 6 chakra, you lose these effects. Any uses of this jutsu while benefiting from it reduces its cost to 0, but only grants you and the limit of chakra you can spend before losing the effects of this jutsu 6 additional chakra.
Mayfly: Antlion
Requirements: Mayfly, Fly Trap Technique
Cost: 12 chakra
As an action while immediately below a creature while Mayfly and Fly Trap Technique are active, you drill upward with your false jaws. Mayfly and Fly Trap Technique end and you make one unarmed strike against one creature in your reach with advantage. On a hit, they take twice your unarmed strike's damage, are thrown up to 20 ft. away from you in a direction of your choice, and must attempt a Dexterity saving throw. On a failure, they are knocked prone and take 2d4 non-magical bludgeoning damage.
Parasite Clone
Cost: 16 chakra
As an action, you create a White Zetsu. As a bonus action on each of your turns, you can mentally command any White Zetsu you created with this jutsu if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this jutsu on the creature before the current 24-hour period ends. This use of the jutsu reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
Spore Technique
Cost: 6 chakra
Duration: Concentration, indefinite
As an action, you reduce yourself to an undetectable spore. You become Tiny and unconcious, and you may add your proficiency bonus to Stealth checks an additional time until you end this jutsu at will.
Consume
Cost: 2 chakra
Range: touch
As an action while you are touching a dead creature with a size category equal to or smaller than your own that is not a construct or elemental, your body unfurls and consumes them. As an action while a creature is consumed in this way, you may spit them out, placing their body anywhere within your reach. You may have a number of creatures consumed in this way equal to your Constitution modifier at any given moment.
Back to Main Page → 5e Homebrew → Classes → Naruto: Shinobi (5e Class)