Path of Totality (Shinobi World Supplement)
Path of Totality[edit]
Originally wielded by the Sage of Six Paths, Truth-Seeking Orbs are among the most versatile Weapons a shinobi could ever wield. However, due to how difficult they are to attain, very few wield them whatsoever, much less master them. Whether through a Kekkei Genkai trading back to the first three generations of shinobi or simply by exclusive study and training, you have gained this mighty weapon. Similarly to the Path of the Sage, the following can be used as Epic Boons instead.
Truth-Seeking Orbs[edit]
At 3rd level, you gain various sleek, black, hand sized balls called Truth-Seeking Orbs. You can make them being invisible and intangible as a bonus action. While active, they idly float behind you in a circular formation. These orbs are composed of all five basic Chakra natures and are shaped and moved accordingly to your will.
You have a maximum of 3 orbs. While in Sage Mode or Sage Transformation, your maximum increases by 3. While in Six-Paths Sage Mode, Outer Path Sage Mode or Tenseigan Chakra Mode, your maximum increases by 6.
Whenever you would take damage, you may weave your orbs between you and the source, diverting it as a reaction, reducing the damage you take by the amount of damage your orbs took.
You can also weave your orbs into weapons momentarily, arming yourself with useful tools where you would otherwise be unarmed. Whenever you make an attack with your unarmed strikes, you can use your orbs to increase the reach of the attack by 10 feet. On a hit, your orbs receive 1/4 of the damage dealt rounded down.
Each orb has 50 hit points. If an orb is reduced to 0 hit points, it is destroyed and disappears. All of your orbs regenerate at the end of a long rest. If your orb maximum increases, you instantly gain an amount equal to the increase to your maximum. Any orbs above your maximum are immediately dispersed.
Manipulation[edit]
At 7th level, you can shape your orb into any mundane object with an area no larger than a 3 foot cube, including weapons, as a bonus action. Alternatively, you can shape it into a flat surface up to 10x10x0.04 feet in size. Due to its density, pushing, dragging, or lifting your orb requires 600 lbs of force. They may be manipulated up to 60 feet from you as a free action or bonus action, has an AC of 18, and have a movement speed of 60 feet. Orbs can not occupy the same space as a creature. If such a situation occurs, they must attempt a Dexterity saving throw. On a failure, they are pushed to the closest edge of the orb, take 2d6 force damage, and are knocked prone. On a success, they are pushed to the closest edge of the orb.
Truth-Seeking Jutsu[edit]
At 10th level, you may add at least 1 truth-seeking orb to a jutsu you cast that deals damage. To do so, the orb must be within 5 feet of you. The jutsu’s damage and ranges are increased by half. Included orbs take half as much damage as the jutsu deals, divided equally between each orb (rounded up).
Improved Orb[edit]
At 15th level, your truth-seeking orbs can be as large as a 15 foot radius sphere. You and any creatures of your choosing may pass through them. Additionally, they each have 100 hit points. Additionally, your number of orbs increases by 3.
Mastered Truth-Seeking Orbs[edit]
At 20th level, and again at 23rd, 27th, 30th, 35th, and 40th level, you focus training your orbs into one incredibly powerful technique. You gain one of the following, and you may take each more than once:
Sword of Nunoboko. You may shape 3 truth-seeking orbs into the Sage of Six Paths’ double helix Sword of Nunoboko. While wielding this weapon in one hand, you unarmed strikes attack every creature in a 20 foot cone, using the same attack and damage rolls, and deal force damage. You also gain the Truth-Seeking Orb Execution jutsu.
Expansive Truth-Seeking Orb. You can create the ultimate truth-seeking orb. As an action, you can spend at least 2 chakra to modify a truth-seeking orb so that it covers an area equal to 2.5 times the amount of chakra spent with 20 times the amount of chakra spent hit points. It has a movement speed and range equal to 12 times its size. As an action, all creatures within 30 ft. of the orb must succeed a Constitution saving throw, taking a number of d4 force damage as chakra spent on a failure or half as much on a success, destroying the orb in the process. This orb can not be regained until the end of your next long rest. You may do this once, regaining use at the end of a long rest. You also gain the Truth-Seeking Orb Execution jutsu.
Nullifying Truth-Seeking Orbs. You focus on enhancing the raw defensive properties of your Truth-Seeking Orbs. Your orbs are immune to all damage and the effects of any jutsu, spells, or features that cost chakra that you do not cast. This immunity is ignored by taijutsu, senjutsu, black chakra, non-magical effects and attacks, and jutsu that use chakra granted by Six Paths Power; and you have resistance to damage that would otherwise ignore immunity.
Disintegrating Truth-Seeking Orbs. You focus on enhancing the raw offensive properties of your Truth-Seeking Orbs. Any attacks with your Truth-Seeking Orbs deal force damage, any weapon attacks with Truth-Seeking Orbs deal an additional 2d8 force damage, and any unarmed attacks with Truth-Seeking orbs have an additional +10 ft. of reach.
Multiplied Truth-Seeking Orbs. You gain 2 additional Truth-Seeking Orbs.
Truth-Seeking Orb Execution[edit]
At 20th level, you also gain the following jutsu:
Truth-Seeking Orb Execution.
Range: Touch
Duration: Concentration, 5 turns
Cost: 6 Chakra per turn, 1 Truth-Seeking Orb
In place of your action, bonus action, reaction, and your entire movement speed, you place your hand on a creature’s head, shaping an orb into a needle that slowly burrows into their brain. At the end of this jutsu's full duration, if the targeted creature has spent the entire duration within your reach, they are killed outright.
Path of Totality Unique Jutsu[edit]
Truth-Seeking Scorched Earth
Cost: 8+ chakra
Range: 10 ft. wide, 60 ft. line
As an action, you merge your Truth-Seeking Orbs into a single orb, causing their power to become unstable and fire into a dark beam of dangerous chakra. Each creature within must make a Dexterity saving throw, taking force damage equal to half the orb's hit points, and the orb used takes half as much damage. On a success, they take half as much damage. This Jutsu ignores Evasion. You may add an additional orb to this jutsu for every 8 additional chakra spent.
Truth-Seeking Cross Lantern
Range: 5 mile radius
Cost: 10 chakra
As an action, you pound 3 of your Truth-Seeking Orbs into the ground, throwing the elements out of balance. Orbs used on this jutsu can't be used in any way except with for this jutsu until you end this jutsu as an action. Every creature within range must attempt a Constitution saving throw at the end of each of your turns. On a failure, they take 2d10 force damage. On a success, they take half as much. Additionally, the area this jutsu targets becomes lightly obscured difficult terrain until the end of your next turn. You must spend 10 chakra at the end of each of your turns to maintain it.
Horizon Meteor
Requirements: Manipulation
Cost: 5 chakra
As a bonus action while your orbs have no movement remaining, you may move one of your Truth-Seeking Orbs anywhere within its range. You may use this jutsu as a reaction when a creature within 5 feet of one of your orbs is knocked prone, moving the creature with the orb.
Demising Truth-Seeking Orb
Requirements: Expansive Truth-Seeking Orb
Cost: 20 chakra
As an action while you are in control of an Expansive Truth-Seeking Orb, you cause the orb's chakra to lose stability. If your next action is detonating the orb, its range is doubled and its damage die is increased to d6, otherwise the orb is destroyed without detonating and any chakra spent on it is wasted at the end of your next turn.
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