Path of the Future (Shinobi World Supplement)

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Path of the Future[edit]

Those who walk this path make use of a dōjutsu known as the Haraigan, potentially coming from the same dimension as Moryo. When active, the dōjutsu appears as a geometric purple design reminiscent of a kaleidoscope. While active, a user of this dōjutsu is capable of autonomously reverting time, as well as manipulate the powerful energy that requires on command. Users of this subclass gain access to the Path of the Future Unique Jutsu.

Design Note: This Path is based on Shion's unnamed dojutsu, with its name being taken from the general term for Shinto purification rituals due to its place in the story of Bonds as the opposite of Mōryō, an "unclean" spirit. If you can think of a better name, go for it.

Haraigan[edit]

At 3rd level, you awaken your Haraigan. You gain proficiency in Insight or expertise if you already have proficiency. As a bonus action, you can activate or deactivate your Haraigan. You must have your Haraigan activated to perform certain Jutsu detailed later in this subclass.

When you take the search action, you may also attempt a DC 13 Insight check to locate living creatures and magical effects within 60 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

At the end of each turn you have your Haraigan active, you must spend 1 chakra, or 2 if it was implanted.

At 10th level, you can activate and end your Haraigan as at will instead of a bonus action.

At 15th level, you have mastered maintaining your Haraigan. You must spend half as much chakra to keep your Haraigan active (rounded down).

Additionally, you gain the following two jutsu:

Flashing Bell Beams

Cost: 4 chakra

Range: 40 feet line

As an action, you release a beam of cleansing chakra. Each creature in the line must make a Dexterity saving throw. On a failure, it takes 2d8 + your Dexterity modifier radiant damage. You may use this jutsu up to 4 times on a single action, but you don't add your Dexterity modifier to the damage of the additional beams.


Bell Barrier Jutsu

Cost: 6 chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

As an action or reaction to being hit by an attack, you focus your chakra into a barrier of radiant purple chakra. One creature or object within range has its damage reduction increased by +6.

Haraigan Fūinjutsu[edit]

At 7th level, you are able to directly convert chakra in your dōjutsu into Fūinjutsu. Seals cast through this dōjutsu have historically been used to seal away great evils from another world. You can learn Fuinjutsu. As a bonus action for 4 chakra when you cast a Fuinjutsu while your Haraigan is active, you can impose disadvantage or advantage on one d20 roll you or the target make as part of this jutsu, losing your next turn's bonus action if the jutsu was done as a reaction.

Danger Warning[edit]

At 7th level, your awareness of the future through your dōjutsu grows, allowing you to see threats before they manifest. Whenever your Haraigan is active, you cannot be surprised and you may spend 1 chakra when you make an initiative roll to add Intelligence instead of Dexterity, 2 chakra to add both of them, and 5 chakra to gain advantage on the initiative roll.

Protective Sphere of Light[edit]

At 10th level, while a creature is affected by Bell Barrier Jutsu, you can spend 4 chakra as a bonus action to cure them of one condition and cause them to shed dim light for 60 feet.

Sight Beyond Sight[edit]

At 10th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to roll a d20. If the number is less than 10, this feature fails, you regain your reaction, and you can not use this feature until the end of your turn. If your roll is 10 or higher, you may ignore the target's die roll and decide whether you want the number rolled to be the minimum needed to succeed or one less than that number, and you gain one level of exhaustion. You may add your Intelligence modifier to the d20 roll for 4 chakra.

Future Telling[edit]

At 15th level, you are able to activate your dōjutsu's true power, the ability to transfer your soul back into your current body after it dies in the future, imparting temporary knowledge of the near future. You gain the following jutsu:

Haraigan Foresight

Cost: 20 chakra

Duration: Concentration, up to 1 minute

As an action, your future soul imparts knowledge of the near future on you. You gain advantage on any saving throws, initiative rolls and Insight checks you make, and any attacks against you have disadvantage.

Mystic Safety Bell Seal: Release[edit]

At 20th level, you can release the raw chakra of your dōjutsu into a released form, constantly reverting your future soul into your current state. As an action, you gain the following benefits:

  • You gain a damage reduction of 4.
  • Any time you deal bludgeoning, slashing, or piercing damage, you instead deal radiant damage.
  • Additional uses of Flashing Bell Beams do not cost chakra and do not have their damage reduced.
  • Jutsu from this path cost half as much chakra.
  • Your attack and damage rolls, AC, and jutsu DC gain a +1 bonus.
  • You shed bright light for 10 feet and dim light for another 10 feet.
  • You must spend 2 chakra at the end of each of your turns to maintain this effect.
Super Haraigan Jutsu[edit]

Additionally, as a reaction when one creature you can touch uses a jutsu, you may double its ranges and damage for half of the jutsu's cost, dealing its damage an additional time against creatures with one opposite alignment (i.e. Good/Evil, Lawful/Chaotic). If you do so, you can not take actions on your next turn.

Path of the Future Unique Jutsu[edit]

*Future Onslaught*

Cost: 8-12 chakra

Range: 40 feet

You are able to use your Dōjutsu to focus on a within target and summon its future and past echoes in time to harm them. Make 2 unarmed attack rolls. On a hit, the creature takes the damage of one attack they can make without spending resources (i.e. uses regained at the end of a long rest, recharging features, chakra, spell slots). You may spend 2 chakra to make an additional attack.


*Danger Sense*

Cost: 4 chakra

Duration: 1 minute

Range: 120 feet

As a bonus action, you are able to see a possible future of you or your allies encountering a trap and you are able to see when it happens. You have advantage on saving throws to detect and disarm traps for this jutsu's duration.


*Precognition*

Cost: 8 chakra

Duration: Concentration, up to 1 minute

You focus your haraigan on one creature you can see, following their future seconds ahead of real time. They gain one of the following. If the target is unwilling, they may attempt a Charisma saving throw, avoiding the effect on a success:

  • They have a penalty to any saving throws of your choice equal to your Intelligence modifier.
  • They add 1d4 onto their initiative as your foresight allows them to react quickly to threats.
  • They add twice your Intelligence modifier to any saving throw they make a number of times equal to your Intelligence modifier.
  • They have a penalty to all attack rolls equal to your Intelligence modifier.
  • Attack rolls against them have a bonus equal to your Intelligence modifier.

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