Path of the Unchained (Shinobi World Supplement) (Variant)
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Path of the Unchained[edit]
Those following this path are especially gifted in fuinjustu. They make use of adamantine chains with the main purpose of sealing.
Chain Awakens[edit]
At 3rd level you start to be able to use your fuinjutsu specialty. You gain the barrier nin feat. Your special fuinjutsu manifests itself in the form of adamantine chains that sprout from your body. You gain the following jutsu:
Adamantine Chain Binding
Cost: 5 Chakra
Range: 25 feet
As an action you shoot a chain out of your hand in an attempt to bind your opponent. Make an unarmed strike against one creature within range. On a hit you deal your unarmed strikes damage in piercing damage plus 1d4 radiant damage and the target must roll a strength save against your spell save DC. On failure they are restrained until the end of your next turn. On a success they are not restrained. On your next turn as an action if the target is restrained you may lift them up into the air and slam them down dealing 2d10 bludgeoning damage.
Chain Sealing Technique[edit]
At 7th level your chains evolve letting you spend 3 chakra when you hit an enemy with any Path of the Unchained jutsu to make them roll a constitution saving throw. On a failure you seal their chakra until the end of your next turn. While a creatures chakra is sealed they cannot cast any jutsu or use any features that require chakra. They may still maintain or concentrate on a jutsu that they used prior to having their chakra sealed. A jinchuriki that has had their chakra sealed in this way may not benefit from any of their Path of the Beast features for the duration.
Unchained Awakening[edit]
At 10th level you have taken your chains to new limits, being able to have them out for an extended period of time. As a bonus action you may sprout two chains from the small of your back entering "Unchained Awakening". While in this transformation you gain the following benefits:
- A number of fuinjutsu up to your intelligence modifier (minimum of 1) have their chakra cost is reduced by your proficiency bonus. A jutsu cannot cost less than 1 chakra using this feature.
- Your unarmed strikes deal magical piercing damage, ignore resistances, and have a range of 15 feet.
- When grappling a creature you count as 1 size larger.
- When taking the attack action you may make an extra attack.
- At the end of your turn you must spend 4 chakra to maintain this transformation.
Super Chains[edit]
WIP
2 Chainz[edit]
WIP
Path of the Unchained Unique Jutsu[edit]
WIP
Chakra Chains Barrier
Requirements: 7th level
Cost: 12+ chakra
Range: 15 foot radius
Duration: Concentration up to 1 minute
As an action you create a dome of chains in a circle around the perimeter of this jutsu's range. Creatures inside the dome have total cover against attacks from outside the dome. No creature can get in or out of the dome by non-magical means. You may expand this jutsu's radius by 5 feet per 2 addtional chakra spent over the initial cost. You may choose to stop this jutsu as a bonus action on your turn.
Nature Sealing Chain Gauntlets
Cost: 3-9 chakra
Duration: 1 minute
As a bonus action you wrap your chains around your fist and imbue them with a chakra nature, making your unarmed strikes deal an additional 1d4 damage of one of your nature's primary damage type. You may increase the number of additional damage die for every 3 chakra spent over the initial cost to a maximum of 3d4. Additionally while this jutsu is active you may use your reaction when you or an ally is being targeted by a jutsu attack that is not taijutsu to move up to half of your movement speed and use your chain gauntlets to absorb the jutsu. When using this reaction you must roll 2d4, sealing the part of the jutsu in your chains, reducing the damage by the number rolled + your intelligence modifier and taking the rest of the damage from the attack. After sealing a jutsu in this way your gauntlets deal the damage type of the absorbed jutsu and your unarmed strikes deal an additional amount of damage equal to half of the damage sealed until the end of your next turn. You may increase the die rolled for decreasing the damage by 1d4 per 3 chakra spent up to an additional 2d4.
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