Wind Style (Shinobi World Supplement)

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Wind Style[edit]

Hand Seal Jutsu[edit]

Basic Wind Style Technique

Range: 30 feet

Cost: 1 chakra

Duration: Instantaneous or 10 minutes (see below)

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

Additionally, you can keep a ball of air around your head to prevent suffocation for up to 10 minutes.


Wind Wall

Cost: 3+ chakra

Range: 10 feet radius

Duration: Concentration, up to 1 minute

As an action, you summon a swirling stream of wind, encasing yourself. You and your allies gain a +2 bonus to AC and creatures attempting to attack through the wall have disadvantage. You can expend 2 additional chakra to expand the radius by 5 feet.


Air Bullet

Cost: 8 chakra

Range: 5 foot wide, 15 foot line

As an action, you take in a deep breath and forcefully exhale. Each creature in the area must make a Constitution saving throw. On a failure, the creatures take 3d8 + your Intelligence modifier thunder damage and are pushed 40 ft away. If it collides with a creature or object, both take an additional 1d8 bludgeoning. Half as much on a success.


Vacuum Sphere

Cost: 5+ Chakra

Range: 120 feet line, 5 foot wide

You take a deep breath and then shoot a small sphere of wind that's condensed enough to shoot through targets and objects. You make a ranged spell attack against every creature within range, ignoring cover. This pierces through targets and objects that are not adamantine coated, and on a hit they take 1d12 + your Intelligence modifier piercing damage. You may make an additional attack with this jutsu for each additional 5 chakra spent.


Vacuum Blade

Cost: 5 Chakra

Range: 10 foot wide, 30 foot line

Jutsu Type: Bukijutsu

You cut the air with a melee weapon or knife hand as part of a melee weapon attack or reaction to being hit by a ranged attack, you send a blade of wind outward to damage enemies and block attacks. Make a melee spell attack against the closest creature within range, dealing an extra 2d4 slashing damage on a hit, or making an attack against the next closest creature within range on a miss. If you use this as a reaction, you can reduce damage against projectiles used against you by the damage you roll with the jutsu, stopping the projectile and destroying it if the damage is reduced to 0.


Gale Palm

Cost: 5 chakra

Range: 25 foot line

You create a blast of wind in your palm that travels in a forceful line, clearing any effects that would be cleared by a forceful wind within range. You may also use this jutsu as an action to double a creature's jump distance until the end of their next turn, and allow them to jump a single time as part of your action, or as a bonus action to double the ranges of any thrown weapons you attack with until the end of your turn.


Decapitating Airwaves

Cost: 1 Chakra

At part of an unarmed strike, you may increase its reach by 5 feet and change its damage type to thunder damage.


Pressure Damage

Cost: 12 chakra

Range: 60 ft

As an action, you create a massive 30 foot radius dome of swirling wind. Every creature within radius must attempt a Constitution saving throw. On a failure, they 4d8 thunder damage and become prone. On a success, they take half as much and are not prone. Until the beginning of your next turn, a dome of volatile air lingers around this jutsu's range. If anything within this area takes fire damage, creatures must retry this saving throw, taking 4d8 fire damage on a failure, and the volatile air is destroyed.


Sand Buckshot

Cost: 6+ chakra

Range: 30 feet

You create 3 bullets of sand and launch them at high speeds. Each bullet can be directed at a creature dealing 1d4 piercing damage per bullet. You may spend 2 chakra to fire 1 additional bullet.


Haze Clone Jutsu

Requirements: Shadow Clone

Cost: 2 chakra

When you create shadow clones, you may reduce all clones created’s base cost by 1. In return, they become intangible, unable to be damaged and unable to deal damage. They remain indistinguishable from you. These clones are automatically destroyed after 1 minute passes. This also causes you to not regain the 2 chakra spent to create the clone.


Passing Typhoon

Cost: 20 chakra

As a full turn action, you amass a grand, but non-lethal amount of Wind Style chakra. Any non-permanent weather is cleared, including from jutsu like the Hidden Mist Jutsu and Jewel of the Dragon Head. Permanent weather consists of edge cases, such as a planet completely covered in storms, or an island that has actively produces hurricane-strength wind.


Sand Sky Defensive Wall

Cost: 2+ chakra

Range: 15 ft.

As a reaction when a damaging effect originates anywhere within range (i.e. a creature makes an attack, a spell is cast, a trap goes off, etc.), you encase it in sand. If the effect deals less than 4 + your Intelligence modifier damage, the effect fails, wasting any resources spent; otherwise it is unaffected. If you have affinity in Wind Style, this threshold increases by the average roll of your unarmed die. You may spend additional chakra to increase this threshold by half as much, and doing so increases this jutsu's range by 5 ft. for every 3 additional chakra spent.


Sand Body

Cost: 10 chakra

As an action, convert your body and all items you are carrying into a shimmering body of sand. You must spend 5 chakra at the beginning of each of your turns to continue this effect. During this time, you can not receive damage or any effect (spell effect, conditions, etc.) that would not kill you instantly, you can pass through objects, and must spend 3 chakra to take an action, 2 chakra to take a bonus action, and you can not take reactions.


Sand Mesh

Cost: 6+ chakra

Duration: Concentration, up to 1 minute

Range: 30 ft. radius

As an action, you suspend a thin web of sand around you. This does not impede normal movement, but creatures that can walk on vertical surfaces, or that can walk on unstable surfaces such as water can move in any direction, including straight up, anywhere within an area effected by this jutsu. Creatures with a climbing speed may use their climbing speed to move in the same way. You may increase this jutsu's radius by 5 ft. for every 3 chakra spent.


Dust Cloud

Cost: 4 chakra

Duration: 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

You exhale a blast of wind directly into the ground, creating a 40 ft. radius cloud of dust around you. For any creature within the area, this area is considered lightly obscured beyond 5 ft.


Dust Wind

Cost: 6 chakra

Range: 15 ft. wide, 45 ft. long line

As an action, you send a blast of Wind Style chakra directly at the ground, sending dust hurling into the air and binding it to the surface it lands on. The area becomes lightly obscured and difficult terrain for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Any creatures within range when you cast this jutsu must attempt a Dexterity saving throw or become blinded until the end of their next turn.


*Whirlwind Strike*

Cost: 1-11 chakra

After landing a successful melee attack, you unleash a powerful gust of wind forcing the target to make a Strength saving throw, knocking the target back 5 feet away on a failure and half as much on a succesd, you may increase this distance by 5 feet for every 2 additional chakra spent, up to a maximum of 11 chakra.


Toad Gun

Cost: 9 chakra

Range: Touch

As a reaction to another creature within range casting a jutsu, you enhance their jutsu with Wind Style chakra, carrying it further than would otherwise be possible. The jutsu's range is doubled. If the jutsu has a range of touch, they may move up to 10 feet before using it. If the jutsu allows the user to move, you may allow them to move twice as far instead.


Dark Smoke Sphere

Cost: 3 chakra

Range: 60 ft.

When you would be able to make an unarmed strike, you instead launch a ball of condensed, darkened air. A 10 ft. radius centered on one point within range, which spreads around corners, becomes heavily obscured by smoke until the end of your next turn.


Smoke Dragon

Cost: 15 chakra

Duration: Concentration, up to 1 minute

Range: 60 feet

As an action, you can form a dragon from smoke. You can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to cold damage, immune to non-magical and fire damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:

  • Multiattack. It can make one bite attack and two choke attacks.
    • Bite. deals 2d4 piercing damage.
  • Choke. causes the target to become stunned and begin suffocating.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. All creatures within a 30 ft. radius must attempt a Constitution saving throw. On a failure, they become stunned and begin suffocating for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Fūjin and Raijin Jutsu

Requirements: Lightning Style

Range: 30 ft.

Duration: Concentration, up to 1 minute

Cost: 30 chakra

As an action, you mold two chakra types into a massive tornado with a radius of 15 feet anywhere within range. Using your bonus action, you can move the tornado at a speed of 60 feet on each of your turns. If the tornado passes through a creature or vice-versa, take 3d8 thunder damage and 3d8 lightning damage and must make a strength saving throw. On failure, they are knocked prone. The creature can only be subjugated to the damage and saving throw once per round. If the tornado occupies the same space as a creature at the start of their turn, they must make a constitution save. On a failure, they become rasped. For any creature within the tornado, this area is considered lightly obscured beyond 5 ft.

Non-Hand Seal Jutsu[edit]

Violent Whirlwind

Cost: 1 chakra

Range: 5 foot wide, 30 foot line

As an action, you produce a powerful stream of wind from your mouth. Each creature in the area must make a Strength saving throw, taking 1d8 + your Intelligence modifier bludgeoning damage and pushed 15 feet away on a failure.


Great Task of the Dragon

Cost: 10 chakra

Range: 60 feet

Duration: Concentration, up to 1 minute

As an action, you alter the weather temporarily making a 15 foot radius tornado that dissipates immediately after the Jutsu ends. At the start of your next turn, the tornado drops on a point in range. All creatures in a 10 foot radius must make a Strength saving throw, taking 5d8 + your Intelligence modifier thunder damage and being swept 30 ft into the air on a failure. Half as much on a success. As an action, you can move the tornado up to 20 ft. All creatures swept up can repeat the saving throw, taking 5d8 + your Intelligence modifier thunder damage, lifting 30 ft into the air, and following the tornado on a failure. On a success, it falls and is no longer caught up in the tornado. If the tornado occupies the same space as a creature at the start of their turn, they must make a constitution save. On a failure, they become rasped. For any creature within the tornado, this area is considered lightly obscured beyond 5 ft.


Rasenshuriken

Cost: 20 chakra

Range: Touch

Requirements: Rasengan

As an action, you strike with a large Shuriken-shaped ball of wind. On a hit, the target takes 8d4 + your Intelligence modifier thunder plus 6d4 piercing damage from the wind splintering into sharp needles that pierce their bodies. You and the target must make a Constitution saving throw, taking 2d8 piercing damage and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

If used while under the effects of a 15th level or higher feature that must be activated in some way (i.e. Perfected Sage Mode, Bijuu Chakra Mode, Susano'o, Sage Transformation, etc.), this Jutsu gains a range of 60 feet, and you automatically succeed the Constitution saving throw.


Mini Rasenshuriken

Cost: 6+ chakra

Range: 45 feet

Requirements: Rasenshuriken

As an action, you create a smaller but more compressed Rasenshuriken with your finger and send it at a target. Make a spell attack against one creature you can see within range. On hit, the target takes 4d4 force damage and 3d4 piercing damage and the target must make a Constitution saving throw. On failure, their maximum hit points are reduced by an equal amount to the damage roll. This effect can be cured by greater restoration. You may add 1d4 force damage on the damage roll for every additional chakra point spent to the jutsu.

If used while under the effects of a 15th level or higher feature that must be activated in some way (i.e. Perfected Sage Mode, Bijuu Chakra Mode, Susano'o, Sage Transformation, etc.), this Jutsu gains a range of 90 feet, and you fire two additional Mini Rashenshuriken.


Nadeshiko-Style Hardliner Gale Fist

Cost: 6 chakra

Duration: Concentration, up to 1 minute

Rather than transforming Wind Style chakra into a proper jutsu, you shape the raw energy into a cloak covering your extremities. For this jutsu's duration, you gain a +1 bonus to your AC, and your unarmed strikes deal thunder damage and deal half as much damage on a miss. This jutsu can benefit from taijutsu affinity.


Nadeshiko-Style Hardliner Revolving Cut

Cost: 4 chakra

When you make an unarmed strike, you fuel Wind Style chakra into a spinning vertical kick, causing you to fly through the air. As part of the attack, you may move up to 1/4 your movement speed. If you do not have truesight or chakra sense, any attacks of opportunity made against you during this movement have advantage, otherwise, they have disadvantage. This jutsu can benefit from taijutsu affinity.


Nadeshiko-Style Deep Crimson Dance Performance

Requirements: Shuriken Jutsu

Cost: 1 chakra

When you make an attack using the Shuriken Jutsu, you accelerate the projectile with a blast of chakra. The attack either has advantage but deals its minimum damage, acts normally but deals its average damage, or has disadvantage but deals its maximum damage; your choice. This jutsu can benefit from taijutsu affinity, and any additional damage from affinity is under the same effects as the attack's normal damage.


Nadeshiko-Style Deep Crimson Dance Performance: Second Step

Requirements: Nadeshiko-Style Deep Crimson Dance Performance

Cost: 1-3 chakra

When you maximize the damage of an attack using Nadeshiko-Style Deep Crimson Dance Performance, you accelerate the projectile further, leaving a small twister behind it. The attack no longer has disadvantage. You may spend 2 additional chakra to cause the attack roll to have advantage as well. This jutsu can benefit from taijutsu affinity.


Beast Tearing Palm

Duration: Concentration, up to 1 minute

Cost: 10-20 chakra

You infuse your palms with Wind Style chakra, releasing a blast with each strike. For this jutsu's duration, your unarmed strikes deal thunder damage and quarter as much on a miss, their range increases by +10 ft., and they deal an additional 1d4 thunder damage. This range increases by 5 feet for every 5 additional chakra spent.


Spiraling Wind Sphere

Cost: 2 chakra

Range: 15 feet

As an action or bonus action, the user hastily exhales a ball of air and hurls it at a creature within range as a ranged spell attack. On a hit, they take 1d4 thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.


Blade of Wind

Cost: 4 chakra

Range: 10 feet

The user creates a razor-sharp air current with their fingers. On a hit, this spell attack deals 2d6 thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.


Great Sickle Weasel

Requirements: Blade of Wind

Cost: 10 chakra

Range: 25 foot cone

The user thrusts numerous blades of wind in a torrent. All creatures within range must attempt a Dexterity saving throw. On a failure, they take 2d8 thunder damage and 2d8 slashing damage. Creatures without chakra detection, blindsight, or truesight have disadvantage.


Great Cast Net

Requirements: Great Sickle Weasel

Cost: 12 chakra

Range: 15 foot wide, 45 foot line

The user creates a lattice of wind blades. If a creature fails a Constitution saving throw, they take 3d8 thunder damage and 3d8 slashing damage, and are restrained for 1 minute. If they succeed the saving throw, they take half damage and are not restrained. They may retry this saving throw at the end of each of their turns. Creatures without chakra detection, blindsight, or truesight have disadvantage.


Sand Drizzle

Cost: 5 chakra

Range: 30 ft. radius

You create a whirlwind of sand above you that slowly rains restraints onto an enemy. One creature within range must attempt a Dexterity saving throw. On a failure, they take 2d4 bludgeoning damage and are restrained until the end of your next turn. On a success, they take half as much damage and are not restrained. In addition, all hostile creatures within range of the hit creature must attempt a Wisdom saving throw. On a failure, they have disadvantage on all saving throws until the end of your next turn.


Sand Lightning Needles

Cost: 10 chakra

Range: 30 ft. radius

Requirements: Sand Drizzle

Duration: Concentration, up to 1 minute

You suspend metal particles in the area around you using your Wind Style chakra to create a Magnet Style-like field. Any creatures within the area become immune to lightning damage. At the end of each turn a creature effected by this jutsu would've taken lightning damage if they were not immune, you may force one creature within 60 ft. to attempt a Constitution saving throw. On a failure, they take 1d6 lighting damage. On a success, they take half as much damage.


Desert Suspension

Cost: 5+ chakra

Duration: 1 minute

As an action, you suspend loose particulate into a floating cloud of sand. The cloud is a 5 ft. radius and can pass through any object as if it were individual grains of sand. You may increase this size by 5 ft. for every 5 additional chakra spent. As a bonus action, you may move the cloud using its 30 ft. flying speed. Any willing creatures of your choice in top of the cloud move along with it, otherwise they pass through it as if it were a cloud.


Sand Stream

Cost: 6+ chakra

Duration: Concentration, up to 1 minute

Range: 30 ft. line

As an action, you create a torrent of sand from where you are standing. Any area targeted by this jutsu becomes solid ground for its duration. At the end of each of a creature's turn they spend within this torrent, they move 5 ft. away from where it was cast. You may increase this jutsu's range by 5 ft. for every additional chakra point spent, and you may increase the distance moved by 5 ft. for every 3 additional chakra points spent.


Sand Sensing

Cost: 6 chakra

Range: 30 ft. radius

As an action, you cover the area surrounding you in sand, with every grain transmitting information to you. You are aware of all creatures within range, even if they are invisible. As a bonus action, you may cause any invisible creatures of your choice to lose the condition, wrapping your sand around them, until they leave this jutsu's area. You must spend 2 chakra at the end of each of your turns to maintain this jutsu.


Shield of the Wind Count

Cost: 8 chakra

As a reaction when you are targeted by an attack roll, you create a gust of wind from your fingertips. Make a spell attack roll. If your attack roll is higher than the attacker's, they are targeted by the attack instead.


Sword of the Wind Count

Requirements: Shield of the Wind Count

Cost: 4+ chakra

When you use Shield of the Wind Count, you turn a simple finger formation into a full sweep of your arm, turning the gust of wind to a hard edge. On a hit, the attack deals an additional 2d6 thunder damage. You may increase this damage by 1d6 for every 2 additional chakra points spent.


Whirlwind Fist

Cost: 8 minimum, 16 maximum

Range: 15 feet

This jutsu was developed in a similar manner as the chidori, by shaping the form of the rasengan around one's hand to make it easier to control and add a nature transformation to. As an action, you move this jutsu's range and make an attack against a creature within your reach. If you do not have truesight or chakra sense, any attacks of opportunity made against you during this movement have advantage, otherwise they have disadvantage. Make a melee spell attack. On a hit, it takes 6d6 + your Intelligence modifier thunder damage. You can expend additional chakra to deal an extra 1d6 thunder damage for every 2 additional chakra points.


Divine Wind

Cost: 8+ Chakra

Duration: Concentration, up to 1 minute

You can create a tornado of wind as an action to cut through and damage all who stand near. The tornado is 5 feet wide and 8 feet tall, which is summoned within 20 feet of you. You can move the tornado up to 30 ft. as a bonus action or 60 ft. as an action. Any creature within a 5 foot radius of the tornado at the start of their turn must attempt a Dexterity saving throw or take 2d8 + your Intelligence modifier slashing damage from the tornado. You can make up to 3 tornados with each of them costing 8 chakra, controlling all of them at the same time with a single bonus action or action. If the tornado occupies the same space as a creature at the start of their turn, they must make a constitution save. On a failure, they become rasped. For any creature within the tornado, this area is considered lightly obscured beyond 5 ft.


*Sage Art: Vermillion Truth-Seeking Tailed Beast Rasenshuriken*

Requirements: Sage Art, Truth-Seeking Jutsu, Tailed Beast Mastery, Vermillion Jutsu, Rasenshuriken

Range: 45 ft. x 10 ft. line

Cost: 35 chakra

You focus all of your physical ability into a single rasenshuriken. All creatures within range must succeed a Dexterity saving throw. On a failure, they take 42d4 + your Intelligence modifier thunder damage and 7d10 force damage. On a success, they take half damage. This negates effects that reduce damage from Dexterity saving throws such as Evasion. You may double the range or damage of, or grant a creature disadvantage against this jutsu, but doing so shortens the duration of Sage Mode by 1 minute. You may spend multiple uses on multiple effects on the same jutsu.


*Wind Enhancement*

Cost: 8 chakra

Duration: 1 minute

You channel wind chakra into your body and imbue your ranged jutsu attacks with this, allowing the gusts of wind added to your jutsu to deal more devastating blasts or harder to miss attacks. Until the end of this jutsu, when you make a ranged jutsu attack, you gain a +2 bonus to its attack roll, damage roll, and DC, and the jutsu deals half as much damage if it misses.


*Wrath of the Sky Gods*

Requirements: Storm Style

Range: Sight

Cost: 60 Chakra

Duration: Concentration, up to 1 minute

The user creates a 360 foot radius, 5,000 feet tall tornado. At the beginning of each of their turns, they must attempt a Dexterity saving throw. On a failure, they are deafened, take 6d10 thunder damage, and are moved 20 feet in a direction of the caster's choice. On a success, they take half as much damage, are moved half as far, and are not deafened. Additionally, 1 foot of water rises within the tornado's radius at the beginning of each of their turns. If the tornado occupies the same space as a creature at the start of their turn, they must make a constitution save. On a failure, they become rasped. For any creature within the tornado, this area is considered lightly obscured beyond 5 ft.



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