Aburame Clan

Skills. Insight, Survival

Tool Proficiencies. Gaming Set, Woodcarver’s Tools

Equipment. A set of common clothes with the Aburame clan crest, a large container used to hold insects, 5 Shuriken (Darts), 2 Kunai (Daggers), a small pouch containing 10 gp

Feature: Insect Raised

Members of the Aburame clan are born and raised alongside insect colonies that they will eventually learn to control using their chakra. You carry a container of insects with you at all times which you utilize in the casting of your clan jutsu. These insects are always considered friendly to you. If you do not have access to this container, you will not be able to cast all of your jutsu. If the container is lost or destroyed, you can create another over the period of a long rest cultivating a new colony of insects. As a member of the Aburame clan, you can communicate simple ideas and concepts with all insects, and you can understand simple ideas and concepts that insects wish to impart. The starting jutsu that an Aburame clan member differs from the starting jutsu of other Clans; rather than substitution and clone, an Aburame clan member has Insect Burst, Insect Clone, Parasitic Insect, and the Swarm Summon jutsu.

You have either the Wind or Water nature.


Aburame Clan Jutsu

The following techniques are considered Ninjutsu. 

D-Rank

Commanding Pheromone 

D-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 30 feet

Duration: 24 Hours  

Chakra Point Cost:  0 points

Utilizing a synthetic pheromone, you entrance an insect within range. You cast the Animal Friendship spell at 1st level, but you can only target insects with the spell. Swarms of insects can be charmed by this jutsu even if they are normally immune to the charmed condition. Insects controlled by another member of the Aburame clan are always considered immune to this jutsu.

Insect Burst

D-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 60 feet

Duration: Instantaneous

Chakra Point Cost:  1 point 

Requirement: You must have access to your insects

A spiraling torrent of insects flies at a creature with speeds matching a thrown kunai. Make a ranged ninjutsu attack roll at a target within range. If you hit, you deal 1d12 piercing damage as the insects bite and shred your target.

Swarm Summon  

D-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 30 feet

Duration: Concentration, up to 1 Hour  

Chakra Point Cost:  1 point 

Requirement: You must have access to your insects

You call forth the insects you control. A Swarm of Insects (with a flight speed of 20 feet added to the original statistics) that you control appears at a point within range. You command this swarm as a bonus action on each of your turns. If you give it no commands, it takes the dodge action. 

C-Rank

Beetle Curse  

C-Rank Ninjutsu 

Casting Time: 1 Bonus Action 

Range: 60 feet

Duration: Concentration, up yo 1 Hour

Chakra Point Cost:  1 point 

Requirement: You must have access to your insects

You send a small beetle enhanced with chakra based venom toward your enemy. You cast the Hex spell at 1st level. 

Insect Clone   

C-Rank Ninjutsu 

Casting Time: 1 Reaction which you take when you are hit by an attack

Range: Self

Duration: Instantaneous

Chakra Point Cost:  1 point

Requirement: You must have access to your insects  

A shield of insects appears to help lessen your harm. Using a reaction when you are hit by an attack, you gain resistance to the damage from the incoming attack, and you then appear in an unoccupied space within 10 feet of you. 

Insect Shield   

C-Rank Ninjutsu 

Casting Time: 1 Bonus Action 

Range: Self

Duration: 1 round

Chakra Point Cost:  1 point 

Requirement: You must have access to your insects  

A barrier of insects surrounds you. Until the end of your next turn, whenever you are hit by a melee attack roll, the attacker takes 2d12 points of piercing damage as insects latch onto them.

Insect Substitution   

C-Rank Ninjutsu 

Casting Time: 1 Reaction which you take when you are damaged by an attack or ninjutsu

Range: Self

Duration: Instantaneous

Chakra Point Cost:  2 points

Requirement: You must have access to your insects  

Your insects take the brunt of damage for you in a time of need. When you take damage from an attack or ninjutsu, you can use your reaction to take no damage as you transpose yourself with your insects. If you use this jutsu, you are unable to use any insect jutsu until you complete a short rest as your few remaining insects must quickly breed to make more.

Parasitic Insect

C-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 60 feet

Duration: Instantaneous  

Chakra Point Cost:  2 points 

Requirement: You must have access to your insects

A small swarm of insects bred to consume chakra hurl towards an enemy. Make a ranged ninjutsu attack roll against a creature within range. The target takes 1d8 piercing damage and the target immediately loses 1d6 chakra points. 

Poisoned Insect

C-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 60 feet

Duration: Instantaneous  

Chakra Point Cost:  2 points 

Requirement: You must have access to your insects

A burst of poisonous insects swarms your foe. When you cast this jutsu you target a creature within range. That creature must make a constitution saving throw. They take 2d6 piercing damage and 2d6 poison damage, and they become poisoned for one minute. They can repeat the save at the end of each of their turns to end the poisoned condition. On a successful save, a creature takes half damage and is not poisoned. 

Spindle Formation

C-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 30 feet

Duration: Concentration, Up to 1 Minute 

Chakra Point Cost:  2 points 

Requirement: You must have access to your insects

A swarm of flesh eating insects feasts on the flesh of an enemy. When you cast this jutsu, a creature within range must make a constitution saving throw. They take 4d6 points of necrotic damage and their movement speed is reduced by 10 feet. At the start of each of the creature’s turns, they take an additional 2d6 necrotic damage. The creature can repeat their save at the end of each of their turns to end this effect and restore their movement speed. A creature that succeeds on their initial saving throw takes half damage and suffers no other effects. 

B-Rank

Insect Growth  

B-Rank Ninjutsu 

Casting Time: 1 Action

Range: 30 feet

Duration: Concentration, Up to 10 Minutes 

Chakra Point Cost:  3 points

You increase the size of an insect you can see. You cast the Giant Insect spell at 4th level. Targeting the general insects you carry will turn them into Giant Wasps.

Improved Beetle Curse  

B-Rank Ninjutsu 

Casting Time: 1 Action

Range: 30 feet

Duration: Concentration, Up to 8 Hours 

Chakra Point Cost:  3 points

Requirement: You must have access to your insects, must know the Beetle Curse jutsu

A more potent strain of chakra venom resides within this beetle. Targeting a creature within range, you cast the Bestow curse spell at 5th level. 

Insect Swarm  

B-Rank Ninjutsu 

Casting Time: 1 Action

Range: 300 feet (20-foot radius sphere) 

Duration: Concentration, Up to 10 Minutes

Chakra Point Cost:  3 points

Requirement: You must have access to your insects

A massive swarm of your insects churns an area shredding anything that comes into contact with it. You cast the Insect Plague spell at 5th level. 

Spending More Chakra. You can spend additional Chakra points to cast the spell at a higher level. For each point you spend past the original cost, you increase the level of the spell. You can spend a maximum of 7 chakra points on this jutsu.

A-Rank

Insect Bomb  

A-Rank Ninjutsu 

Casting Time: 1 Action

Range: 150 feet (30-foot radius sphere) 

Duration: Instantaneous

Chakra Point Cost:  4 points 

Requirement: You must have access to your insects

A number of insects charged with volatile chakra swarms a location and then explode. Target a point within range. An explosive force erupts in that location in a 30-foot radius sphere. Creatures in that area must make a dexterity saving throw. Creatures take 12d10 force damage and are knocked prone on a failed save. Creatures that succeed on their saving throw take half damage and are not knocked prone. 

Spending More Chakra. You can spend more chakra to increase the potency of this jutsu. For each additional chakra point you spend, you deal an additional 1d10 points of damage. You can spend a maximum of 10 chakra points on this jutsu. 

Rinkaichū Coating  

A-Rank Ninjutsu 

Casting Time: 1 Action

Range: Self 

Duration: 1 hour

Chakra Point Cost:  4 points 

Requirement: You must have access to your insects

The Rinkaichū are a species of microscopic highly toxic beetles. The Rinkaichū cover your body, acting as a potent defense and offense. For the duration of the jutsu, you gain the following benefits: 

  • You gain 15 temporary hit points. 

  • When you hit a creature with an unarmed strike, you deal an additional 2d8 poison damage, and you force the creature to make a constitution saving throw. On a failed save, they become poisoned until the start of your next turn. 

  • When a creature hits you with a melee attack, they take 2d8 poison damage. 

  • When you deal poison damage with a jutsu, creatures that have resistance to poison damage lose that resistance. 

  • You gain immunity to poison and the poisoned condition.

While the beetles do not harm you, they will harm all others, including allies. If any creature makes contact with you while this jutsu is active, they take 2d8 poison damage. You can end this jutsu as an action on your turn.

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