Path of Suffering (Shinobi World Supplement)
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Path of Suffering[edit]
Those who walk this path make use of a physical Kekkei Genkai known as Shikotsumyaku to enhance their Taijutsu. This Kekkei Genkai is used to manipulate bone growth and density to attack their enemies with “dances”. They feel physical pain while using these techniques, however they show no signs of this to enemies. Users of this subclass gain access to Path of Suffering Unique Jutsu.
Dance of the Camellia[edit]
At 3th level, you learn your first dance. You strike multiple times at different angles, changing your bone’s shape to increase their unpredictability. When you make the Attack action, you make one additional unarmed attack. At the start of your turn, you can expend half your movement to make your first attack with advantage.
As a free action, you can spend 1 chakra to harden your bones, allowing you to use your Constitution modifier instead of your Dexterity modifier when determining your AC until the end of your next turn.
Additionally, you gain the following jutsu:
Clethra
Cost: 1+ chakra and 1d8 psychic damage
Duration: 1 minute
Jutsu Type: Bukijutsu
As a bonus action, you pull a bone from your body, replacing the bone from within and shaping the removed bone into one non-magical melee weapon or item of comparable size and shape. This weapon counts as adamantine. When you make an attack with this weapon, you may divert even more bone growth into it for 1 chakra, doubling its reach until the beginning of your next turn.
Resilience[edit]
At 7th level, the strength of your bones and your mental fortitude make you far harder to kill. At the start of each of your turns, you gain an amount of temporary hit points equal to 1 + your Constitution modifier (minimum 1).
Additionally, you gain the following jutsu:
Ten-Fingers Drilling Bullets
Cost: 1-3 chakra and 1d4-3d4 psychic damage
Range: 35/70 ft.
Jutsu Type: Bukijutsu
As a ranged spell attack, you grow a duplicate of the first digit of your fingers beneath your preexisting ones, firing them from your fingertips at high speed. On a hit, they take 1d8 piercing damage. You may deal an additional 1d8 piercing damage for every additional chakra point spent and 1d4 psychic damage taken.
Exterior Growths[edit]
At 10th level, your bones naturally pierce your skin, creating spike-like, armored growths. You gain a +1 bonus to your AC, and may spend 2 chakra to turn a critical hit against you into a normal hit. Additionally, you gain the following jutsu:
Dance of the Clematis: Vine
Cost: 5 chakra and 1d10 psychic damage
Duration: 1 minute
Jutsu Type: Bukijutsu
As an action, rather than a rib or shoulder blade, you remove your spine, forming a sharp, whip-like weapon. You gain an ultisword that counts as counts as adamantine with a +15 ft. bonus to its reach. On a hit with this weapon, you may spend 2 chakra to cause the creature to become restrained and be unable to make attacks with the weapon until they are not restrained. You may end this effect at will, and the target may attempt a Strength saving throw at the end of each of their turns. On a failure, they take 1d6 + your Constitution modifier slashing damage. On a success, they take half as much damage and are no longer restrained.
Dance of the Clematis: Flower
Cost: 5 chakra and 1d10 psychic damage.
Duration: 1 minute
Jutsu Type: Bukijutsu
As an action, you cause the bones in one of your hands to explode into a massive, spear-like growth. You gain a light melee weapon with a damage die two sizes higher than your unarmed damage die (i.e. 2d4 → 2d8; 3d4 & 3d8) that deals magical piercing damage. Attacks with this weapon have disadvantage.
Full-Body Manipulation[edit]
At 15th level, you can weaponize every bone in your body. You gain the following jutsu
Dance of the Larch
Cost: 5+ chakra and 1d10 psychic damage
Jutsu Type: Bukijutsu
As a reaction when you are targeted by a melee attack, or as a bonus action, you sprout sharp spikes from your body. You gain a +2 bonus to your AC until the end of your next turn. If an attack roll misses by 3 or less, they take 1d8 + your Constitution modifier piercing damage. If they roll a 1 on their attack roll and you would be able to grapple them, they become restrained until the end of your next turn.
Dance of the Seedling Fern
Cost: 5+ chakra and 1d10 psychic damage
Jutsu Type: Bukijutsu
As an action, you rapidly grow your bones into tree-like pillars. Every creature in a 15-foot radius, 50 ft. tall area around you must succeed a Dexterity saving throw or take 8d8 + your Constitution modifier piercing damage. This jutsu's area counts as difficult terrain for any creatures without this jutsu. You may move at twice your movement speed inside this forest, and may move in any direction within it as if it were normal movement. You may increase this jutsu's radius by 10 ft. for every additional 5 chakra spent and 1d10 psychic damage taken. After using this jutsu, you become stunned until the beginning of your next turn.
Osteomancer[edit]
At 20th level, you have completely mastered your kekkei genkai. When you would take damage from casting one of this path's jutsu, you may decrease the damage taken by 3 for every additional chakra point spent. This is counted separately from any effects the jutsu would gain from spending additional chakra. If this would decrease the damage taken below 0, you instead regain a number of hit points equal to the "negative damage" taken.
If you lose a limb, you may reattach it to your body as a bonus action for 2 chakra. Additionally, your temporary hit points from Resilience are doubled.
Yomotsu Hirasaka[edit]
At 23rd level, you begin to awaken the ancient truth of the Kaguya Clan. You gain the following jutsu:
Yomotsu Hirasaka
Range: 30 feet
Cost: 8 Chakra
As part of another action, you open a portal just large enough to fit your hands, feet, or head through. You may use said action from anywhere within range.
All-Killing Ash Bones[edit]
At 27th level, you combine the power of Yomotsu Hirasaka with Shikotsumyaku, resulting in one of the deadliest jutsu to ever exist.
All-Killing Ash Bones
Range: 15/30 feet
Cost: 60 Chakra
You produce a spike of hardened bone that fires from your body with frightening speed as a ranged spell attack. On a hit, creatures take 350 force damage. This damage overcomes resistance and immunity. Creatures killed by this jutsu can only be resurrected by true resurrection as they and all non-magical objects they are wearing are reduced to atoms. This jutsu's cost is halved if you have the Rinne Sharingan.
Path of Suffering Unique Jutsu[edit]
Alder
Cost: 1-3 chakra and you take 2d4 psychic damage
Range: Touch + 5 feet
Jutsu Type: Bukijutsu
As an action, you extend your spine's vertebrae into spears, slamming your target to the ground as you flip over them. Make an unarmed strike against one creature within range. On a hit, they are knocked prone and take 2d4 magical piercing damage, and you may move to any space that would leave the creature in range. You may spend 1 additional chakra point to use this as a bonus action, or 2 additional chakra points to use this as a reaction to a creature within range making a melee attack against you.
Flying Bone Pellet
Requirements: Ten-Fingers Drilling Bullets
Cost: 2-3 chakra and you take 2d4 psychic damage
Range: 20/40 feet
Jutsu Type: Bukijutsu
As an action, you leap up to 20 feet into the air, and shoot three sharpened bones. Make a ranged jutsu attack roll for each bone against the same or different targets within range. On a hit, they take 1d6 magical piercing damage. You may spend 1 chakra and halve this jutsu's range to shoot two additional bones.
Dance of the Genji
Requirements: Dance of the Clematis: Flower
Cost: 10 chakra and 1d10 psychic damage.
Range: 15 ft. radius
Jutsu Type: Bukijutsu
As an action, you extend your ribs and spine into an array of spears around you. All creatures within range must attempt a Dexterity] saving throw. On a failure, they take the damage they would have taken from a hit with Dance of the Clematis: Flower.
Tiger Lily
Requirements: Dance of the Clematis: Vine
Cost: 5 chakra and 1d10 psychic damage
Range: 15 feet
Jutsu Type: Bukijutsu
As an action, you split your spine into three manipulatable spears. Make a melee jutsu attack roll for each spear against the same or different targets within range. On a hit, they take 2d8 magical piercing damage.
Cypress
Requirements: Clethra
Cost: 2-6 chakra and you take 1d4 psychic damage
Jutsu Type: Bukijutsu
When you create a weapon using Clethra, you spend extra care and growth making it ideal for a shinobi. You must take the last listed effect that applies to the weapon: If the weapon is light, it gains a +1 bonus to attack rolls. If the weapon was one-handed but not light, it gains the light property. If the weapon was two-handed and not heavy, it becomes one-handed. If the weapon was heavy, it loses the heavy property.
You may spend 1 additional chakra to apply 1 additional effect of this jutsu to the weapon. You may only have 1 of each effect applied at a time.
Dance of the Willow
Requirements: Clethra
Cost: 1+ chakra and you take 1d4 psychic damage
Jutsu Type: Bukijutsu
As an action, you return a weapon made by Clethra to your body, jutting at various angles. You become unable to be disarmed of the weapon, and the hand holding it becomes open as the blade is inserted elsewhere in your body. You may spend 1 additional chakra for every additional weapon inserted. After 1 minute, 1 weapon is turned back into a normal bone and consumed into your body, causing you to regain 1 chakra.
Holly
Requirements: Clethra
Cost: 5-10 chakra, and you take 2d4 psychic damage
Range: 15 feet
Jutsu Type: Bukijutsu
As an action, you spin a weapon made by Clethra you are wielding like a drill, rushing at the target before stabbing them numerous times. You may move up to half your movement speed before making a melee spell attack. On a hit, it takes 4d6 piercing damage. You can expend additional chakra to deal an extra 1d6 piercing damage for every 2 additional chakra points.
Pampas
Requirements: Clethra
Cost: 2 chakra
Jutsu Type: Bukijutsu
As part of an attack made with a weapon made by Clethra, you use your own knowledge of bone structure to strike at your target's weaknesses. The attack gains disadvantage, but on a hit you automatically score a critical hit.
Thistle
Requirements: Dance of the Larch
Cost: 2-3 chakra and you take 2d4 psychic damage
Jutsu Type: Bukijutsu
As a bonus action, or as a reaction to a creature entering this jutsu's range for 1 additional chakra, your spine and ribs extend into an upward barrage of bone, piercing everything above you. All creatures in a 20 foot cone pointing directly above you must attempt a Dexterity saving throw. On a failure, they take your unarmed strike damage. On a success, they take half as much damage.
Dance of the False Cleavers
Requirements: Dance of the Larch
Cost: 6+ chakra and 1d10 psychic damage
Jutsu Type: Bukijutsu
As a reaction or bonus action when a hostile creature that you can see moves into your reach, you sprout an arc of bone spikes toward them. The target must succeed a Dexterity saving throw or take 1d8 + your Constitution modifier piercing damage. Additionally, you gain the effects of Dance of the Larch.
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