Path of the Snake (Shinobi World Supplement)

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Path of the Snake[edit]

Very rarely, a sadistic, ingeneous, snake-like shinobi beset by tragedy is born with fated biology similar to the Uchiha clan. While the white snake typically symbolizes fortune and rebirth, the only thing that awaits such a shinobi is forbidden knowledge and the twisted personality that comes with such knowledge. Such shinobi are almost physically drawn to Ryūchi Cave

White Snake[edit]

At 3rd level, your limbs and neck become snake-like and stretchable. Your reach increases by +5 feet, and you count as 1 size smaller when squeezing.

Binding Snake Glare Spell[edit]

At 7th level, when you grapple a creature, they become restrained as a large snake wraps around them. You may have a number of creatures grappled equal to your Strength modifier at any time + 1 (minimum 2). Additionally, you may attempt a grappling contest against a creature within your reach as a reaction when they make an attack.

Gathering of the Snakes[edit]

At 10th level, you gain Chakra Absorbing Snakes and Twin Snakes Mutual Death as Path of the Snake Unique Jutsu. Additionally, your reach increases by +5 ft.

When you lose a bodypart but it is not completely destroyed (i.e. having an arm cut off, being blown in half by an Explosive Style jutsu, not being shredded by a Rasengan or incinerated by Blaze Style), you may reattach it as an action for 5 chakra as a swarm of snakes generate from both parts of your body to pull them together. This does not restore hit points or heal the bodypart, only functionality.

Alternate Feature: Serpentine Resistance[edit]

At 10th level, your body has become immune to the venom running through your body. You gain resistance to poison damage, immune to disease and and the poisoned condition, and you gain advantage on saving throws against poisons.

Additionally, you gain Chakra Absorbing Snakes and Twin Snakes Mutual Death as Path of the Snake Unique Jutsu. Additionally, your reach increases by +5 ft.

Alternate Feature: Infrared Detection[edit]

At 10th level, you have awakened glands near your nose that detect infrared frequencies, with yours being fine tuned to those produced by chakra. You gain proficiency, or expertise if you already have proficiency, in Investigation. When you take the search action, you may also attempt a DC 13 Investigation check to locate living creatures and magical effects within 60 feet. You detect a faint smell around the detected chakra source that communicates what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any. 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 Chakra Absorbing Snakes and Twin Snakes Mutual Death as Path of the Snake Unique Jutsu. Additionally, your reach increases by +5 ft.

Many Hidden Shadow Snake Hands[edit]

At 15th level, you are able to generate swarms of relatively large snakes from your arms. As an action while grappling a creature, you may force them to attempt a Strength saving throw for 4 chakra. On a failure, they become poisoned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success. Additionally, your reach increases by +10 ft.

As a reaction when you are targeted by a ranged attack, you may contest a Sleight of Hand check with the attack roll. On your success, the attack fails as your snakes capture the projectile. You may use this a number of times on a single reaction equal to your Wisdom modifier, regaining all uses at the beginning of your next turn.

Eight-Headed Serpent[edit]

At 20th level, you transcend the level of being of a mere snake, becoming a legendary Dragon God. As an action for 3 chakra, you may become an absolutely massive snake with eight heads and eight tails. Your size increases by 2 categories to a minimum of Huge, you gain a +3 bonus to AC, your unarmed strikes deal twice as much damage, your reach increases by +10 ft., and if you hit with a melee weapon attack, you can use a bonus action to attempt grapple the target with advantage. While grappling a creature in this way, you can attempt to crush them as an action. They must make a Strength saving throw. On a failure, they take your unarmed strike's damage and can not attempt to escape the grapple until the beginning of your next turn. On a success, they take half as much damage. You may spend 3 chakra at the end of each of your turns to maintain this effect.

Path of the Snake Unique Jutsu[edit]

Clone Snakes

Cost: 6 chakra and 6 hit points

Range: 30 ft. radius

Duration: 48 hours

As an action, you remove a small amount of your biological matter and infuse it with chakra, creating a swarm of tiny, rapidly reproducing snakes that spread out across any surface within this jutsu's entire range. The swarm of snakes have 12 AC, 30 hit points, and regain 5 hit points at the end of each of their turns. The swarm of snakes can only take up to 5 damage per 5 foot square space targeted. While the snakes are unable to act in any way, you may see and hear from anywhere within the swarm of snakes. Creatures must attempt a Perception check to see the near microscopic snakes, and they can not be perceived by any other normal human sense.


Clone Snakes: Serpent

Requirements: Clone Snakes

Cost: 6 chakra

As an action while Clone Snakes is active, you concentrate the snakes into a single serpentine pillar. One creature within the swarm of snakes or up to 30 ft. above it must attempt a Dexterity saving throw. On a failure, they are restrained and forced to the first solid surface above them. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success. After using this jutsu, the swarm of snakes is destroyed. This jutsu has a duration as long as the swarm had remaining.


Clone Snakes: Reincarnation

Requirements: Clone Snakes

Cost: 15+ chakra

As an action while Clone Snakes is active, you concentrate the snakes into a humanoid shape anywhere within your reach and introduce a second creature's biological matter into it, shaping the snakes into a clone of that creature. This jutsu can not have its cost reduced by casting it out of initiative. The body becomes the resurrected creature entirely and is restored to its maximum hit points. This counts as casting true resurrection for the sake of overcoming limitations. After being resurrected in this manner, they have a number of chakra points equal to the amount spent on this jutsu and Clone Snakes, they regain 5 hit points at the end of each of their turns, their maximum chakra points are reduced by 1/4, any non-jutsu damage they deal is reduced by 1d4, if you are using the Chakra Exhaustion variant rule they can not spend jutsu below 0 chakra points, and they can not benefit from Rinnegan Mastered. They can only be killed if they are killed instantly or if you undo any instance of this jutsu under your control of your choice as an action. If One's Own Life Reincarnation is used on the reincarnated creature, their body goes back to normal, losing all passives granted from this jutsu.

You may choose to either allow creatures under the effect of this jutsu to act on their own initiative count independently, or control them directly on your initiative count. Switching between levels of control requires an action. A creature who is under the effect of this jutsu may break your control as an action for twice the amount of chakra you spent. A creature that knows this jutsu must spend an equal amount.

You may have 1 of these creatures active at a time. If you resurrect another creature, the first creature you resurrected in this manner dies instantly. After using this jutsu, the swarm of snakes is destroyed. This jutsu has a duration as long as the swarm had remaining.


Coiling Around

Cost: 2 chakra

As an action while grappling a creature, you tighten your body around them like a constrictor crushing its prey. The creature you are grappling must make a Strength saving throw. On a failure, they take your unarmed strike's damage and can not attempt to escape the grapple until the beginning of your next turn. On a success, they take half as much damage.


Orochimaru Style Substitution

Cost: 3+ chakra

As a reaction when you are targeted by a saving throw and would take damage, you allow all damage to soak into your outer skin before allowing your true body to emerge from your old husk's mouth like a shedding snake. You reduce the damage by 2d6 + your Dexterity modifier + your Shinobi Level. You can add an additional 2d6 per chakra point spent over the initial cost.


Wicked Gong Mouth

Cost: 3 chakra

As a bonus action, or as a reaction when you begin falling, you take the martial arts form of a leaping snake, taking the similarities to the next level with your snake-like biology. Make an unarmed strike or melee weapon attack against every creature and object below you before you reach an object larger than a 5 ft. cube that you can not break through with the attack. On a hit or miss, every targeted creature is moved 5 ft. away from where they were targeted in a direction of their choice.


Hidden Shadow Snake Burial

Cost: 4 chakra

When you make an unarmed strike against a creature within half your reach, you plunge your snake-like arms beneath the ground. On a hit, you may forgo damage to cause the target to become restrained and prone for 1 hour as you pull them beneath the earth. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early in a success.


Hidden Shadow Wild Snakes

Cost: 10 chakra

Range: 40 ft. radius

As an action, you attach your hands to the ground, creating a swarm of snakes that burrow through the ground, springing up around any source of life. Make an unarmed strike against every creature within range. If you have Hidden Shadow Snake Burial, it costs half as much on the same turn you used this jutsu.


Snake Steel Net

Cost: 3-6 chakra

On a miss with a unarmed strike, you transform your hand into a snake's mouth, which spits out a second, smaller snake. Make an unarmed strike with a -1 penalty against one creature within 5 ft. of the original target that is not the original target. On a miss with this jutsu, you may spend 1 additional chakra to make another attack in the same manner, increasing the penalty by 2 with each additional use.


Spinning Snake Thorn

Cost: 4 chakra

As an action, you transform your hand into a large snake head, opening it and rapidly spinning a projectile before firing it. One creature within your reach must make a Constitution saving throw, taking 2d10 magical piercing damage, being pushed to the edge of your reach, and knocked prone on a failure. On a success, they take half as much damage. This Jutsu ignores Endurance.


Snake Clone

Requirements: Shadow Clone

Cost: 2 chakra

When you create a shadow clone, you may imbue it with snakes, allowing you to reclaim their substance. Each clone has 15 hit points. If you dispel a snake clone while it is within your reach, the chakra regained is not reduced by Shadow Clone's base cost.


Eight-Branches Explosion

Requirements: Eight-Headed Serpent

Cost: 20 chakra

Range: 10 ft. wide, 60 ft. line

As an action while Eight-Headed Serpent is active, you focus all eight heads on a single point, generating a powerful ball of dark chakra that erupts into a beam of energy. Each creature within range must make a Dexterity saving throw, taking 10d10 lightning damage, being pushed to the edge of the area, and knocked prone on a failure. On a success, they take half as much damage. This Jutsu ignores Evasion.


*Petrifying Venom*

Cost: 15 chakra

Duration: Concentration, up to 1 minute

Your snake-like abilities have granted you a reversed scale somewhere on your body, typically the palms of your hands or wrists, that you may focus chakra into to produce a deadly venom capable of turning a target to stone. As a bonus action immediately after a hit with an unarmed strike against a creature no larger than 1 size category larger than you, the target must attempt a Dexterity saving throw. On a failure, they are petrified until the jutsu ends. When a creature makes a critical hit against you, they may choose to be targeted by this jutsu without you spending chakra to remove your ability to use this jutsu or any jutsu that relies on it until the end of your next long rest instead of the normal additional effects of a critical hit.


*Venom Spit*

Requirements: Petrifying Venom

Cost: 8 chakra

Whenever you would be able to make an unarmed strike, you instead fire a concentrated blast of petrifying venom at the target. Make a spell attack against a creature within twice your reach. On a hit, they take 1d4 poison damage and are petrified until the end of their next turn.


*Transformation: One-Sun Boy*

Requirements: Transformation

Cost: 3+ chakra

Duration: 1 hour

As an action, you transform into a humanoid appearance of your choice. Creatures must make an Investigation check to notice that you aren't what you appear to be. You may change this appearance at will. If it saw you performing the Jutsu, it automatically succeeds. Your statistics remain the same, but you may choose to decrease your size by up to 2 size categories. You may undo this transformation as a bonus action. You may increase this jutsu's duration by 1 hour for every additional chakra point spent.


*Snake False Levitation*

Cost: 5 chakra

Duration: 1 minute

As an action, you grow a thick tail capable of holding you aloft that is intangible and invisible to any other creature. You gain a flying speed equal to your movement speed, but you may only be a number of feet from any object or willing or grappled creature capable of carrying your weight equal to your reach.


*Genjutsu Venom*

Cost: 4 chakra

When you cast a genjutsu, you focus its chakra into your fangs, making an unarmed strike or melee spell attack against one creature within your reach. On a hit, the target has disadvantage on any saving throws the genjutsu incurs.


*Dragon's Horde of Glittering Anguish*

Cost: 11 chakra

Range: 60 feet

Duration: Concentration, indefinitely

Jutsu Type: Genjutsu

One creature within range is surrounded by the illusion of a 15 ft. radius dome of cave walls. Only the target can see it, and they can not willingly move through the illusion. One 5 ft. cubic wall is covered in various sized holes, and the floor is covered in illusory gemstones of various shapes and colors. They may attempt a Dexterity or Wisdom saving throw as an action to arrange the gemstones in the correct hole, and each consecutive saving throw can be rerolled until the result is higher than the previous action's saving throw. Once they succeed, only one hole remains, to which there is no gemstone of the proper size. They may attempt a Intelligence saving throw as an action to create a proper stone. Once all holes are filled with gemstones, this jutsu ends.


*Genjutsu: Crocodile Tears*

Cost: 9 Chakra

Range: 30 feet

Duration: 1 minute

Jutsu Type: Genjutsu

As an action, your target sees apparitions of their closest friends and allies doubting their abilities and sanity. They must attempt a Charisma saving throw. On a failure, they become sick and begin hallucinating. They may retry this saving throw at each of their turns, ending this effect early on a success.


*Genjutsu: Swallowed Whole*

Cost: 10 Chakra

Range: 30 feet

Duration: Concentration, up to 6 hours

Jutsu Type: Genjutsu

As an action, you disguise rotten, poisonous, or otherwise distasteful food within 10 feet of the chosen area as another kind of food of their choice. Creatures must attempt a Intelligence saving throw the first time they interact with the food, and again when they take the search action. On a failure, they are unable to distinguish any aspect of the food you do not want them to, including whether or not there is poison in it. On a success, they are able to discern the true nature of the food.


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