Sakura's Jutsu (Shinobi World Supplement)
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Sakura, Young (Shinobi World Supplement)[edit]
Transformation (1+ Chakra). Sakura becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and she can not recreate a magical effect. Creatures must make an DC 13 Investigation check realize that she is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.
Body Flicker (3 Chakra). Sakura's movement speed doubles, and her movement does not provoke attacks of opportunity.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, Sakura can move across liquid surfaces as if they were solid. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round.
Healing Jutsu. One creature Sakura can touch regains a number of hit points equal to chakra spent up to three times her CR.
Chakra Control. As a bonus action, Sakura reduces her next jutsu's cost by 1/4 her CR. She may do this a number of times equal to her Intelligence modifier.
Substitution (3+ Chakra). As a reaction when Sakura is hit by an attack and would take damage, she decreases the damage by 6 (1d10) + her CR and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Sakura can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
Sakura (Shinobi World Supplement)[edit]
Mystical Palm Jutsu. Sakura has a pool of d6s she can use on this action equal to 1 + her CR. As a bonus action, Sakura can heal one creature she can see within 60 feet of you, spending dice from the pool. The maximum number of dice she can spend at once equals her Intelligence modifier (minimum of one die). She must roll the dice she spends, add them together, and restore a number of hit points equal to the total.
This die pool regains all expended dice when you finish a long rest.
Summoning Jutsu (34 Chakra). Sakura summons of the Katsuyu underneath her.
Body Pathway Derangement (5 Chakra). Sakura makes a melee spell attack. On a success, they become paralyzed for 1 minute. At the end of each of the target's turns, they may attempt an Intelligence saving throw, ending this effect early on a success.
Sakura, War Arc (Shinobi World Supplement)[edit]
Cherry Blossom Impact (20 Chakra). As a bonus action, Sakura's unarmed strikes deal twice as much damage and attack every creature in a cone until the end of her turn.
Surgical Precision (8 Chakra). For 1 minute (concentration), Sakura's unarmed strikes deal an additional 3 (1d6) force damage. On a hit, the target must succeed a DC 16 Constitution saving throw or have disadvantage on attack rolls, saves, and checks that use either Strength or Dexterity, her choice, until the end of their next long rest or until greater restoration or a similar effect is cast on them.
Medical Mode. Sakura gains the following until she becomes uncionsious or ends it as a bonus action:
- At the start of each of her turns, she regains 10 hit points.
- At the start of each of her turns, she can expend a number of hit dice equal to her Constitution modifier, adding her Constitution modifier to each die and regaining an amount of hit points equal to the result.
- She loses 2 chakra at the end of each of her turns.
Mitotic Regeneration. While Medical Mode is active, Sakura gains the following until she becomes uncionsious or ends it as a bonus action:
- She gains resistance to all damage.
- She gains immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- She loses 3 additional chakra at the end of each of her turns (5 total).
- Her melee attacks deals double damage to objects and structures.
Sakura, Boruto (Shinobi World Supplement)[edit]
Strength of One Hundred Seal. At will, Sakura may store an amount of chakra into a seal on her forehead up to ten times her Constitution modifier. As a bonus action, she may open the seal, gaining access to all chakra stored in the mark. This chakra can extend beyond her maximum. After the seal has been opened, she loses 5 chakra at the end of each of her turns. Once the seal has 0 chakra remaining, it closes and she may store chakra in it once more.
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