Sound Style (Shinobi World Supplement) (Variant)
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Sound Style[edit]
Sound Style involves the creation and manipulation of sound waves in order to produce either an adverse effect on the opponent, or a beneficial one on the user. By utilizing their chakra, the user may alter the frequency of sound waves to the point different lengths can induce different effects, Due to its lack of physical substance, Sound Style is more of a supplementary and offensive release, effective at short to medium range.
Hand-Seal Jutsu[edit]
Chakra Enhancing Music
Cost: 2 Chakra
Range: 100 feet
Duration: Concentration, up to 1 hour
As an action, by using a musical instruments as a medium, the user of this technique can affect a target's tenketsu by boosting their chakra flow to achieve an increase in strength, speed or overall chakra. These effects are seemingly substantial but require a consistent melody in order to retain the effects on the given target otherwise the boost will wear off soon after the last sound wave has reached them.
- Strength - add 1d4 to their attack
- Speed - add 15 feet to their speed
- Chakra - add 1d6 to their chakra
Empty Cicada Shell Technique
Cost: 2 chakra
Range: 70 feet
This is a ninjutsu that allows the user to project their voice from any direction. This is generally used to confuse their opponents about their real position when talking to them. Unwilling creatures role a Wisdom save to reject it.
Absorption Technique
Cost: 4 chakra
Range: 40 feet
The user gathers sound chakra as they send out a high pitched blast of sound capable of making the entire area lacking of any sound at all. This jutsu has a 25 foot radius, and completely cuts all audio out inside of it.
Horrifying Blow
Cost: 8+ chakra
Range: 30+ feet cone
Now channeling Sound jutsu through their voice the user can exhale to whatever degree of range they want through the opening in which it will send a wave of shrieking and horrifying sounds at the enemy and anyone caught within the wave. This jutsu does 1d10 and the target has to roll a Constitution saving throw to avoid going prone
For every 3 chakra you can double your chakra and damage die.
Bringer of Darkness
Cost: 10 chakra
Range: 50 feet
Duration: Concentration, up to 1 minute
Jutsu Type: Genjutsu
As an action, you stop the yin-style chakra flow to a creature within range's eyes. They must make a Constitution saving throw. On a failure, they are blinded until the Jutsu ends. As an action, the target can repeat the saving throw.
Sound Wave
Cost: 5 Chakra
Range: 30 ft. radius
As an action, you release a blast of sound designed to make escaping and destroying secret laboratories easy. Make a single jutsu attack with a -2 penalty. The attack roll is contested with the creature's jutsu DC (or 8 + their proficiency bonus + their Intelligence modifier if they don't have one). If the creature can not cast jutsu, this DC is decreased by 2. On a hit, they become paralyzed until the end of your next turn. Any objects within range take an amount of thunder damage equal to the attack roll.
Spirit Transformation
Cost: 20 chakra
As an action, you can detach your soul from your body. The material body you leave behind is unconscious, but continues to age, requires food and water, and reduces your hit points if you take damage.
Your soul resembles your mortal form in every way, replicating your game statistics and possessions, and gaining a flying speed equal to your movement speed. It can not take damage, and can only be targeted by fuinjutsu or jutsu that absorbs chakra, or similar effects. If you drop to 0 chakra while in this form, you die instantly. You can not interact with physical objects, passing through them instead, excluding chakra constructs or chakra-imbued objects. You may end this effect as an action, returning your soul to your body instantly over any distance, if neither your soul or body are obstructed by chakra constructs or chakra-imbued objects. You may spend 1 minute in this form without consequence, after which you gain 1 level of exhaustion at the end of each of your turns (once every 6 seconds) as your body begins to slowly rot.
As an action, while your soul is within a non-construct creature's space, you may force them to attempt a Charisma saving throw. On a failure, they take 2d4 necrotic damage and 2d4 psychic damage as you suppress and collapse their soul. On a success, you take half as much damage.
Mental Resistance
Cost: 12 chakra
Duration: 1 hour
As an action, you weave chakra not dissimilar to a genjutsu-like explosive seal within the mind of one creature you can touch. When a creature casts a genjutsu on the target, this jutsu ends and they must attempt a Charisma saving throw as horrifying images flood their mind. On a failure, the genjutsu fails and they are frightened of the target for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
Exploding Kunai
Cost: 8+ Chakra
Range: 30 feet
Duration: Concentration, up to 1 minute
Jutsu Type: Genjutsu
As an action, whenever the target touches a weapon, it seemingly explodes, even if it’s their own. They must attempt a Wisdom saving throw. On a failure, they immediately drop any weapon they are holding and are unable to hold any weapons they are not wielding. They may retry this saving throw at each of their turns, ending this effect early on a success.
Additionally, when you cast this jutsu, you may target an additional creature for every 2 additional chakra spent.
False Surroundings
Cost: 3+ Chakra
Range: 30 feet
Duration: Concentration, up to 1 minute
Jutsu Type: Genjutsu
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 5-foot cube in a spot that you can see within range that lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). You may change this illusion at will and move it as an action while it is within range of you. If a creature touches the illusion or succeeds a Investigation check, it is revealed to be false and they may choose to not experience it at will. You may increase the maximum size of the illusion by 5 ft. for every 2 additional chakra points spent, and you may remove the need to concentrate on this jutsu for 12 additional chakra independent from this.
Genjutsu Clone
Cost: 3 Chakra per clone
Range 25 feet
Duration: 1 Minute
Jutsu Type: Genjutsu
As an action, you create an illusion of a single clone or multiple clones in the opponents minds, confusing them into attacking false foes. Choose one point within range. A number of genjutsu clones determined by the chakra spent appear anywhere within 25 feet of the point. If you move, the point and genjutsu clones move in relation to you. As a bonus action while this jutsu is active, you may switch places with one of your clones. These clones can not act in any way, but visually mimic you and react to being targeted by effects. When a creature takes the search action, they may also attempt a Wisdom saving throw. On a failure, they perceive one genjutsu clone of your choice to be the real you. On a success, they perceive you as the real one and stop seeing the clones.
Illusionary Plants
Cost: 10+ Chakra
Range: 30 feet
Duration: Concentration, up to 1 minute
Jutsu Type: Genjutsu
As an action, this Genjutsu causes the target to see small flowers and weeds sprout up with great speed and capture them with their vines, squeezing them so tight that it feels as if they can't get away. The target must succeed a Wisdom saving throw or become restrained on a failure. They may retry this saving throw at each of their turns, ending this effect on a success.
Additionally, you can spend 3 additional chakra each time to put another target under this genjutsu.
Diminishing Air Technique
Cost: 10+ Chakra
Range: 30 feet
Duration: Concentration, up to 1 minutes
Jutsu Type: Genjutsu
As an action, you force an illusion that makes the target believe that the air supply around them is slowly diminishing on a creature. The target must attempt a Wisdom saving throw. On a failure, they are staggered. They may retry this saving throw each of their turns, ending this effect early on a success.
Additionally, when you cast this jutsu, you may target an additional creature for every 3 additional chakra spent.
Petal Disguise
Cost: 12+ Chakra
Range: 30 feet
Duration: Concentration, up to 1 minute
Jutsu Type: Genjutsu
As an action, this illusion causes the target(s) to see the user become surrounded by a wave of flower petals, forcing them to attempt a Wisdom saving throw. On a failure, you become invisible to them. You must hold a hand seal to keep the illusion active, so no Jutsu/techniques can be used while this jutsu is active. The target may retry this saving throw at each of their turns, ending this effect on a success.
Additionally, when you cast this jutsu, you may target an additional creature for every 3 additional chakra spent.
Paranoia Technique
Cost: 12+ Chakra
Range: 30 feet
Duration: Concentration, up to 1 minute
Jutsu Type: Genjutsu
As an action, your target becomes paranoid of their teammates. They must attempt a Wisdom saving throw. On a failure, they become taunted towards one creature of your choice on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success.
Additionally, when you cast this jutsu, you may target an additional creature for every 3 additional chakra spent.
Petal Assault
Cost: 16+ Chakra
Range: 30 feet
Duration: Concentration, up to 1 minute
Jutsu Type: Genjutsu
As an action, an illusion that causes the user to disperse into a flurry of flower petals envelops the target, trapping them in a thick layer of petals and immobilizing them. Targets must succeed a Wisdom saving throw or have their movement speed drop to 5 and have everything past 15 ft. be heavily obscured on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success.
Additionally, you can spend 2 additional chakra each time to put another target under this genjutsu.
Body Mind Rupture Jutsu
Cost: 8+ Chakra
Range: 30 feet
Duration: Concentration, up to 1 minute
Jutsu Type: Genjutsu
As an action, you convince the target’s mind that they are getting heavier and more sluggish, as if gravity is increasing only on them and pins and needles are digging into their chakra network. Both they and their chakra control become slower, weaker. They must succeed a Wisdom saving throw or spend 1d2 additional chakra on any jutsu cast on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success.
Additionally, when you cast this jutsu, you may target an additional creature for every 3 additional chakra spent.
Silent Tree Killing
Cost: 15+ Chakra
Range: 30 Feet
Duration: Concentration, up to 1 minute
Jutsu Type: Genjutsu
As an action, you create an illusion in which a giant tree instantly sprouts from the ground and entangles the target within its branches, leaving them open for an attack. They must succeed a Wisdom saving throw with disadvantage, or become restrained on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success.
Additionally, you can spend 4 additional chakra each time to either increasing their cost further or put another target under this genjutsu.
Temple of Nirvana
Cost: 32 chakra
Range: 150 feet (100 foot radius)
Jutsu Type: Genjutsu
As an action, every creature within range, other than you and any creatures you designate, see white feathers falling from the sky and must make an Intelligence saving throw. On a failure, a creature falls unconscious. If the creature is CR or level 5 or lower it automatically fails. Creatures of CR or level 15 or higher have advantage. As a bonus action, you can end the effect on an individual creature. Dispel Magic or a similar effect, as well as Basic Yin Style Technique, can dispel it on an individual creature.
Ephemeral
Cost: 2 chakra
Jutsu Type: Genjutsu
When you cast a genjutsu, you condense its chakra into your fingers. Its range is decreased to touch, it can only target 1 creature, and requires concentration if it did not already, but the target has disadvantage on any saving throws the genjutsu incurs.
*Void of Silence*
Cost: 10 chakra
Range: 50 feet
Duration: Concentration, up to 1 minute
Jutsu Type: Genjutsu
As an action, you remove the one creature within range's ability to feel vibrations. They must make a Constitution saving throw. On a failure, they are deafened, and have disadvantage on checks that require a sense of touch until the Jutsu ends. As an action, the target can repeat the saving throw.
Lightning Dispatch
Cost: 10-40 chakra
Range: 60 foot cone
As an action, you amplify the bio-electricity Yin Style typically manipulates into a web of lightning. All creatures within range must attempt a Constitution saving throw, taking 2d6 lightning damage on a failure. On a success, they take half as much damage. You may deal an additional 2d6 lightning damage for every 2 additional chakra points spent.
Non-Hand Seal Jutsu[edit]
Basic Sound Style Technique
Range: 35 feet
Duration: 1 Minute
As a bonus action, you can now interpret sounds heard, deciphering what type of sound is made, location, etc.
Phantom Sound Chains
Cost: 12 chakra
Range: 50 feet
Duration: Concentration, up to 1 minute
Jutsu Type: Genjutsu
As an action, you trap your target with illusionary chains that melt their limbs. They must make an Intelligence saving throw. On a failure, they are paralyzed until the Jutsu ends. At the end of each of their turns, the target can repeat the saving throw.
Resonating Echo Drill
Cost: 5 Chakra
Range: 45 feet
As a ranged spell attack, you assault a creature’s senses with sound. On a hit, they spend their next action violently vomiting. This attack has disadvantage against creatures that are larger than Medium. This attack has advantage against creatures within 5 feet.
Calling Upon Tears
Cost: 10 chakra
Range: 60 foot radius
As an action, you infuse chakra into your dismay, making the sound of your cries rupture chakra around you. All creatures within range must attempt a Wisdom saving throw. On a failure, they take 1d4 thunder damage and are stunned until the beginning of their next turn. On a success, they take half as much damage and are not stunned. This also activates any traps within the area, including seals such as those created by Basic Ninjutsu.
Bone Shrieking Vibration
Cost: 7+ Chakra
Range: 30 Feet
As an action, you focus your chakra into your vocal chords 1 turn later, assuming you don't get hit, the sound waves enter the bones and begin manipulating the bone cells and causing them to vibrate. This jutsu does 2d10 and the target must to roll a Constitution saving throw, or become stunned
Additionally, when you cast this jutsu, you may target an additional creature for every 2 additional chakra spent.
Echo Confusion
Cost: 3 Chakra
Range: 30 Feet
Duration: Concentration, up to 1 minutes
As an action, The user splits there vocal sound waves into many pieces, sending them rushing in all directions. The target must roll a Wisdom saving throw or be confused. At the start of their turn they can roll again.
Melting Body Technique
Cost: 8+ Chakra
Range: 30 Feet
Duration: Concentration, up to 1 minute
Jutsu Type: Genjutsu
As an action, the target sees and feels their limbs slowly melting off their body, making them think they cannot use them anymore. They must succeed a Wisdom saving throw or be unable to use one limb of your choice. They may retry this saving throw at each of their turns, ending this effect early on a success.
Additionally, when you cast this jutsu, you may target an additional limb on the same or different creature for every 3 additional chakra spent.
Coercion Genjutsu
Cost: 7 chakra
Range: 50 feet
Duration: Concentration, up to 1 minute
Jutsu Type: Genjutsu
As an action, your target's surroundings become their greatest nightmare. They must make a Charisma saving throw. On a failure, they are frightened until the Jutsu ends and they are knocked prone from the shock. As an action, the target can repeat the saving throw.
Genjutsu Ball Trap
Cost: 8 chakra
Range: 50 feet
Duration: Concentration, up to 1 minute
Jutsu Type: Genjutsu
As an action, you create a 10 ft. radius bubble of chakra that hangs in the air. When a creature touches the bubble, they must make a Wisdom saving throw. On a failure, they are confused until the Jutsu ends as they are caught between reliving their memories and reality. As an action, the target can repeat the saving throw.
Phantom Sound Chains
Cost: 12 chakra
Range: 50 feet
Duration: Concentration, up to 1 minute
Jutsu Type: Genjutsu
As an action, you trap your target with illusionary chains that melt their limbs. They must make an Intelligence saving throw. On a failure, they are paralyzed until the Jutsu ends. At the end of each of their turns, the target can repeat the saving throw.
Cajolery of Glamor
Cost: 12 chakra
Range: 50 feet
Duration: Concentration, up to 1 minute
Jutsu Type: Genjutsu
As an action, you infuse chakra into every word you speak. One creature within range must make an Intelligence saving throw. On a failure, they are charmed until the Jutsu ends. At the end of each of their turns, the target can repeat the saving throw.
Puppet Curse
Cost: 20 chakra
Range: Touch
Duration: Concentration, up to 1 hour
Jutsu Type: Genjutsu
As an action, you infuse chakra into every word you speak. One creature within range must make an Intelligence saving throw. On a failure, they are charmed until this jutsu ends. While charmed in this way, they must move toward you at any chance they get. At the end of each of their turns, the target can repeat the saving throw.
Complete Control
Cost: 10 chakra
Range: 30 feet
Duration: 1 minute
Jutsu Type: Genjutsu
As an action, you manipulate every muscle of the target individually. One creature within range must make a Strength saving throw. On a failure, as a reaction at the beginning of each of their turns for 5 chakra, you may control the target and communicate telepathically with them until the end of their next turn. 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. They may retry this saving throw at the end of each of their turns, ending this effect on a success.
*Yin Style: Dominating Rasengan*
Cost: 15 chakra
Range: Touch
Requirements: Rasengan
Duration: 1 minute
As an action, you imbue your rasengan with purple, genjutsu-laden chakra. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier psychic plus 2d10 force damage, and they become charmed by you. The target must make a Strength saving throw or be pushed 20 feet away. The target may attempt a Wisdom saving throw at the end of each of their turns, no longer being charmed on a success.
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