Path of the Leader (Shinobi World Supplement)
Path of the Leader[edit]
The path of the leader is all about understanding your team members' strengths and weaknesses in order to lead them to victory.
Inspiring Words[edit]
At 3rd level, your words are laced with emboldening chakra. You may call out to one creature of your choice within 30 feet of you as a bonus action for 1 chakra. The creature gains a bonus to their attack and damage rolls equal to your Charisma modifier until the end of their next turn.
Understanding the Enemy[edit]
At 7th level, you became an expert at reading people. As a bonus action, you may make a DC 15 Insight check against one creature you can see within 30 feet. On a success, you may learn one of their ability modifiers of your choice, or if they are above or below half their maximum hit points.
Coordination[edit]
At 10th level, you see combat as just one big game of chess, understanding when a piece has to move and when a piece has to wait. At the beginning of a turn of a willing friendly creature you can see, including yourself, you may swap their initiative with another willing friendly creature's, changing which creature acts. If a player already had their turn, you may not use this feature on them.
The Perfect Plan[edit]
At 15th level, as a full turn action, you may formulate a plan, becoming prone and blind until the beginning of your next turn. At the beginning of your next turn, any creatures of your choice may take the Help Action as a bonus action.
Additionally, any creatures within 30 feet of you may use the Help Action to grant a friendly creature advantage on their first attack roll against a creature they deal damage to, or to grant the creature disadvantage on the first spell or jutsu cast by the friendly creature.
No Man Left Behind[edit]
At 20th level, you believe the lives of your team should come before all else. You may use your reaction when a friendly creature you can see within 30 feet of you drops to 0 hit points to allow them to attempt a DC 10 Constitution saving throw. On a success, they regain 1d8 + your Charisma modifier hit points. This feature's DC increases by 2 every time you use this feature.
Path of the Leader Unique Jutsu[edit]
Sakura Blizzard
Requirements: Transformation
Material Component: At least one paper seal
Cost: 3+ chakra
When you place the paper seal, you disguise it with a flurry of flashy, unimportant visual effects (i.e. a flash of bright Lightning Style chakra, a bag of cherry blossoms, etc.) before disguising it with a chakra covering. A creature must succeed an Investigation check when they take the Search action to find the paper seal.
Barrier Method Formation
Requirements: Transformation
Material Component: At least one paper seal
Cost: 3+ chakra
When you place the paper seal, you use your chakra and a bundle of mundane material at least the size of a cherry blossom petal to create a fake paper seal and place it as well. A creature must succeed an Investigation check when they take the Search action while they can see a paper seal placed by you to determine if it is a fake or not. You may create and place an additional fake paper seal for every 2 additional chakra spent.
Ninja Art: Snow Sakura Dance
Requirements: the ability to cast at least 1 genjutsu, Sakura Blizzard or Barrier Method Formation
Cost: 1-6 chakra
When you cast Sakura Blizzard or Barrier Method Formation, you disguise the paper seals with an additional layer of genjutsu protection. The target must attempt a Arcana check to resist the effects of the jutsu instead of an Investigation check. You may spend 5 additional chakra to cause any creature attempting to resist the effects of the jutsu to make both the Arcana and Investigation check.
IQ200
Requirements: Understanding the Enemy
Cost: 4 chakra
When you take the Attack action and only make attacks against a creature you have successfully used Understanding the Enemy on, you gain a second action for that turn. This action can not be used to take the Attack action or cast a jutsu that can be cast as an action, but you can use it to cast a jutsu that can be cast as a bonus action.
Rivaling Wills
Cost: 3-7 chakra
As a reaction when a creature you can see becomes restrained or stunned, or is forcefully moved, you take the opportunity to deal as much damage as soon as possible. You cast one jutsu that can be cast as an action or bonus action on the target, but you can not take a bonus action on your next turn unless you spend 4 additional chakra.
Back to Main Page → 5e Homebrew → Classes → Naruto: Shinobi (5e Class)