Yin-Yang Style (Shinobi World Supplement)

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Yin-Yang Style[edit]

Despite its name, Yin-Yang jutsu are more than a simply combination of Yin Style and Yang Style chakra, though mechanically these are the only requirements. It combines every chakra nature into the ultimate, purest form of chakra. Yin-Yang Style can not be taken until 9th level.

Hand Seal Jutsu[edit]

Yin-Yang Resonance

Cost: 30 chakra

Range: Touch

Duration: 1 hour

You cause the target's body to become a variable center of gravity similarly to the Chibaku Tensei. The terrain within 60 feet of it becomes difficult terrain, and terrain within 30 feet is completely destroyed. Creatures within 60 feet must succeed a DC 15 Dexterity saving throw or fall prone. Creatures within 10 feet that fail this saving throw take 2d12 force damage, and are pushed 10 feet away from the target regardless of the result.

The target must succeed a Strength saving throw or become restrained. Regardless of if they fail or succeed, a hard, 10-foot radius sphere of rock is formed around them. The sphere has an AC of 26 and has 30 hit points. It is immune to Psychic damage but vulnerable to force damage.


Amenominaka

Cost: 50 chakra

Range: 60 foot radius

Requirement Six path Rinnegan

As an action, you physically shift the dimensions around you. Any creatures within range, including yourself, are moved to a location of your choice that you are familiar with on a dimension of your choice.


Impure World Reincarnation

Range: 15 feet

Cost: 15+ chakra per target.

Among the most forbidden techniques, this jutsu is also known as Edo Tensei. This jutsu can not have its cost reduced by casting it out of initiative. As an action, you target an amount of living humanoids that are paralyzed, or unconscious. Using chakra, you channel the soul of a dead humanoid who’s DNA you have into the body, reshaping it to resemble them in any point of their life of your choosing, they may make a Constitution saving throw, causing this jutsu to fail on a success. The body becomes the resurrected creature entirely and is restored to its maximum hit points. This counts as casting true resurrection for the sake of overcoming limitations. After being resurrected in this manner, their type becomes Undead, they regain 6 hit points and chakra at the end of each of their turns even if they are at 0 hit points, their maximum hit points and chakra points are reduced by 1/4, any non-jutsu damage they deal is reduced by 1d4, if you are using the Chakra Exhaustion variant rule they can not spend jutsu below 0 chakra points, and they can not benefit from Rinnegan Mastered. They can only be killed if they are killed instantly or if you undo any instance of this jutsu under your control of your choice as an action. Once killed, any part of their body is reduced to ash. If One's Own Life Reincarnation is used on the reincarnated creature, their body goes back to normal and they lose the effects of this jutsu.

You may choose to either allow creatures under the effect of this jutsu to act on their own initiative count independently, or control them directly on your initiative count. Switching between levels of control requires an action. A creature who is under the effect of this jutsu may break your control as an action for twice the amount of chakra you spent. A creature that knows this jutsu must spend an equal amount.

You may have up to 5 of creatures resurrected by this jutsu at a time. If you resurrect another creature, the first creature you resurrected in this manner dies instantly.


Haze Ninja Art: Forbidden Technique: Afterlife Opening Gate

Cost: 25 chakra

Range: 30 feet

Duration: Concentration, up to 1 minute

As an action, you create a 5 square foot black stone gate anywhere within 30 feet of you that lasts for this jutsu's duration. Any creature that passes through this gate is teleported to one location that you know of on any plane of existence, chosen when you cast this jutsu. At the end of each of your turns you maintain this jutsu, your maximum hit points decrease by 5 as you begin to rapidly age.


Haze Ninja Art: Forbidden Technique: Ephemeral Life

Cost: 25 chakra

Duration: Concentration, up to 1 minute

As an action, you sacrifice yourself to a monster from another dimension, gaining control of it through the red gem inside it you become. You gain a +3 bonus to your AC, and a +5 bonus to your damage reduction and damage threshold. On a hit with your unarmed strikes against a creature, you regain 1 chakra. As a bonus action, you may spend chakra to regain an equal number of hit points. When this jutsu ends, you immediately drop to 0 hit points.


Haze Ninja Art: Forbidden Technique: Hellish Obliteration

Cost: 25+ chakra

Range: 25 ft. radius

Duration: Concentration, up to 1 minute

As an action, you turn the ground beneath you into inescapable sludge. At the end of each of your turns, every creature including yourself must attempt a Strength saving throw. On a failure, they gain 1 level of sludge. On a success, they lose 1 level of sludge. As a reaction to a creature making this saving throw for 5 chakra, you may cause tentacles to rise from the sludge, granting them disadvantage. If a creature has at least 1 level of sludge, they are restrained. If a creature has 5 levels of sludge, they are killed instantly and transported to a dimension exclusively costing of this sludge.


Haze Ninja Art: Forbidden Technique: Red Spider Lily

Cost: 25 chakra

Range: 25 foot radius

As an action, you release a blast of inter-dimension energy from within your body. Make a ranged jutsu attack against all creatures within range, including yourself. On a hit, they take 250 fire damage. On a miss, they take half as much damage. This counts as a Wisdom saving throw for the sake of Discernment.


*Yin-Yang Chakra Mode*

Cost: 10 chakra

As an action, the very nature of creation courses through your body, cloaking you in a glowing, black and white chakra robe. You gain the following effects until you can not maintain this jutsu or end this jutsu as an action:

  • Your unarmed strikes deal an additional 2d4 force damage.
  • Your movement speeds increase by an additional 5 x your Dexterity modifier feet.
  • You regain a number of hit points equal to twice your Constitution modifier at the start of each of your turns.
  • You gain 20 temporary hit points.
  • You lose 5 chakra at the beginning of each of your turns.


*Yin-Yang Style Shroud*

Cost: 10 chakra

As an action, the very nature of creation shapes itself into a massive suit of armor. You gain the following effects until you can not maintain this jutsu or end this jutsu as an action:

  • Your size increases by 1 category to a minimum of Large.
  • You gain a +2 bonus to AC.
  • Your unarmed strikes deal an additional 1d10 bludgeoning damage and have their reach increased by 10 ft.
  • If you hit with a melee weapon attack, you can use a bonus action to attempt to grapple the target with advantage. While grappling a creature in this way, you can attempt to crush them as an action. They must make a Constitution saving throw. On a failure, they take 2d6 bludgeoning damage and become restrained until the beginning of your next turn.
  • You lose 5 chakra at the beginning of each of your turns.


*Omoikane*

Cost: 10 chakra

As an action, the very nature of creation connects your eyes to all of reality, granting them a black and white sheen. You gain the following effects until you can not maintain this jutsu or end this jutsu as an action:

  • You can see in 360 degrees, and your sight is not hindered by highly obscured areas, including spells such as darkness.
  • You gain 360 ft. of darkvision.
  • You can see through objects unless your vision is blocked by more than 4 feet of stone, 12 inches of metal, or 12 feet of wood or dirt. There is no color beside the chakra network inside of living creatures. Everything else is black and white.
  • You lose 5 chakra at the beginning of each of your turns.

Non-Hand Seal Jutsu[edit]

Basic Yin-Yang Style Technique

Cost: 7 chakra

Range: Touch

With your bonus action, you channel the raw power of all of existence into a creature, removing 1 condition of your choice, not including restrained.


Sound Release

Cost: 6 chakra

Range: 30 foot cone

As an action, each creature in the area must make a Constitution saving throw as they are bombarded with sound. On a failure, a creature has disadvantage on attack rolls and Dexterity saving throws until the end of its next turn.


Replication Chakra: Release

Cost: twice the creature's CR chakra points

Duration: 1 minute

As an action, you completely transform into another creature. You keep the same percentage of your hit points and chakra points, but otherwise all of your statistics, including features and actions, are replaced by those of the creature you become. You may end this jutsu as an action.


Cataclysm

Range: 5 mile radius

Cost: 50 chakra

As an action, you use your chakra to pull on the natural energy around you, throwing the elements out of balance. Every creature within range must attempt a Constitution saving throw. On a failure, they take 10d10 damage. On a success, they take half as much. Additionally, each time you cast this jutsu, a different effect occurs:

  • The first time you cast this jutsu, this damage is lighting as a storm appears around you, and the area this jutsu targets becomes heavily obscured until the end of your next turn.
  • The second time you cast this jutsu, this damage is bludgeoning as earthquakes begin, and the area this jutsu targets becomes difficult terrain until the beginning of your next turn.
  • The third time you cast this jutsu, this damage is force as the negative weather effects combine into a nuclear blast, and creatures have disadvantage on this jutsu's saving throw. The next time you cast this jutsu, it counts as the first time.

If you do not cast this jutsu again before the end of your next turn, the next time you cast it counts as the first time.


Creation of All Things

Cost: 30 chakra

The strongest jutsu ever created, comprised of all other natures, the Creation of All Things jutsu has been used by the least amount of shinobi the fewest amount of times. You may use this jutsu to produce the effects of any other jutsu that does not have a higher cost or requires any form of dojutsu that you do not have, or cause one unique effect in a similar manner to the wish spell. This jutsu cannot be reduced in cost.


*Cleansing Nova*

Cost: 30 chakra

Range: 40-foot radius

You release a burst of purifying energy, dispelling all magical effects which are not being concentrated on or actively maintained (such as expending chakra per turn) and (conditions not including restrained) within the area. Creatures of your choice must make a Wisdom saving throw or be blinded until the start of their turn.


*Harmony Rupture Nexus*

Cost: 30 chakra

Range: 5 mile radius

You tear open rifts in the fabric of reality, causing chaotic energy to surge through the area and reality to reshape itself. All creatures within a 40-foot radius must make a Dexterity saving throw on a failure they are teleported to any location within range no more than a 100 ft above you, on a success they are teleported anywhere within a 40-foot radius of you.


Six Paths Senjutsu

Cost: 20-25 chakra

As a bonus action, or as a reaction for 5 additional chakra points, you concentrate your chakra down to a density rivaling that of the Ten-Tails'. Until the beginning of your next turn, you are immune to all damage and the effects of any jutsu, spells, or features that cost chakra that you do not cast. This immunity is ignored by taijutsu, senjutsu, non-magical effects and attacks, and jutsu that use chakra granted by Six Paths Power; and you have resistance to damage that would otherwise ignore immunity.


*Yin-Yang Style: Six Paths Rasengan*

Cost: 20 chakra

Range: Touch

Requirements: Rasengan

As an action, you form the fundamental aspects of the dichotomous halves of reality in each of your hands. Make a melee spell attack. The target takes 4d10 + your Intelligence modifier force damage and they can not cast jutsu or spells. This effect is cured by Greater Restoration.


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