Path of Youth (Shinobi World Supplement)

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Path of Youth[edit]

You have learned to harness and open the largest tenketsu inside your own body; the Gates, whose function is to regulate one's chakra to not harm you. While releasing each of the Eight Gates offers a great increase in power, doing so undoes these restraints, inevitably harming you. Any bonuses gained from each Gate are cumulative rather than additive, so the Eighth Gate grants a +9 bonus to AC, not a +20 bonus.


Design Note: Jutsu from this path count as taijutsu.

Ferocious Fist[edit]

At 3rd level, you begin mastering a fighting style opposite to the Gentle Fist, focusing on absolute external damage over all else. Whenever you roll a 1 on an unarmed strike attack roll, you may instead count the roll as a 2. Additionally, you gain the following jutsu:

Dynamic Entry

Cost: 4 chakra

Range: 40 feet

As an action, you do either a standing or running jump towards an enemy using one leg to kick them with intense speed and force. Fly in a straight line with a length equal to this jutsu's range and make an unarmed strike. If the attack hits, the target takes 1d8 + your Dexterity modifier bludgeoning plus 2d4 force damage and must make a Strength saving throw. On a failure, it is pushed 20 feet away. If Dynamic Entry is used when the target is unaware of you, you have advantage on the attack roll and the damage increases to 2d6 force.

Alternate Feature: Self-Taught Style: Eight Gates Released Formation[edit]

At 1st level, in a world without Taijutsu mastery, you have forged your own path, unlocking a fundamental secret; the Eight Gates. You may open the Eighth Gate as an action. When you open the Eighth Gate in this way, you do not gain any jutsu, you lose 24 hit points at the end of each of your turns, and you do not gain a flying speed.

Alternate Feature: Heart Acceleration Method[edit]

At 1st level, you learn to focus your Gates into raw chakra and speed, rather than taijutsu. Your movement speed increases by +5 ft., and your chakra point maximum increases by +3. When you open any of the Eight Gates, you do not gain its attack and damage roll bonuses, and when you lose hit points from having the Gate active, you regain half as many chakra points, rounded down.

First Gate[edit]

At 3rd level, as a bonus action, you can open the First Gate, the Gate of Opening. This Gate unlocks the left hemisphere of your mind’s inhibitions. You may close the First Gate as a bonus action. While the First Gate is open, you gain the following bonuses:

  • You gain a +1 bonus to AC.
  • You gain a +10 ft. bonus to your movement speed.
  • You gain a +1 bonus to attack and a +3 bonus to damage rolls with unarmed strikes and taijutsu.
  • You lose 3 hit points at the end of each of your turns.

Additionally, you gain the Front Lotus jutsu.

Front Lotus

Cost: 2 Chakra

As an action while the First Gate or higher is open, you hit one creature, forcing it to make a Dexterity saving throw. If it fails, it is pushed 20 feet into the air and it's stunned until the end of your next turn. On your next turn, you can use your action to make an unarmed strike against them, moving behind them and pile driving them into the ground on a hit, dealing 2d10 + your Dexterity modifier bludgeoning damage. If this attack misses, you can make a normal unarmed strike as a bonus action. A creature hit by this has advantage against it for 24 hours.

Third Gate[edit]

At 7th level, as an action, or as a bonus action while the First or Second Gate is open, you can open up to the Third Gate, the Gate of Life. This Gate unlocks the last few remnants your mind's limitations, in addition to opening up your spinal cord’s chakra network limitations, reddening your skin, bulging your veins, and making your pupils disappear. You may close the Third Gate and return to the First or Second Gate as a bonus action, or all Gates as an action. You gain the following benefits:

  • You gain an amount of temporary hit points equal to your Shinobi level + your Constitution modifier + your Proficiency bonus. You lose these temporary hit points when you close the Third Gate, or open a Gate higher than Third.
  • You gain a +3 bonus to AC.
  • You gain a +20 ft. bonus to your movement speed.
  • You gain a +3 bonus to attack and a +5 bonus to damage rolls with unarmed strikes and taijutsu.
  • You lose 6 hit points at the end of each of your turns.


Additionally, you gain the Reverse Lotus jutsu.

Reverse Lotus

Cost: 2 Chakra

As an action while the Third Gate or higher is open, you can execute a powerful kick against a creature. The target must make a Dexterity saving throw. If it fails, its pushed 20 feet into the air and its stunned until the end of your next turn. On your next turn, you can jump into the air and take the Attack action against it. As a bonus action after the attack, you make a final diving attack into them, knocking you both to the ground dealing a 2d8 bludgeoning and 2d8 force damage on a hit. After you use this technique, you may choose to close the Third Gate immediately, and you are knocked prone and stunned until the start of your next turn. When you use this technique on a creature, it gains advantage against it for 24 hours.

Fifth Gate[edit]

At 10th level, as an action, or as a bonus action while the Third or Fourth Gate is open, you open the Fifth Gate, the Gate of Limit. Located in your abdomen, this Gate is often as far as many Eight Gates users progress, causing enough strain to fracture your own bones. You may close the Fifth Gate and return to the Third or Fourth Gate as a bonus action, or this Gate and any lower Gates as an action. You gain the following benefits:

  • You gain a +5 bonus to AC.
  • You gain a +40 ft. bonus to your movement speed.
  • You gain a +5 bonus to attack and a +7 bonus to damage rolls with unarmed strikes and taijutsu.
  • You lose 9 hit points at the end of each of your turns.
  • At the end of each of your turns you must make a DC 14 Constitution saving throw. On a failure, One of your body parts, not including head body parts, chosen by a d5, loses 9 hit points. On a success, it loses half as many hit points.

Additionally, you gain Morning Peacock, and Great Dynamic Entry if you have Dynamic Entry.

Morning Peacock

Cost: 20 chakra

As an action while the Fifth Gate or higher is open, you charge forward up to your movement speed and make five unarmed strikes against a single creature. Each attack that hits deals 2d8 bludgeoning damage and 2d4 fire damage. The damage does not benefit from any Gate form’s damage bonus. As the air is super-heated and flames fly out the back of the target, any creature behind it in a 20 ft. cone must make a Dexterity saving throw, taking 3d6 fire damage on a failure, or half as much damage on a success.


Great Dynamic Entry:

Cost: 10 chakra

Range: 50 feet

Duration: Instantaneous

As an action while the Fifth Gate or higher is open, you do either a standing or running jump towards a creature using both legs to kick them with intense speed and force. Fly in a straight line with a length equal to this jutsu's range and make an unarmed strike. If the attack hits, it takes 2d10 bludgeoning and 3d6 force damage, and must make a Dexterity saving throw. If it fails the save, it is pushed 50 feet away.

Seventh Gate[edit]

At 15th level, you are a Taijutsu expert able to unlock up to the Seventh Gate, the Gate of Wonder. Unlocking this Gate unlocks your body's near-full potential. Your blood flow increases, giving you reddish skin, your veins begin to bulge, and you begin to sweat profusely, which evaporates the moment it leaves your body from your natural heat, giving off the look of being covered in an aura of green energy. As an action, or as a bonus action while the Fifth or Sixth Gate is open, you may open the Seventh Gate. You may close the Seventh Gate and return to the Fifth or Sixth Gate as a bonus action, or this Gate and any lower Gates as an action. While in the Seventh Gate, you gain the following:

  • You gain a +7 bonus to AC.
  • You gain a +60 ft. bonus to your movement speed.
  • You gain a +7 bonus to attack and and a +9 bonus to damage rolls with unarmed strikes and taijutsu.
  • You lose 12 hit points at the end of each of your turns.
  • At the end of each of your turns you must make a DC 17 Constitution saving throw. On a failure, One of your body parts, not including head body parts, chosen by a d5, loses 12 hit points. On a success, it loses half as many hit points.


Additionally, you gain the Leaf Guillotine and Daytime Tiger jutsu.

Daytime Tiger

Cost: 30 chakra

Range: 60 feet

Duration: Instantaneous

As an action while the Seventh Gate or higher is open, you place one hand forward with the palm out you take your opposite hand, tapping the center of your palm, creating a massive amount of air pressure. Then punching forward, you form the shape of a tiger’s head, sending the pocket of air outward and condensing onto a single point. Each creature in a 30 foot radius within range must make a Dexterity saving throw, taking 6d12 force damage on a failure, or half as much damage on a success.


Leaf Guillotine

Cost: 20 chakra

As an action while the Seventh Gate or higher is open, you move at high speed and appear above the target, slamming your heel into the back on their neck. Make an unarmed strike. On a hit, the target takes 3d12 force damage and must make a Constitution saving throw. If it fails, its paralyzed and prone until the end of your next turn.

Eighth Gate[edit]

At 20th level, you are a Taijutsu master, and have gained access to the Eighth Gate, the Gate of Death. Upon opening this Gate as a bonus action while the Seventh Gate is open by puncturing your heart with your thumb, your body's blood flow is pushed to the max, heating you to the point that your sweat and blood evaporate into a red aura. If you end this form with 6 or more levels of exhaustion, your body begins to burn from the inside out. Shortly after this process begins, you die and can only be brought back with the Wish spell or similar effect.

You may close all Gates as an action. When you close this Gate, you take 8d12 necrotic damage. If this reduces you to 0 hit points, you are stable, otherwise you are paralyzed for 1 minute. You gain the following benefits while the Eighth Gate is released:

  • You gain a +9 bonus to AC.
  • You gain a +90 ft. bonus to your movement speed.
  • You gain a fly speed equal to half your movement speed (rounded down), as you kick the air hard enough to gain lift.
  • You gain a +9 bonus to attack and a +15 bonus to damage rolls with unarmed strikes and taijutsu.
  • You gain 2 levels of exhaustion at the end of each of your turns.
  • At the end of each of your turns you must make a DC 21 Constitution saving throw. On a failure, One of your body parts, not including head body parts, chosen by a d5, loses 30 hit points. On a success, it loses half as many hit points.


Additionally, you gain the Evening Elephant, and Night Guy jutsu, and Burning Youth, No Holds Barred, Full Power Dynamic Entry if you have Great Dynamic Entry.

Evening Elephant

Cost: 30 chakra

As an action while the Eighth Gate is open, you land a series of four unarmed strikes that increase in speed one after another using air pressure to injure the enemy, each punch deals 2d6 force damage and increases by 1d6 after each hit (max 5d6). Objects take four times as much damage from this attack.


Night Guy

Cost: 45 Chakra or 6 levels of Exhaustion.

Range: 70 feet

The Night Guy is considered to be the most powerful move a Taijutsu master can obtain from releasing the Eight Gates. As an action while the Eighth Gate is open, you enter a sprinters stance. In the stance, your aura gathers around you forming a dragons head in a 10 ft. radius around you. Any creatures within this aura must attempt a Charisma saving throw or become stunned until the end of your turn. You launch yourself at a target within range. You and the target move in a 100 feet line from your starting location. The target must succeed a Constitution saving throw, taking 60d6 force damage on a failure, or half as much on a success. After using this jutsu, you leave the form. This jutsu ignores Endurance.

If there are any objects in the distance this jutsu moves preventing the target from moving, both the target and the object, or just the object if they succeeded the saving throw, take 1d8 non-magical bludgeoning damage and the distance moved decreases by 5 ft. until the object breaks or the remaining distance is reduced to 0.


Burning Youth, No Holds Barred, Full Power Dynamic Entry

Cost: 20 chakra

Range: 90 ft.

As an action while the Eighth Gate is open, you do either a standing or running jump towards a creature, using both legs to kick them with intense speed and force. Fly in a straight line with a length equal to this jutsu's range and make an unarmed strike. If the attack hits, the target takes 4d10 + Dexterity modifier bludgeoning and 5d6 force damage and must make a Dexterity saving throw. On a failure, it's pushed 80 feet away.

Mastered Eighth Gate[edit]

At 23rd level, through tireless training supervised by the most skilled of medical nin, you have done the impossible; you have mastered the Eighth Gate. You lose 24 hit points at the end of each of your turns you spend in the Eighth Gate instead of gaining exhaustion, Night Guy costs 45 chakra, 144 hit points, or 6 levels of exhaustion, and you take half as much damage from leaving the Eighth Gate.

Suicide Corps[edit]

At 27th level, thanks to your extended time with various Gates open, you have developed more advanced taijutsu. You gain the following jutsu in addition to Night Phoenix and Rumored Endeavor Star, or two taijutsu of your choice if you already had those two jutsu:

Crane Wind Formation

Range: 25 foot cone

Cost: 24 Chakra

While in the Sixth Gate or higher, you release a sweeping roundhouse kick, radiating an arc of green or red aura capable of cutting a meteorite in half. All creatures within range must attempt a Constitution saving throw, taking 12d8 force damage on a failure.

Gatekeeper[edit]

At 29th level, you have mastered the art of releasing the Gates in bursts, becoming second nature to you. Damage dealt to you from the Gates is halved.

Path of Youth Unique Jutsu[edit]

Design Note: Any class requirements refer to your Shinobi level.

Second Gate

Requirements: 5th level

This jutsu counts as a feature instead of a jutsu for any feature other than your jutsu limit, and when you can learn this. As an action, or as a bonus action while the First Gate is open, you can open the Second Gate, the Gate of Healing. This Gate unlocks the right side of your mind's inhibitions, re-energizing your body. You may close the Second Gate returning to the First Gate as a bonus action, or all Gates as an action. While the Second Gate is open, you gain the following bonuses:

  • You gain an amount of temporary hit points equal to (your Shinobi level + your Constitution modifier + your Proficiency bonus)/2. You lose these temporary hit points when you close the Second Gate, or open a Gate higher than Third.
  • You gain a +2 bonus to AC.
  • You gain a +15 ft. bonus to your movement speed.
  • You gain a +2 bonus to attack and a +4 bonus to damage rolls with unarmed strikes and taijutsu.
  • You lose 5 hit points at the end of each of your turns.


Fourth Gate

Requirements: 9th level

This jutsu counts as a feature instead of a jutsu for any feature other than your jutsu limit, and when you can learn this. As an action, or as a bonus action while the Third Gate is open, you can open the Fourth Gate, the Gate of Pain. This Gate is located near your lungs, and greatly increases your strength at the cost of your tearing your muscles and causing nosebleeds. You may close the Fourth Gate returning to the Third Gate as a bonus action, or all Gates as an action. While the Fourth Gate is open, you gain the following bonuses:

  • You gain an amount of temporary hit points equal to (your Shinobi level + your Constitution modifier + your Proficiency bonus)/2. You lose these temporary hit points when you close the Fourth Gate, or open a Gate higher than Fourth.
  • You gain a +4 bonus to AC.
  • You gain a +30 ft. bonus to your movement speed.
  • You gain a +4 bonus to attack and a +6 bonus to damage rolls with unarmed strikes, and taijutsu.
  • You lose 8 hit points at the end of each of your turns.
  • At the end of each of your turns you must make a DC 12 Constitution saving throw. On a failure, One of your body parts, not including head body parts, chosen by a d5, loses 8 hit points. On a success, it loses half as many hit points.

Sixth Gate

Requirements: 13th level

This jutsu counts as a feature instead of a jutsu for any feature other than your jutsu limit, and when you can learn this. As an action, or as a bonus action while the Fifth Gate is open, you can open the Sixth Gate, the Gate of Joy. This Gate is located in your stomach, and causes your natural body heat to automatically evaporate any water it touches to an extent. You may close the Sixth Gate returning to the Fifth Gate as a bonus action, or all Gates as an action. While the Sixth Gate is open, you gain the following bonuses:

  • You gain a +6 bonus to AC.
  • You gain a +50 ft. bonus to your movement speed.
  • You gain a +6 bonus to attack and a +8 bonus to damage rolls with unarmed strikes, and taijutsu.
  • You lose 11 hit points at the end of each of your turns
  • At the end of each of your turns you must make a DC 15 Constitution saving throw. On a failure, One of your body parts, not including head body parts, chosen by a d5, loses 11 hit points. On a success, it loses half as many hit points.

Nunchaku Combo

Requirements: First Gate

Cost: 4 chakra

Duration: Until 1st/2nd/3rd/4th/5th/6th/7th/8th Gate ends

As an action while any Gate is open, you hold a melee weapon out in front of you, preparing your mind and body to focus the raw power of the Gates into it without breaking it on contact. Your melee weapon benefits from anything effecting your unarmed strikes, including the Eight Gates. You may use Dynamic Entry, Great Dynamic Entry, or Burning Youth, No Holds Barred, Full Power Dynamic Entry as a bonus action immediately after using this jutsu.


Great Entrance of Burning Spirit

Requirements: Third Gate

Cost: 7 chakra

Range: 80 feet

As a bonus action immediately after using Dynamic Entry, Great Dynamic Entry, or Burning Youth, No Holds Barred, Full Power Dynamic Entry while the Third Gate or higher is open, you dash up to the opponent again and hit them with a heavy punch. Move up to this jutsu's range and make an unarmed strike against the same target. If the attack hits, the target takes 2d8 + your Dexterity modifier bludgeoning damage and must make a Strength saving throw. On a failure, it is pushed the same distance as the Dynamic Entry variant used as your action in a direction of your choice.


Piercing Burning Emotions

Requirements: Third Gate

Cost: 7 chakra

Range: 45 feet

As a bonus action while the Third Gate or higher is open, you and any creatures you are grappling are launched straight up or straight down a number of feet up to this jutsu's range, staying there until the beginning of your next turn. If you moved straight down, you do not take any damage, but the target must attempt a Strength saving throw as you pile drive them into the ground. On a failure, they take damage equal to the damage they would have taken from falling and from getting hit by one of your unarmed strikes. On a success, they take half as much damage.


Ultimate Reverse Lotus

Requirements: Third Gate

Cost: 2 Chakra

As a bonus action while the Third Gate or higher is open, you slam the opponent into the ground before executing a modified Reverse Lotus. Make an unarmed strike against a creature within your reach. If it hits, your target is pushed 20 feet into the air and is stunned until the end of your next turn. As an action before the end of your next turn, you can jump into the air and take the Attack action against it. Regardless of if you hit or miss, you and the target are both knocked to the ground, dealing 2d8 bludgeoning and 2d8 force damage to the target. After you use this technique, you may choose to close any Gates you have active immediately, and you are knocked prone and stunned until the start of your next turn.


Leaf Hot Wind

Requirements: Fifth Gate

Cost: 6 chakra

Range: 40 feet

As an action while the Fifth Gate or higher is open, you launch yourself at the target, generating as much air resistance and body heat as possible and converting it into a fiery spiral. Make an unarmed strike attack. If the attack hits, the target takes 3d8 + your Dexterity modifier fire damage and must make a Constitution saving throw. On a failure, they begin burning. If Leaf Hot Wind is used when the target is unaware of you, you have advantage on the attack roll and the damage increases to 4d8 fire damage.


Leaf Roaring Blaze Hurricane

Requirements: Fifth Gate

Cost: 5 chakra

As a bonus action while the Fifth Gate or higher is open, you focus your kicks on generating as much air resistance and body heat as possible, causing your feet to catch fire. Your unarmed strikes gain a +1 bonus to attack and damage rolls and deal fire damage until the beginning of your next turn.


Night Phoenix

Requirements: Fifth Gate

Cost: 20 chakra

As an action while the Fifth Gate or higher is active, you thrust your entire body forward with all your might, cloaking your body in flames. You gain a flying speed equal to twice your movement speed, and your unarmed strikes and taijutsu deal an additional 3d4 fire damage, this lasts until the end of your next turn.


Rumored Endeavor Star

Requirements: Fifth Gate

Cost: 30 chakra

Duration: Until 5th/6th/7th/8th Gate ends

As an action while the Fifth Gate or higher is active, you rush toward your opponent, building momentum with each step. For every 10 ft. you move in a straight line, your next unarmed strike deals an additional 1 damage.


Toward the Setting Sun

Requirements: Fifth Gate

Cost: 25 chakra

As a lengthy action while grappling a creature while the Fifth Gate or higher open, you drag them across the ground with the force of the Gates. Your movement speed is no longer halved while attempting to move a grappled creature with you, and they take [1 + any bonuses you would add to your unarmed strike's damage / 2] non-magical bludgeoning damage for every 30 ft. you move them, this counts as a strength save for the sake of Brawn. If you would add dice to your unarmed strike damage, such as from this path's unique jutsu, you deal additional damage equal to the number dice. This lasts until the beginning of your next turn.


Infinite Wild Dance

Requirements: Seventh Gate

Cost: 7 chakra

When you make an unarmed strike against a prone creature while the Seventh Gate or higher is open, you are able to focus the entirety of your power into destruction without worrying about the target evading, creating two afterimages that seemingly strike at the same time. The unarmed strike deals three times as much damage on a hit, and still deals half as much damage on a miss. This counts as a Constitution saving throw for the sake of Endurance.


Intense Passion: Ferocious Tiger Lotus Peacock Attack

Requirements: Seventh Gate

Cost: 40-45 chakra

As an action while the Seventh Gate while the Fifth Gate or higher is active, you execute the beginning of a Morning Peacock before focusing its flames into a blazing Daytime Tiger. Each creature in a 30 foot radius up to 20 feet from you must make a Constitution saving throw, taking 8d12 fire damage and being knocked prone on a failure, or half as much damage on a success. You may spend 5 additional chakra to preform the beginning of a Reverse Lotus at the start of this technique, moving 40 feet immediately before this jutsu's other effects.


Self-Taught Style: Split-Second Attack

Requirements: Seventh Gate

Cost: 5 chakra

Range: 30 foot radius

As an action while the Seventh Gate or higher is open, you make a single unarmed strike against every creature within range as you create a massive vacuum around you. On a hit, they move 15 feet closer to you and take half your unarmed strike's damage.


Self-Taught Style: Youthful Kick

Requirements: Seventh Gate

Cost: 10 chakra

Range: 50 feet

Duration: Instantaneous

As a reaction when a creature within range makes any sort of action, bonus action, or reaction while the Seventh Gate or higher is open, you accelerate toward them, moving in a straight line until they're within your reach and making a single unarmed strike against them. On a hit, they take your unarmed strike's damage and the action, bonus action, or reaction fails. This jutsu's movement does not provoke opportunity attacks.


Super Leaf Adamantine Cyclone

Requirements: Seventh Gate

Cost: 15 chakra

Range: 50 feet

Duration: Instantaneous

At the beginning of your turn while the Seventh Gate or higher is open, you plant yourself in one place and begin throwing out a series of super-powered roundhouse kicks. Your movement speed drops to 0, your unarmed strikes target every creature within your reach and benefit from affinity, and you may make 1 opportunity attack against each creature without using your reaction. This lasts until the beginning of your next turn, or until you are moved against your will.


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