Path of the Mind (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search

Path of the Mind[edit]

Those who walk this path make use of mind-altering Ninjutsu and Genjutsu. Despite, or possibly due to, their lack of Dōjutsu to aid them, their Jutsu are often incredibly unique and bizarre.

Chakra Sense[edit]

At 3rd level, you learn how to detect chakra in a rudimentary fashion. You gain proficiency, or expertise if you already have proficiency, in Arcana. When you take the search action, you may also attempt a DC 13 Arcana check to locate living creatures and magical effects within 60 feet. You detect a faint effect (i.e. a visual outline, a particular smell, a distinct auditory hum) remains 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. Additionally, you gain Mind Body Switch.

Alternate Feature: Disruption Specialist[edit]

At 3rd level, your ability to redirect chakra grants you an innate advantage against genjutsu. You automatically detect Illusion spells and genjutsu and have advantage on saving throws against them. While you are touching a creature with at least one hand, they gain this benefit as well. Additionally, you gain Mind Body Switch:

Mind Body Switch

Cost: 4 chakra

Range: 120 ft.

Duration: Concentration, up to 1 minute

As an action, you attempt to force your consciousness into one creature within range, who must attempt a Dexterity saving throw. On a failure, you become unconcious and the creature is charmed, on a success, you become unconcious until you start of your next turn. This jutsu automatically ends if you lose the unconcious condition, you end this jutsu as an action, or the target falls unconscious. While charmed in this way, the target is controlled by you, you receive an equal amount of damage whenever they are dealt any damage, and you may communicate telepathically with them. Creatures controlled by you can only use class and background features that you have and spend a number of chakra equal to half their maximum, and may attempt a Charisma saving throw at the end of each of their turns, ending this effect on a success.

Chakra Lock-On[edit]

At 7th level, when you detect a creature with Chakra Sense, you may spend 7 chakra to lock onto them, slightly changing how you detect them, allowing you to know their location whenever they are within your chakra sense range, and allowing you to detect them when they are within twice this range when you use your chakra sense. Only one creature may be under these effects at a time.

Alternate Feature: Telepathy[edit]

At 7th level, you can implant a small part of your consciousness into one creature you can see for 4 chakra as an action, allowing you to communicate with them telepathically using one language you share while they are within 10 miles of you. If you have Disruption Specialist, you may spend 1 chakra point to grant a creature you can telepathically communicate with its effects until the beginning of their next turn. You may have a number of creatures affected by this feature equal to your Charisma modifier, and may end this feature's effects on any creature as a bonus action for 4 chakra.

Auditory Genjutsu[edit]

At 10th level, you may learn any jutsu labeled as genjutsu that is not path-specific. Additionally, you may spend 4 chakra to make a genjutsu an auditory genjutsu. An auditory genjutsu effects every creature within 5 ft. of the targeted area, and only effects creatures that are not deafened. Additionally, you may spend 5 chakra to remove a creature's immunity to a condition caused by an auditory genjutsu. Additionally, you gain Mind Body Disturbance.

Alternate Feature: Expanded Technique[edit]

At 10th level, you gain one 3rd or 7th level Path of the Mind feature you did not take. Additionally, you gain Mind Body Disturbance:

Mind Body Disturbance

Cost: 8 chakra

When you cast Mind Body Switch, you split a fraction of your consciousness that, rather than replacing the target's consciousness, manipulates their body directly. You do not become unconcious. The target may attempt any saving throw of their choice at the beginning of each of their turns to end Mind Body Switch instead of making a Charisma saving throw at the end of each of their turns.

Mental Prowess[edit]

At 15th level, you gain one 3rd, 7th, or 10th level Path of the Mind feature you did not take, and you gain Mind Clone Switch:

Mind Clone Switch

Cost: 8 chakra

When you cast Mind Body Switch, you clone your consciousness, targeting a second creature within range. You may concentrate on two instances of the jutsu's effects at a time. You can not use this jutsu and Mind Body Disturbance on the same cast of Mind Body Switch.

Mind Disturbance Dance Performance[edit]

At 20th level, you gain any Path of the Mind features you have not taken, and you may cast Mind Body Disturbance and Mind Clone Switch on the same cast of Mind Body Switch, and may concentrate on three instances of Mind Clone Switch at a time.

Path of the Mind Unique Jutsu[edit]

Chakra Hair Trap

Cost: 5 chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

Material Component: A handful of light biological material (i.e. flower petals, hair, paper shreds, etc.)

As an action, you cast this jutsu's material component at any point within range, creating a 10 ft. radius or 20 ft. line area of chakra-infused material. You may forgo this jutsu's material cost once each year by cutting off your hair as a bonus action. As a reaction when one creature enters this area during this jutsu's duration, you may force them to attempt a Strength saving throw. On a failure, they are restrained until this jutsu ends. If this jutsu ends by you casting another jutsu, they are still considered restrained until immediately after the jutsu is cast.


Chakra-Enhancing Music

Requirements: Auditory Genjutsu

Range: 30 feet

Jutsu Type: Genjutsu

As an action, you put one creature within range that is not deafened under a genjutsu that allows them to release their chakra without any perceived ill effects. This jutsu can not be effected by the Auditory Genjutsu feature. They gain the following until they are not within range or you end this jutsu:

  • They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • They gain a +3 bonus to attack and damage rolls, and their AC.
  • You lose 5 chakra at the end of each of your turns.


Offsetting Sound

Requirements: Auditory Genjutsu

Cost: 12 chakra

Range: 30 feet

Jutsu Type: Genjutsu

As an action, you put any creatures of your choice within range that are not deafened under a genjutsu that manipulates their chakra to break genjutsu. One genjutsu of your choice that is effecting them immediately ends. This jutsu can not be effected by the Auditory Genjutsu feature.


Mind Body Confusion

Requirements: Mind Body Switch

Cost: 2 chakra

Immediately after casting Mind Body Switch, you force your consciousness beneath the target's, invading their subconscious. The target becomes confused instead of charmed, and takes psychic damage equal to your unarmed strikes' damage at the end of each of your turns. You deal additional damage equal to your Charisma modifier x the number of attacks you can make when you take the attack action.


Mind Mystical Palm Transmission

Requirements: Mind Body Switch, Mystical Palm Jutsu

Cost: 5-12 chakra

While you are controlling a creature with Mind Body Switch or telepathically communicating with a creature, you use Mystical Palm Jutsu as a bonus action. You may spend 4 additional chakra to target a second creature, and may spend 3 additional chakra afterward to increase the maximum number of dice that can be rolled by your Intelligence modifier (minimum 1).. The regained hit points are divided evenly among all targeted creatures.


Mind Puppet Switch Cursed Seal

Requirements: Mind Body Switch, Craftsman

Cost: 6 chakra

When you cast Mind Body Switch, you target one puppet you are controlling with a PECR equal to half your level or lower. If the puppet takes damage from or deals damage to a creature, you may immediately cast Mind Body Switch on them as a reaction for 2 additional chakra (6 chakra total), and they automatically fail the Dexterity saving throw and make the Charisma saving throw to end the jutsu early with disadvantage. This jutsu counts as both a Path of the Mind and Path of the Puppetmaster jutsu.


Back to Main Page5e HomebrewClassesNaruto: Shinobi (5e Class)

Home of user-generated,
homebrew pages!


Advertisements: