Path of Vitality (Shinobi World Supplement)

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Path of Vitality[edit]

In the early days of organized shinobi, there lived a pair of unmatched shinobi clan leaders: Madara Uchiha and Hashirama Senju. Madara left behind a group of powerful, warlike users of the sharingan. Hashirama on the other hand, his vitality unmatched but solely his, left behind the Hidden Village system, claiming numerous clans as his "family", including the Uchiha. Still, many sought Hashirama's unique abilities, including his near-bottomless well of chakra and the notorious Wood Style, and yet fewer succeeded.

Natural Regeneration[edit]

At 3rd level, you are able to naturally regenerate both your body and chakra. You gain the following benefits:

  • As a bonus action for 5 chakra points, you may regain a number of hit points equal to 1d10 + your Constitution modifier.
  • As a bonus action, you may regain chakra equal to half your level and gain 1 level of exhaustion.

Acceptant Biology[edit]

At 7th level, in addition to healing you, your vitality is able to flawlessly mesh itself with others. You gain two from the Dōjutsu Master, Perfect Vessel, Universal Biology and Dōjutsu-Acceptant Biology boons.

Enhanced Endurance[edit]

At 10th level, your natural vitality makes even starvation and blindness less of a problem. The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is doubled. Additionally, as a reaction when you end your turn, you may regain hit points or chakra points with Natural Regeneration.

Near-Immortality[edit]

At 15th level, your wounds passively heal themselves, making even the deepest scars fade in a matter of moments and fully resuscitating you from near-death in minutes. As an action for 5 chakra points, you may regain hit points equal to your Constitution modifier at the beginning of each of your turns for 1 minute or until you drop to 0 hit points.

God of Shinobi[edit]

At 20th level, your mastery of your unique biology equals Hashirama himself, if not surpasses him. When you regain hit points from Natural Regeneration, you take the maximum roll. Additionally, at the end of each hour, you make a DC 20 Constitution saving throw, losing 1 level of exhaustion on a success.

Unnatural Vitality[edit]

At 23rd level, your physical health can hardly even be considered human. At the end of each short rest, you automatically lose 1 level of exhaustion. Additionally, you no longer need to eat or drink, though you may choose to do so.

True Vital Immortality[edit]

At 27th level, your vitality is forever, an unstoppable force for eternity. You may use Natural Regeneration once without using any form of action at the beginning of each of your turns. Additionally, you no longer age, and you no longer need to breath.

Path of Vitality Unique Jutsu[edit]

Hand Seal Jutsu[edit]

Four-Pillar House

Cost: 5-20 chakra

As an action, you use your Wood Style to create a square house. The house has an AC of 14 and a number of hit points equal to 40 + your Intelligence modifier. The house can be empty or furnished (strictly wood and earth) and provide cover from the elements. Each floor is one room, and a balcony surrounds the second floor.

  • 20ft by 20ft by 30ft. Single floor. Empty. Can hold 4 medium creatures comfortably. 5 chakra.
  • 20ft by 20ft by 30ft. Single floor. Furnished. Can hold 4 medium creatures comfortably. 10 chakra.
  • 30ft by 30ft by 60ft. 2 floors. Empty. Can hold 8 medium creatures comfortably. 10 chakra.
  • 30ft by 30ft by 60ft. 2 floors. Furnished. Can hold 8 medium creatures comfortably. Creatures who spend an entire long rest in this house gain 1d6 + your Intelligence modifier temporary hit points. 15 chakra.
  • 40ft by 40ft by 80ft. 3 floors. Empty. Can hold 12 medium creatures comfortably. 15 chakra.
  • 40ft by 40ft by 80ft. 3 floors. Furnished. Can hold 12 medium creatures comfortably. Creatures who spend an entire long rest in this house gain 2d4 + your Intelligence modifier temporary hit points and increases its movement speed by 10 ft until it finishes a long rest. 20 chakra.

If the house is destroyed, all creatures inside takes 2d10 bludgeoning damage.


Four-Pillar Prison

Requirements: Four-Pillar House

Cost: 5 chakra

Range: 30 feet

As an action while within range of a Four-Pillar House, you cause wooden bars to spring around one creature within the Four-Pillar House. They are surrounded by a 10 ft. cube of wooden bars that only creatures that are Tiny can pass through until the house is destroyed.


Stocks

Cost: 1 chakra

Range: 30 feet

As an action, you make a set of stocks that form around one creature within range that is your size category or smaller. The target must make a Strength saving throw. On a failure, it is restrained. To break out, the restrained target can use its action to repeat the Strength saving throw. On a success, the target escapes and is no longer restrained.


Laughing Buddha

Requirements: Stocks

Cost: 5+ chakra

Range: 30 feet

As an action, you sprout trees from the ground in the shape of hands. One creature within range must make a Strength saving throw. On a failure, it is restrained. To break out, the restrained target can use its action to repeat the Strength saving throw. On a success, the target escapes and is no longer restrained. You may spend 5 additional chakra to cause this jutsu to target an additional creature within range.


Wood Dome

Cost: 5 chakra

Duration: 5 minutes

As an action, you manipulate the roots in the ground to create a 10 ft. radius wooden dome. This dome provides total cover from the front. It has 100 hit points and an AC of 16. It is vulnerable to fire and magical slashing damage. At the start of your turn, it regains 1d6 hit points, unless it has taken fire damage this round.


Wood Expulsion

Requirements: Wood Dome

Cost: 5 chakra

As an action, one Wood Dome you can touch is split down the middle, now bearing the appearance of a dragon along its surface. The radius of the Wood Dome increases by 5 feet. As an action while touching a Wood Dome under the effects of this jutsu, you may cause it to open, causing it to no longer provide cover or be targetable, and creatures may freely pass through the dome. You may close the dome as a bonus action. If you attempt to do this while another creature with this jutsu is touching it, they may force you to attempt a saving throw using your jutsu casting ability, being unable to open or close the dome on a failure.


Wood Dragon

Cost: 10 chakra

Duration: Concentration, 1 minute

Range: 60 feet

As an action, you create a huge wooden dragon. The dragon has 60 hit points. If destroyed, as an action, you can perform the hand signs to reform it with 60 hit points. As a reaction, when a creature targets you with an area of effect or attack, you can move the dragon in the way, it’s targeted instead. The dragon acts on your initiative count and you can use your bonus action to command it. If you do not command it, it will not act in any way other than defensively. It has the following statistics and the same ability scores and save DC as you:

  • Speed 60 ft fly
  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 1d8 piercing damage
    • Claw deals 1d6 slashing damage
  • Grapple. The dragon uses the grapple attack.
  • Breath Weapon (5-6 recharge). Each creature is a 20 ft cone must make a Dexterity saving throw. On a failure, it takes 2d8 bludgeoning damage.
  • Self Destruct. The wood dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft away and takes 4d8 bludgeoning damage. Once this feature is used, the dragon is destroyed.


Deep Forest Emergence

Cost: 17 chakra

Range: 40 ft. radius, 20 ft. high

As an action, you force a small plant to grow into a forest in an instant. The trees to grow into a dense forest covering this jutsu's range. You and creatures you choose are lifted by a root into the air. All other creatures in the area must make a Dexterity saving throw, taking 5d12 + your Intelligence modifier bludgeoning damage on a failure. On a success, they take half as much damage. The forest is difficult terrain to all creatures without this jutsu. As a bonus action, you can spend 4 chakra to make a large branch from the forest to attack one creature within it. Make a melee spell attack. On a hit, it takes 3d10 piercing or bludgeoning damage.


Deep Forest Bloom

Requirements: Deep Forest Emergence

Cost: 8 chakra

Range: 30 ft.

Duration: Concentration, up to 1 minute

As an action, you convert the trees of one Deep Forest Emergence within range into large flowers that produce a thick green pollen. For this jutsu's duration, any creature that ends their turn touching the Deep Forest Emergence must attempt a Charisma saving throw. On a failure, they become unconcious until the end of their next turn.


Great Spear Tree

Cost: 25 chakra

Range: 50 ft. radius, 60 ft. high

Duration: 1 minute

As an action, you summon a tangle of roots that surround you. Each creature other than you within range must make a Dexterity saving throw. On a failure, it takes 6d8 + your Intelligence modifier magical piercing damage and is restrained. On a success, they take half as much damage. Creatures may attempt a Strength saving throw as an action, no longer being restrained on a success. As an action, you can make three melee spell attacks against creatures within range, causing one of the following effects of your choice on a hit:

  • Vine: The target is knocked prone and takes 2d8 + your Intelligence modifier bludgeoning damage.
  • Branch: The target takes 4d6 + your Intelligence modifier piercing damage.
  • Log: The target must make a Dexterity saving throw, taking 6d8 + your Intelligence modifier bludgeoning damage. On a success, they take half as much damage. This can only be used once every other round.


Hokage-Style Sixty-Year-Old Technique — Kakuan Entering Society with Bliss-Bringing Hands

Cost: 10 Chakra

Range: 30 feet

Erecting various wooden spiked pillars to temporarily block escape, you thrust forward a palm of chakra in order to suppress Tailed Beast chakra with Wood Style chakra. You can attempt to suppress a jinchuuriki out of any Bijuu Cloak form, contesting your Constitution save against their Strength save + their number of tailed beasts contained + number of Bijuu Cloak form (+1 for Initial Release, +2 for Tailed, +3 for Bijuu Chakra Mode or Tailed Beast Mode, +4 for Tailed Beast Avatar).


Foo Dog Heads

Cost: 4 chakra

Range: 30 ft.

Duration: 1 minute

As an action, you erect a wood pillar covered in vine-like mouths anywhere within 5 ft. of you. As an action for this jutsu's duration while within range of the pillar, you may spend 6 chakra to make a ranged spell attack against one creature also within range of the pillar. On a hit, the target loses 2d4 chakra points. You may choose what kind of chakra points the target loses.


Wood Human

Requirements: Wood Dragon

Cost: 32 chakra

As an action, you fuel a massive amount of Wood Style chakra, creating a massive golem with its shoulders wreathed in a wood dragon. A wood human appears in the spot where you were standing and you are teleported on top of it.


Shinsu Senju

Requirements: Wood Human

Cost: 32 chakra

Range: 90 feet

As an action, you sprout thousands, almost millions, of wooden palms from one wood human within range, turning it into an immobile, indestructible weapon; the Shinsu Senju.


Great Forest

Cost: 3 chakra

Duration: 1 minute

As a bonus action, you transform your arms into pillars of wood. You can not weave hand seals with that hand or cast spells with somatic components with that hand, but the arm gains an additional 10 feet of reach, and unarmed strikes with the arm deal your choice of magical bludgeoning, slashing, or piercing damage. You may spend 1 chakra point to end this jutsu’s effects early.


Silent Strangle

Requirements: Great Forest

Cost: 3+ chakra

As an action while under the effects of Great Forest, you wrap one creature in bands of wood. Your reach increases by 5 feet, and you attempt to grapple one creature within your reach regardless of their size category. You may increase your reach by 5 ft. for every 2 additional chakra spent. Great Forest ends and your reach increase only counts for this grapple.


Spontaneous Tree Armor

Requirements: Spontaneous Tree Summoning

Cost: 25 chakra, 10 hit points

Duration: 1 minute

As an action, you can use your cells as a conduit for Wood Style and your chakra control to shape them with precision, creating powerful, strong wooden armor around yourself. While this armor is equipped, you gain a +3 bonus to your AC, you gain a damage reduction of 6, and you take twice as much fire damage. If you do not have proficiency in heavy armor, your movement speed is reduced by 35 feet, and you have disadvantage on Dexterity saving throws and Stealth checks.


Hand Tool Manipulation

Cost: 1-10 chakra

Duration: Concentration, up to 1 hour

As an action, you transform your hands into one set of tools you are proficient in for this jutsu's duration. You may spend 4 additional chakra to create a shield or weapon you are proficient with, and you may spend 5 additional chakra to gain proficiency with the created shield or weapon.


God: Nativity of a World of Trees

Cost: 100 chakra

As an action, you release a massive sheet of absorbing Wood Style chakra, wrapping itself around your targets autonomously. For any creatures that are unconcious or paralyzed by any of your jutsu, you no longer need to concentrate to keep them under its effects, they no longer need to eat, drink, sleep, or breath, and your chakra point maximum increases by a number of points equal to the number of creatures effected by this jutsu.


*Beautiful Wood Creation of Sapping Strength*

Cost: 5 chakra

Range: Self

As a bonus action, you create a weapon out of wood, infusing it with your chakra. The weapon you create copies a weapon are proficient with, copying the entire weapon including its properties and damage die. Weapons created in this way lose any magical properties of the weapon they were based off of, but counts as magical for the purposes of overcoming bludgeoning, piercing and slashing damage resistance.


Wood Style Shadow Clone Jutsu

Requirements: Shadow Clone

Cost: 3 chakra

When creating shadow clones, you may imbue each of them with wood style chakra for 3 chakra. Clones under this effect have 15 hit points, and regain 5 hit points at the beginning of each of their turns. This also causes you to not regain the base chakra spent to create the clone.

Non-Hand Seal Jutsu[edit]

Basic Wood Style Technique

Cost: 0-10

Range: 30 feet

Duration: Instantaneous

As an action, you can summon small trees and poles of wood from the earth as well as your body to create one of the following effects within range which can fit within a 5 foot cube:

  • You cause the newly grown wood to form into simple shapes and animate at your direction.
  • You envelop the targeted area with irregularly grown roots and branches and cause the area to become difficult terrain. Alternatively, you can cause the branches to clear a path and turn it into normal terrain if it is already difficult terrain.
  • You create a barrage of branches and trees that shoot up and fill the targeted area. A creature standing behind this wall of wood can use it as cover.

You can return any wood you create back into the earth as a bonus action. Wood created this way cannot be used to deal damage directly, however it can be used to block paths and bar off areas. Your wooden creations have an AC of 11 and a number of hit points equal to your level plus your Intelligence modifier.

You can spend additional chakra at the time of casting this Jutsu to increase the cube by 5 ft per 2 chakra points spent.


Transmission Wood

Cost: 3 chakra

Duration: 72 hours

You create a small wooden seeds that constantly transmits a minuscule amount of chakra that allows you to know the distance and direction of it over any distance. Creatures, even those with the ability to sense magical effects, must succeed an Investigation check to find it.


Spontaneous Tree Summoning

Cost: 6 chakra, 3 hit points

As a reaction when you are targeted by an attack or saving throw, you use your own cells as a conduit, growing a thick tree in the assault's path, granting you a +3 to your AC and Constitution or Dexterity saving throws until you move at least 5 feet away from the tree. Upon moving away from the tree, it withers away and dies. This effect does not stack with itself and this reaction cannot be used again until this tree disappears. The tree has an AC of 18 and hit points equivalent to 3 times your level plus your Intelligence modifier.


Cutting Sprigs

Cost: 3 chakra

Range: 60 feet

As an action, you can fire three wooden spikes from your body. Make a ranged spell attack for each. You can target a creature with all three or one creature with each. On a hit, the target takes 1d4 + your Intelligence modifier magical piercing or poison damage, your choice. As a bonus action on the same turn, you may cause the spikes to expand into large branches, spending 1 chakra per targeted spike that hit to deal an additional 1d4 + your Intelligence modifier magical bludgeoning damage to the target it hit.


Tree Bind Eternal Burial

Cost: 4 chakra

As a bonus action, you grow a tree-like mound of woody vines around one creature you are grappling. The grapple ends and the target becomes restrained. The target can make a Strength saving throw as an action. On a success, the target escapes and is no longer restrained.


Underground Roots

Cost: 2 chakra

Range: 15 feet

As a reaction when a creature within range moves more than 5 feet without using a flying or swimming speed, you secretly burrow a root underground, trying to wrap it around the target's ankle. They must attempt a Wisdom saving throw. On a failure, they're knocked prone and take 1 non-magical bludgeoning damage as they hit the ground. If the target is already prone when you use this jutsu, any damage this jutsu deals is doubled.


Wood Spikes Ring

Cost: 5 chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

As an action, one creature within range must attempt a Dexterity saving throw. On a failure, they are surrounded by a ring of wooden spikes. If they make an action or move more than 5 ft. within range, you may automatically deal your unarmed strikes' damage as piercing damage to them and reduce their movement speed to 0 until the beginning of their next turn.


*Wood Jaws*

Cost: 10 chakra

Range: Touch

As an action, you create a set of large jaws anywhere on your body that lunge at the target. One creature within range must make a Strength saving throw. On a failure, they become restrained. They or a creature that can touch them may retry this saving throw as an action, ending this effect early on a success. On a failure and when the target uses a jutsu, they lose 1d4 chakra points, and you regain an equal number of chakra points or increase their DC of the next saving throw of this kind by an equal number.


*Wood Style: Draining Rasengan*

Cost: 15 chakra

Range: Touch

Requirements: Rasengan

As an action, you imbue your rasengan with Wood Style chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage, and wooden thorns begin to drain their chakra causing them to lose 2d4 chakra at the end of their turns, or twice as many hit points if they no longer have any chakra. A creature that can touch the target may attempt a Strength saving throw as an action, removing the spikes on a success.


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