Path of the Leader (Shinobi World Supplement) (Variant)

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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 your movement speed 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 your movement speed. On a success, you may learn one of their ability modifiers of your choice, if they are above or below half their maximum chakra, 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. You may use this feature a number of times equal to half your level. This resets on a long rest.


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. This resets 1 time every other week


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