Path of the Hermit (Shinobi World Supplement)
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Path of the Hermit[edit]
Hermits master the art of creating and using the Gift of the Hermit Group, also known as hermit chakra, a special form of chakra also known as hermit chakra. This "gift" is often speculated to have been given by the Sage of Six Paths either during his initial spreading of chakra, or as part of founding the Tailed Beast Temples. As such, whether hermit chakra involves senjutsu, Six Paths chakra, both, or something else entirely is a long-forgotten secret; only the method remains. This method often requires training from an age before most genin enter the Academy to even begin to grasp.
Hermit Training[edit]
At 3rd level, you have mastered the art of making and controlling hermit chakra. As an action, you may convert an amount of chakra up to your Wisdom modifier + 1 (minimum 1) into twice as much hermit chakra. Hermit chakra can be spent like normal chakra, and both hermit chakra and regular chakra can be spent on the same jutsu. All hermit chakra becomes half as much normal chakra at the end of your next short or long rest. At the end of each of your turns while more than half of your chakra is hermit chakra, 2 hermit chakra points are converted into half as much normal chakra.
Additionally, you gain the following jutsu:
Welcoming Approach: Thousand-Armed Sounds of the World
Cost: 6 hermit chakra
As a bonus action, you are surrounded by an angelic, thousand-armed chakra construct. Every creature within a 60 foot radius of you regains 1d4 hit points, and creatures that have been dead for no more than 1 round (6 seconds) that weren't killed instantly and have a body to revive are brought back to life with as many hit points as they would have regained from this jutsu, and are unconscious but stable.
Inner Harmony[edit]
At 7th level, you fully master the underlying concepts of both your physical and spiritual energy, causing your Thousand-Armed construct to more closely resemble you, and mastering one of the great Mercies. You must choose between the Mercy of Peace or the Mercy of Justice. Depending on which you chose, you gain one of the following jutsu, as well as further jutsu and features at higher levels. You may change which Mercy you benefit from as an action, losing your current Mercy and gaining the other after 1 minute of sustained meditation, during which you become prone and blind.
- Mercy of Peace
Arriving Life: Thousand-Armed Preservation
Cost: 10 hermit chakra
Duration: Concentration, up to 1 minute
As an action, you summon forth your golden Thousand-Armed construct to autonomously respond to physical threats. While concentration on this jutsu, attack rolls against creatures within your reach automatically fail, and you may not take actions.
- Mercy of Justice
Welcoming Approach: Thousand-Armed Murder
Cost: 12 hermit chakra
As a bonus action, you summon forth your golden Thousand-Armed construct with its hands ready to administer punishment. Until the end of your next turn, you can only spend your action taking the Attack action, you can not make ranged or weapon attacks, your movement speed is halved, and you may take the Attack action as a bonus action. Additionally, the first time you are attacked before the beginning of your next turn, the attack automatically hits.
Outer Harmony[edit]
At 10th level, you gain a deeper understanding of the mystery of that unknowable factor of your gift. You gain one of the following depending on your Mercy:
- Mercy of Peace
- You gain a +3 bonus to your AC and any saving throws you make. You lose this bonus if you deal damage or apply any harmful affect to any creature. Additionally, the range of Arriving Life: Thousand-Armed Preservation is doubled and you gain the following jutsu:
Looking Down: Thousand-Armed Embracing
Cost: 10 hermit chakra
Duration: Concentration, up to 1 minute
As an action, your blue Thousand-Armed construct becomes a ring of hands, forming the ultimate defense. While you are concentrating on this jutsu, any effects of your choice made by creatures outside of twice your reach that require a saving throw do not affect creatures inside the range. While concentrating on this jutsu, you can not take actions.
- Mercy of Justice
- At the end of each turn you take the Attack action, you gain a +1 bonus to attack and damage rolls until the end of a turn you do not deal damage to a creature. This bonus can stack with itself to a maximum equal to half your proficiency bonus. Additionally, you gain the following jutsu:
Compassionate Approach: Thousand-Armed Annihilation
Cost: 12 hermit chakra
When you take the Attack action for the second time on a single turn, your red Thousand-Armed construct tears at every creature targeted. Any creature that takes damage from your second Attack action must attempt a Constitution saving throw. On a failure, they take 2d4 radiant damage for every attack that targeted them and they are stunned until the beginning of your next turn. On a success, they take half as much damage. Additionally, the first time you make any a saving throw before the beginning of your next turn, you automatically fail.
Slumbering Lion[edit]
At 15th level, while your Mercies acts best in combat, you recognize that avoiding combat is the true goal of both. When you hit a creature with their maximum hit points with an unarmed strike, you may force them to attempt a Constitution saving throw or fall unconscious for 1 minute. This does not count as a harmful effect for features such as Mercy of Peace. They may retry this saving throw at the end of each of their turns, ending this effect early on a success, and this effect ends early if they take any damage.
Abbot[edit]
At 20th level, you have fully mastered hermit chakra and its secrets. You lose the effects, but not jutsu, of your Mercy, and you may switch Mercies as a full turn action. Additionally, you gain a bonus to your AC and any saving throws you make equal to half your proficiency bonus rounded down. At the end of each turn you take the Attack action, you gain a +1 bonus to attack and damage rolls to a maximum equal to half your proficiency bonus. You gain one of the following depending on your Mercy:
- Mercy of Peace
- The range of Arriving Life: Thousand-Armed Preservation and Looking Down: Thousand-Armed Embracing is doubled and you gain the following jutsu:
Mercy of Peace Chakra Mode
Cost: 35 hermit chakra
Duration: Concentration, up to 1 minute
As an action, you become the avatar of peace, becoming one with your blue Thousand-Armed construct. Your size increases by 1 category to a minimum of Large, you may cause any attacks or effects that incur a saving throw within four times your reach to fail until the beginning of your next turn as an action, and you may use Welcoming Approach: Thousand-Armed Sounds of the World without spending chakra. At the end of each of your turns, you must succeed a DC 18 Wisdom saving throw. On a failure, this jutsu ends early and you gain 1 level of exhaustion.
- Mercy of Justice
- Compassionate Approach: Thousand-Armed Annihilation can be cast any time you take the Attack action. Additionally, you gain the following jutsu:
Mercy of Justice Chakra Mode
Cost: 35 hermit chakra
Duration: Concentration, up to 1 minute
As an action, you become the avatar of justice, becoming one with your red Thousand-Armed construct. Your size increases by 1 category to a minimum of Large, your movement speed drops to 0 and can not be increased, you may cast Welcoming Approach: Thousand-Armed Murder and Compassionate Approach: Thousand-Armed Annihilation without spending chakra, and you may spend 1 chakra to cause any creatures of your choice within 60 feet of you to take 2d4 radiant damage as a bonus action. At the end of each of your turns, you must succeed a DC 18 Charisma saving throw. On a failure, this jutsu ends early and you gain 1 level of exhaustion.
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