Talk:Naruto: Shinobi (5e Class)/Archive 6

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Path of Companionship[edit]

Those rare few Shinobi who form an unbreakable bond with a creature walk this path.

Companionship[edit]

At 3rd level, choose one willing creature or swarm of creatures, such as a swarm of insects as your eternal companion. This creature must be a medium or smaller beast with a CR no higher than 1/2. It can occupy the same space as you. If your companion dies, you must wait 2d4 days before you can choose another. You may retroactively apply Ability Score Increases to any new companions at the end of a long rest.

Your companion gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.

Companion's Bond

Your animal companion gains a variety of benefits while it is linked to you.

  • The companion loses its Multi-attack action, if it has one.
  • The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
  • Your companion uses your proficiency bonus rather than its own for attacks and skills which it is proficient in, as well as its unarmored AC.
  • Your companion gains any features from this class, but not from any subclasses from this class, that you have.
  • Your companion does not have any chakra, and any jutsu it uses pull from your chakra instead.
  • Your companion gains proficiency in two skills of your choice, as well as one common (Dexterity, Constitution, Charisma) and uncommon (Strength, Intelligence, Wisdom) saving throw if it does not already.
  • For each level you gain after 3rd, your companion gains an additional hit die and increases its hit points accordingly.
  • Whenever you gain the Ability Score Improvement feature, you may increase your companion's ability scores in the same manner.
  • Any saving throws it can incur on other creatures have their DC changed to your jutsu saving throw DC.

Coordinated Attack[edit]

At 7th level, when you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack against any creature within range.

In addition, as a bonus action, after it uses the Attack action, it can use the Shove attack.

Mimicry[edit]

At 10th level, you gain a powerful Jutsu for your companion. As an action, your companion becomes identical to you. This form lasts for 2d6 hours. You cannot use this feature again until you finish your long rest. While in this form, you and your companion gain the following benefits:

  • You gain a +2 bonus to AC.
  • You gain a +2 to attack and damage rolls.
  • You gain the benefits of the Coordinated Attack feature.
  • You can use the Combined Attack Jutsu.

Combined Attack

Cost: 7 chakra

Range: 120 foot line

As an action, you and your companion combine powers. Every creature in the line must make a Dexterity saving throw, taking 5d12 bludgeoning, piercing, or slashing damage on a failure. Half as much on a success. You and your companion end at the opposite end of this line.

Alternate Feature: Hive Body[edit]

At 10th level, instead of gaining Mimicry, your body becomes a hive for swarms of companions. You may have 2 additional companions, but they must be swarms of Tiny creatures. Your companions can occupy the same space as you, but are considered unconscious while doing so. You may only have 1 swarm outside of your body at a time. You may switch which swarm is outside of your body as a bonus action while the swarm that is already outside is within 5 feet of you.

Enhanced Mimicry[edit]

At 15th level, your mimicry becomes more powerful. While in Mimicry, you and your companion have advantage on checks and saving throws with one ability score of your choice and your movement speeds increase by 10 feet.

Alternate Feature: Organized Swarms[edit]

At 15th level, instead of gaining Enhanced Mimicry, you may manipulate the size of your swarms. You may increase their size to a maximum of Large or decrease their size to a minimum of Small. Additionally, you may communicate telepathically with your swarms.

Keen Senses[edit]

At 15th level, you have advantage on Wisdom (Perception) checks while your companion is within 30 feet of you.

Fused Form[edit]

At 20th level, you and your companion can combine your powers. On your turns, you must both of use your action. On your next turn, you both become a single large CR 20 or less creature of your choice. This lasts 1 minute. You can't use this feature again until you finish a long rest.

Alternate Feature: Enhanced Companion[edit]

At 20th level, in place of gaining Fused Form, you learn to master even greater creatures. The maximum CR for your companions is increased to 5.

Path of Companionship Unique Jutsu[edit]

Secret Technique: Insect Gathering

Requirements: Hive Body

Cost: 9 chakra

As an action, you attract the insects in your general surroundings, allowing them to communicate with your swarms, and your swarms with you. You become aware of the location and general movement direction, but not description, of any creatures within 1 mile of you, as well as any other time-relevant unusual happenings.


Secret Technique: Insect Sphere

Requirements: Hive Body

Cost: 12+ chakra

Range: 20 feet

Duration: 1 minute

As an action, using the insects living in their body, the host will disperse his bugs over a wide area surrounding the target who must make a Strength saving throw. On a failure, One of your swarm of insects will then coalesce into a sphere that will envelope the target. The target within range will be restrained and deal swarm of insects's Bite damage once per turn. At the end of each of its turns, the target can make a Strength saving throw. On a success, the target is no longer restrained.

In addition, for every 2 additional chakra you may place another creature in Insect Sphere


Secret Technique: leaching Insects

Requirements: Secret Technique: Insect Sphere

Cost: 8 Chakra

As a bonus action, a creature restrained by Secret Technique: Insect Sphere must attempt a Constitution saving throw. On a failure they lose 1d4 chakra, and your swarm of insects regain an equal number of chakra points.


Secret Technique: Insect Jar Technique

Cost: 8 chakra/14 if used as a reaction

Range: 40 feet

Duration: 1 minute

As an action or a reaction, this jutsu uses the insects living in the user's body as a shield by having them fly in a dome shape at high speed. You send a swarm of insects and create a 15 foot radius dome of insects. Each down has a AC and hit points based on your swarm of insects AC and hit points.


Secret Technique: Bug Skin Technique

Cost: 6 chakra

Range: Self

Duration: 1 minute (concentration)

As an action, this technique allows the user to be encase within a shell of bugs. The user completely covers their body with bugs for extra protection. The user use their swarm of insects to cover their entire body. The user gains resistance to bludgeoning, piercing, and slashing damage and gains a bonus 2d4+ your Intelligence modifier damage to their unarmed strike.


Secret Technique: Spindle Formation

Cost: 9+ chakra

Range: 40 feet

Duration: 1 minute (concentration)

As an action, the user has his swarm of insects attack the target in a spiraling motion to confuse the target. Target creature may roll a Dexterity saving throw, or be caught in the Spindle Formation and be incapacitated for the duration. At the end of each of its turns, the target can make a Strength saving throw. On a success, the target is no longer incapacitated.

In addition, for every 3 additional chakra you may place another creature in Spindle Formation


Secret Technique: Bug Repellent

Cost: 27 chakra

Range: Self

Duration: 1 hour (concentration)

As an action, the user cannot use any bugs, but his chakra cannot be sensed by anyone, is Invisible any other Chakra sensing Abilities or Doujutsu. The user will also gain a +10 to Stealth rolls and a +30 movement speed. This jutsu end of user use any bugs, jutsu, and or combative actions.


Secret Technique: Insect Tornado

Cost: 30 chakra

Range: 40 feet

Duration: 1 minute (concentration)

As an action, the user calls upon a swarm of insects to surround multiple targets and fly around in a vortex, with a radius of 15 feet anywhere within range. Using your bonus action, you can move the tornado at a speed of 40 feet on each of your turns. If the tornado passes through a creature or vice-versa, take 6d8 poison damage and must make a Constitution saving throw. On failure, they are poisoned. The creature can only be subjugated to the damage and saving throw once per round.


Insect Clone Technique

Requirements: Shadow Clone

Cost: 3 chakra

When you create a shadow clone, you may combine thousands of insect that are gathered in one place and pattern themselves after the user or anyone else they choose. These clones only have a base 5 hit point, but can not be distinguished from you in any way, even magically, without destroying them. As a reaction when one of these clones is destroyed for 2 chakra points, you may form another clone anywhere within 15 ft. of the original. Using this jutsu also causes you to not regain the base chakra spent to create the clone.


Secret Technique: Bug Bomb

Requirements: Rasengan

Cost: 14 chakra

Range: 40 feet

As an action, the user gathers one of their swarm of insects in a ball and absorb the users chakra. Once Thrown, the bugs disperse, creating a Large explosion not many can escape from. Make a ranged spell attack. On a hit, the target takes swarm of insects bite damage + your Intelligence modifier. If the attack was successful or not, all creatures within 15 feet must roll a Constitution saving throw or become poisoned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Path of the Body[edit]

Those who follow this path focus on reinforcing their body. While it is often seen as laughable, underestimating disciples of this path spells absolute death.

Storage[edit]

At 3rd level, you can store food inside your body. You can store an additional day’s worth of food which can be consumed at will. As an action, you can use this stored food to regain an amount of chakra equal to your level. You cannot do so again until you finish a long rest.

Meat Shield[edit]

At 3rd level, as a bonus action, you gain a number of temporary hit points equal to twice your level + your Constitution modifier. You cannot do so again until you finish a long rest.

In addition, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.

Human Bullet Tank[edit]

At 7th level, you can expand your body. As a bonus action, you can spend 5 chakra to enter the Human Bullet Tank form for 1 minute. During this time, you can only cast Jutsu for an additional 3 chakra cost and you gain the following benefits:

  • Your martial arts die increases from d4s to d6s.
  • Your movement speed increases by 10 feet.
  • When you hit a creatures with a melee attack, it must make a Strength saving throw or be knocked prone.

Sharp Hair[edit]

At 10th level, you learn to harden and weaponize your hair. While in Human Bullet Tank form, you gain the following benefits:

  • Your unarmed strikes deal an extra 1d6 slashing damage.
  • You gain a +2 bonus to AC.
  • When a creature hits you with a melee attack, it takes 2d6 slashing damage.

Endurance[edit]

At 10th level, when being attacked by an area effect that lets you to make a Constitution saving throw to take only half damage, such as cone of cold, you instead take no damage if you succeed on the saving throw, and only half damage if you fail the save.

Multi-Size[edit]

At 15th level, you can expand individual parts of your body. As a bonus action, you can spend 5 chakra to expand one part of your body. You can only expand on part at a time and it lasts for 1 minute.

  • Expanding your arms gives your unarmed strikes a reach of 10 feet.
  • Expanding your legs gives you a +10 feet bonus to your movement speed.
  • Expanding your torso gives you advantage on Constitution saving throws.

You also gain the following Jutsu:

Calorie Control

Cost: 1 level of exhaustion or 1 days worth of food that has been consumed within the last 24 hours.

Duration: 1 minute

This technique uses Yang chakra to convert calories directly into chakra. As an action, you activate this Jutsu. At the start of your turn, you regain an amount of chakra equal to your Constitution modifier.

Total Expansion[edit]

At 20th level, you master the Multi-Size Jutsu. As an action, you can expand your body. You gain the following benefits for 1 minute, in addition to the benefits of Human Bullet Tank:

  • Your size becomes Huge.
  • Your unarmed strikes deal an additional 2d6 damage.
  • You gain a +3 bonus to your AC
  • Your movement speed increases by 15 feet.

When this form ends you are paralyzed until the end of your next turn. You can't use this feature again until you finish a long rest.

Butterfly Mode[edit]

At 23rd level, you gain the ultimate power the Path of the Body has to give. As a bonus action, you convert a massive amount of chakra into etherial butterfly wings. You may end this effect as a bonus action. While in this form, you gain the following:

  • You gain a +2 bonus to AC.
  • You gain a +15 ft. bonus to your movement speed, and you gain an equal flying speed.
  • You gain a +3 bonus to attack and damage rolls.
  • You lose 3 chakra points or gain 1 level of exhaustion at the end of each of your turns.

Susano'o Weapons[edit]

Whenever a feature grants you a Susano'o weapon, you gain one of the following weapons. If you are disarmed of your Susano'o weapons, they dissipate when you deactivate your Susano'o. You have proficiency in all of your Susano'o weapons.

  • You gain a lance that has a reach of 30 ft. The lance deals 4d10 magical piercing damage. As an action, you can shoot a bundle of 50 needles in a 15 ft. wide and 60 ft. long line. Each creature in the area must make a Dexterity saving throw, taking 3d6 magical piercing damage. Taking half as much on a success. You can't use this feature again until you finish a long rest.
  • You gain a long sword. It has a reach of 15 ft. and deals 3d12 magical slashing damage and 1d8 fire damage.
  • You gain a large bow that sits across your Susano'o's arm. This bow has disadvantage at a range of 20 ft. or closer. It has a normal range of 80 ft. and a long range of 300 ft. The bow deals 3d8 piercing and 2d6 cold, fire, or lightning damage.
  • You gain two shortswords. They have a reach of 10 ft. and deal 3d6 slashing damage. When you take the Attack action, you can make two additional attacks.
  • You gain 30 Mangekyō shaped Shuriken. They have a thrown range of 60/120 ft., and do not have disadvantage when used at 5 feet. They deal 2d8 magical slashing damage. Each creature hit by these Shuriken must make a Dexterity saving throw or be moved to an open space within 60 feet of you of your choice. You regain all lost Shuriken at the end of a long rest.

Hashirama Feats and Boons[edit]

Hashirama's Cells Feat

You have the cells of the First Hokage implanted into your DNA. This highly sought-after, unique DNA signature grants you certain special abilities that only the First had. You gain the following benefits:

  • You learn how to use the notorious Wood Style Jutsu. You gain the ability to use the Basic Wood Style Technique as detailed under Wood Style. You cannot use any other Wood Style Jutsu apart from the Basic Technique unless you have the wood-style nature.
  • Hashirama's cells have highly regenerative properties. As a bonus action for 5 chakra points, you can regain a number of hit points equal to 1d10 + your Constitution modifier. Additionally, you no longer need to eat or drink.
  • As an action, you can shape your hands and tips of your fingers into wooden copies of simplistic tools that you know. You can recreate any simple tool out of wood such as a table knife, a lock pick, a hammer, or some tongs. In order to recreate a more specific tool accurately, you must have proficiency with a Tool Kit that utilizes that tool.


Improved Hashirama's Cells Boon

Prerequisites: Hashirama's Cells feat

You improve your connection with Hashirama Senju’s cells. You gain the following benefits:

  • Your maximum chakra increases by 1 additional point every time you gain a level. This counts for levels you have already attained as well.
  • You may regain hit points using Hashirama's Cells once per turn without spending any form of action.
  • You gain use of the notorious Wood Style and it's Jutsu


Perfected Hashirama's Cells Boon

Prerequisites: Improved Hashirama's Cells boon

You perfect your connection with Hashirama Senju’s cells. You gain the following benefits:

  • When you regain hit points using Hashirama's Cells, you instead regain 10 + your Constitution modifier hit points at the beginning of each of your turns for 10 minutes. This does not fun
  • The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is doubled.
  • You gain Affinity in Wood Style

Path of the Hermit[edit]

A path pursued many who would consider themselves ninja monks or hermits. Hermits master the art of creating and using the Gift of the Hermit Group, also known as hermit chakra, a special form of chakra also known as hermit chakra. Much like senjutsu chakra and black chakra, hermit chakra blends natural energy and chakra, though it differs in instead densely twisting them together like the threads of a rope rather than forming a new form of chakra.

Hermit Training[edit]

At 3rd level, you have mastered the art of making and controlling hermit chakra. As an action, you may convert an amount of chakra up to your Wisdom modifier into twice as much hermit chakra. Hermit chakra can be spent like normal chakra, and both hermit chakra and regular chakra can be spent on the same jutsu. All hermit chakra becomes half as much normal chakra at the end of your next short or long rest. At the end of each of your turns while more than half of your chakra is hermit chakra, 2 hermit chakra points are converted into half as much normal chakra.

Hermit's Fist[edit]

At 7th level, your training to master the hermit arts has improved your Taijutsu skills. While you have at least 1 hermit chakra point, your unarmed attacks and Taijutsu gain a +10 ft. bonus to their reach. When you cast a Taijutsu and spend only hermit chakra, targets have disadvantage on any saving throws it imposes, you have advantage on any saving throws it imposes, and it gains a +1 bonus to damage rolls.

Inner Peace[edit]

At 10th level, you learn how to better internalize the natural energy you intertwine your chakra with. Hermit Training grants you twice as much hermit chakra, and you may convert an amount of chakra up to half your Wisdom modifier into four times as much hermit chakra as a bonus action. In addition, you can sense the emotions of all creatures within 120 feet of yourself.

Hermit Inner Flow[edit]

At 15th level, you learn how to have your hermit chakra flow through your entire body, not just your chakra network, smoothly and effortlessly. When more than half of the chakra you possess is hermit chakra your hermit chakra begins to flow through your body granting you the following effects:

  • When you take the Attack action and only make unarmed strikes, you may make 2 additional unarmed strikes.
  • You gain a damage reduction of 5.
  • The chakra cost of all Path of the Hermit Unique Jutsu is reduced by 1.
  • If you move more than 10 feet in a single turn, you lose the effects of this feature until the end of your next turn.

Hermit's Epiphany[edit]

At 20th level, you have fully mastered hermit chakra and its intricacies. While Hermit Inner Flow is active, you emit a golden aura of hermit chakra in a 60 ft. radius around you. Your reach extends to anywhere within this aura, and you may ignore the cover of any creature within this aura.

Path of the Hermit Unique Jutsu[edit]

Welcoming Approach: Thousand-Armed Murder.

Cost: 12 hermit chakra

As a bonus action, you create an angelic, thousand-armed being from your chakra. Until the beginning of your next turn, when you take the Attack action, you can not make ranged or weapon attacks, but your unarmed strikes gain an additional 15 feet of reach and you may attack 3 additional times.


*Arriving Life: Thousand-Armed Preservation*

Requirements: Welcoming Approach: Thousand-Armed Murder

Cost: 10 hermit chakra

Duration: Concentration, up to 1 minute

As an action, you create several hands made of golden hermit chakra that react automatically to physical threats. While concentration on this jutsu, attack rolls against you automatically fail, and you may not take actions.


*Looking Down: Embracing Thousand Arms*

Requirements: Welcoming Approach: Thousand-Armed Murder

Cost: 10 hermit chakra

Duration: Concentration, up to 1 minute

Range: 15 foot radius

You summon a ring of hands made of golden hermit chakra rumored to be an ultimate defense. While you are concentrating on this jutsu, any effects of your choice made by creatures outside of this jutsu's range that require a saving throw do not affect creatures inside the range. While concentrating on this jutsu, you can not take actions.


*Welcoming Approach: Chakra Mode*

Requirements: Looking Down: Embracing Thousand Arms, Arriving Life: Thousand-Armed Preservation

Cost: 35 hermit chakra

Duration: Concentration, up to 1 minute

As an action, you become the avatar of the Gift of the Hermit Group. Your size increases by 1 category to a minimum of Large, you become immune to all attacks and effects of your choice, and you can not cast jutsu. At the end of each of your turns, you must succeed a DC 18 Charisma saving throw. On a failure, this jutsu ends early and you gain 1 level of exhaustion.

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