Path of the Beast-Nin (Shinobi World Supplement)

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Path of the Beast-Nin[edit]

Historically, shinobi have fought alone, relying on their own strength alone. However, a rare few shinobi reject this norm, forming an unbreakable bond with another creature.

Companionship[edit]

At 3rd level, you gain one PECR 3 or lower non-humanoid or swarm creature, such as a ninja dog, that is controlled by you, acts on your turn, and uses your actions and bonus actions. If your companion dies, you must wait 2d4 days before you can choose another. Additionally, all of your hit dice decrease by 1 tier, and your companion has an equal number of hit points as you.

Your companion gains the following benefits:

  • Your companion can occupy the same space as you.
  • Your companion loses its Multi-attack action, if it has any. When you take the Attack action, it may make one attack.
  • Your companion gains any class features you gain after the level their CR is, except from implantable subclasses unless you gained said features from implantation or if they also implanted said subclass. If a single feature has multiple effects, they only gain the effects after the level chosen.
  • Your companion does not have any chakra, and any jutsu it uses pull from your chakra instead.
  • Your companion gains proficiency in two skills of your choice, as well as one common (Dexterity, Constitution, Charisma) and uncommon (Strength, Intelligence, Wisdom) saving throw if it does not already.
  • For each level you gain after 3rd, your companion gains an additional hit die and increases its hit points accordingly.
  • Whenever you gain the Ability Score Improvement feature, you may increase your companion's ability scores in the same manner.
  • Any saving throws it can incur on other creatures have their DC changed to your jutsu saving throw DC.

Two-Headed Beast[edit]

At 7th level, your bond with your companion is so great that you may combine into a single form as an action while you are within 5 ft. of each other for 7 chakra. When you do so, the combined creature has the best of either creature's ability scores and proficiencies, any damage it takes is dealt to whichever component creature has the highest hit points, your size category increases by 1, you gain any features your companion had, your reach increases by 5 ft., and your Dexterity score increases by +4 to a maximum of 24 for 1 minute. When this feature ends, both you and your companion appear within your fused form's previous space.

Alternate Feature: Second Companion[edit]

At 7th level, instead of gaining Two-Headed Beast, you gain a second companion. Your second companion shares your first companion's pool of hit points and hit dice. If one of your companions drops to 0 hit points, the other instead drops to 1. Your companions must only make death saving throws if both are at 0 hit points. If more than 1 companion are targeted by the same damaging effect, they only take the highest damage between the two.

Keen Senses[edit]

At 10th level, you have advantage on Wisdom (Perception) checks while your companion is within 30 feet of you. Additionally, if you have spent at least 5 hours with a creature, you memorize their scent if they have any. You know the location and identity of a creature whose scent you have memorized while you are within half your movement speed of them.

Double Barrage[edit]

At 15th level, when you take the Attack action and make all available attacks yourself, your companion may take the Attack action as a bonus action for 3 chakra, but you can not make attacks on this Attack action.

Life Bond[edit]

At 20th level, you and your companion's chakra are fundamentally intertwined. You and your companion share a single pool of hit points and hit dice that is equal to both creatures' added together. If you and your companion are targeted by the same damaging effect, you only take the highest damage between the two.

Path of the Beast-Nin Unique Jutsu[edit]

Unless otherwise stated, all Path of the Beast-Nin Unique Jutsu count as taijutsu for the sake of overcoming resistances.

Imitation Beast Ninja Art: Four Legs

Cost: 5 chakra

Duration: Concentration, up to 1 minute

You enhance your speed, dropping to all fours to compensate. Your movement speed increases by 5 ft., you are not effected by the prone condition, and your unarmed strikes' attack rolls gain a +1 bonus.


Imitation Human Ninja Art: Beast Human Clone

Cost: 5 chakra

Duration: 1 minute

Your chakra temporarily transforms your companion. Your companion becomes indistinguishable from you, and anything actively affecting you with a duration shorter than 24 hours when you cast this jutsu affects them for the same duration.


Dynamic Marking

Cost: 3 chakra

Range: 15/30 ft.

Duration: 1 minute

As an action, your companion attempts to tie its scent on one creature within range. Make a jutsu attack roll. On a hit, you become aware of their exact position while they are within 60 ft., and you are not affected by the blinded condition in relation to the target.


Beastly Booby Trap

Cost: 3 Chakra

Range: 30 ft.

Duration: 1 minute

As an action, you use your knowledge of animals and your mastery of chakra to create a convincing copy of any Tiny beast. Creatures may attempt a Investigation or Nature check to discern that the copy is a fake. It is controlled by you, you receive any sensory information the creature does, it acts on your turn and uses your actions and bonus actions, and is statistically identical to you save for having a chakra point maximum of 0 and a hit point maximum of 2. As an action, or when it drops to 0 hit points, you may make a jutsu attack roll against one creature within 15/30 feet. On a hit, they take 2d4 + your Intelligence modifier slashing damage. If the copy leaves this jutsu's range, it immediately drops to 0 hit points.


Passing Fang

Cost: 6-16 chakra

As an action, you rapidly spin your body, tearing at anything within reach. You move in a straight line equal to your movement speed. If you do not have truesight or chakra sense, any attacks of opportunity made against you during this movement have advantage, otherwise, they have disadvantage. Every creature in the line must make a Dexterity saving throw. On a failure, they take 5d6 + your Intelligence modifier bludgeoning, slashing, or piercing damage. On a success, they take half as much damage. If you have chakra-infused strikes, this damage counts as magical for the sake of overcoming resistances. You can expend additional chakra to deal an extra 1d6 damage for every 2 additional chakra points.


Fang Beheading Fang

Cost: 3-12 chakra

Requirements: Passing Fang

When you use Passing Fang, you focus the point of your drill-like path into a tighter spiral aimed at one creature at the end of the line. If this creature rolls a 1 on their saving throw, they gain the effects of a critical hit. If you are using a critical failure variant rule, their critical failure threshold increases by 1. You may increase their critical failure threshold by 1 for every 3 additional chakra spent.


Fang Insects Fang

Cost: 5 chakra

Requirements: Passing Fang

When you use Passing Fang, your swipes create various wind currents, allowing small creatures to be carried along. One willing swarm of Tiny creatures within the jutsu's range is not targeted, and can make an attack against every creature within Passing Fang's range. At the end of this jutsu, the swarm is placed in one empty space along the line of its choice.


Man Beast Taijutsu Secret Technique: Fang Heaven Wolf

Cost: 3+ chakra

Requirements: Passing Fang

When you use Passing Fang, you charge chakra into your legs, allowing you to change the path of your assault. Passing Fang's range gains 1 turn (i.e. you may move 30 ft. forward and 15 ft. up). You may add an additional turn for every 4 chakra spent.


Wolf Fang Over Fang

Cost: 6 chakra

As a bonus action, you spin rapidly, similarly to Passing Fang, but at such high, taxing speeds that attacking multiple targets is unrealistic. Until the end of your turn, your unarmed strikes deal twice as much damage, you take 1/4 the damage your unarmed strikes or taijutsu deals (rounded down), and you are blinded.


Man-Beast Ultimate Taijutsu: Fang Over Fang

Cost: 12-48 chakra

Requirements: Passing Fang

As an action, both you and your companion(s) use Passing Fang. If both you and your companion's lines are within 5 ft. of each other, creatures that fail their saving throw can not make reactions until the end of their next turn


Absolute: Fang Over Fang

Cost: 5 chakra

Requirements: Man-Beast Ultimate Taijutsu: Fang Over Fang

When you use Man-Beast Ultimate Taijutsu: Fang Over Fang, you and your companion pincer one creature at the end of both you and your companion's line. The creature takes an additional number of d6 bludgeoning, slashing, or piercing damage equal to the average number of damage dice between you and your companions, rounded down (i.e. if you deal 5d8, and your companion deals 8d5 damage, this jutsu deals 6d5 damage).


Fang Rotating Fang

Cost: 5 chakra per turn/10 if used as a reaction

As an action or a reaction when you are targeted by a ranged attack, you curl up in a ball as if chasing your tail and spin rapidly. You move up to half your movement speed. Any creatures in a 5 ft. radius of your path must make a Strength saving throw or be pushed back 5 ft. and knocked prone, and take 1d6 + your Intelligence modifier bludgeoning, slashing, or piercing damage, and you gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the beginning of your next turn.


Human Beast Mixture Transformation — Three-Headed Beast

Requirements: Two-Headed Beast

Cost: 10 chakra

When you use Two-Headed Beast, one additional creature controlled by you, such as a second companion or shadow clone combines with you, granting you the effects of Two-Headed Beast a second time. This third creature's hit points are counted separate, and they take damage first. If the creature drops to 0 hit points, you lose the effects of this jutsu and they appear in an open space within 5 ft. of you. You may only benefit from this jutsu once on each use of Two-Headed Beast.


Beast-Human Fury Kicks

Requirements: Two-Headed Beast

Cost: 3 chakra

When you take the Attack action while Two-Headed Beast is active, you partially uncombine, unleashing a hurricane of attacks. You make twice as many attacks, but they must be either you or your companion's unarmed strikes and they do not benefit from the effects of Two-Headed Beast.


Beast-Human Needle Senbon

Requirements: Two-Headed Beast

Cost: 3 chakra

Range: 10 ft. radius

As an action while Two-Headed Beast is active, you harden your fur into quills that eject from your body at high speeds. Every creature within range must attempt a Strength saving throw. On a failure, they take 1d6 slashing damage.


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