Akimichi Clan

Skills.‌ Athletics, Survival ‌ ‌

Tool‌ ‌Proficiencies.‌ Brewer’s Supplies,‌ Cook’s Utensils ‌

Equipment.‌ ‌‌A‌ ‌set‌ ‌of‌ ‌clothes‌ ‌with‌ ‌the‌ Akimichi crest,‌ ‌2 ‌kunai‌ ‌(Dagger),‌ ‌15 ‌Shuriken‌ ‌(Dart),‌ ‌A‌ ‌pouch‌ ‌containing‌ 15 ‌gp

Feature:‌ Akimichi Family Recipes ‌ ‌

Members of the Akimichi clan know how to create powerful food pills that can enhance their physicality, and their clan techniques allow them to best utilize their Taijutsu. You have access to the Akimichi clan Jutsu list (detailed below), and you start out with the Expansion Jutsu in addition to any jutsu you know from the Ninja class. You can use your constitution modifier to determine the jutsu attack rolls and saving throws for Taijutsu techniques.

You have either the Earth or Fire nature.

Akimichi Clan Jutsu

The following techniques are considered Taijutsu techniques.

C-Rank

Expansion Jutsu

C-Rank Taijutsu

Casting Time: 1 Bonus Action

Range: Self

Duration: 1 Minute

Chakra Point Cost: 2 points

You grow in size granting you greater strength and power. For the duration of the jutsu your size increases to Large, you gain advantage on all strength ability checks and strength saving throws, and your melee attacks and taijutsu techniques deal an additional 1d4 points of damage.

You can end this jutsu early by using an action.

Partial Expansion Jutsu

C-Rank Taijutsu

Casting Time: 1 Action

Range: Self

Duration: Concentration, Up to 1 Minute

Chakra Point Cost: 1 point

You enlarge one of your fists which allows you to strike with more ferocity. For the duration of the jutsu, your martial arts attacks deal an additional 1d8 Bludgeoning damage, and your martial arts attacks have a reach of 10 feet.

Spending More Chakra. You can spend additional Chakra points to increase the potency of this jutsu. For every 2 points you spend past the original cost, your unarmed strikes deal an additional 1d8 points of damage. You can spend a maximum of 7 chakra points on this jutsu.

B-Rank

Green Spinach Pill

B-Rank Taijutsu

Casting Time: 1 Hour

Range: Touch

Duration: Instantaneous

Chakra Point Cost: 3 points

Requirement: You must have cook’s utensils and 100 gp worth of ingredients which the jutsu consumes.

You create a potent food pill utilizing your family’s ancient recipe that increases your physical abilities. You must have access to cook’s utensils in order to cast this jutsu. After you complete the casting of this jutsu, you gain 1 Green Spinach Pill.

The Pill can be eaten as an action. After it is eaten, you gain the following benefits for 10 minutes:

  • Melee attacks deal an additional 1d6 points of damage.

  • Movement speed increases by 10 feet.

  • Your jump height and distance is tripled

Only an Akimichi can gain the benefits from eating this pill. If a creature other than an Akimichi eats this pill, they take 3d6 necrotic damage and are poisoned until the end of their next turn.

When the effects of the pill wear off, you must make a DC 10 constitution saving throw. On a failed save, you take 3d6 points of poison damage, and you take half as much on a success.

Partial Expansion Strike

B-Rank Taijutsu

Casting Time: 1 Action (part of an attack)

Range: 15 feet

Duration: Instantaneous

Chakra Point Cost: 3 points

You rapidly increase the size of one of your limbs and strike at an opponent in an instant. You cast this jutsu as part of an attack action. A creature within range must make a strength saving throw. They take 4d10 points of Bludgeoning damage and are knocked prone on a failed save, or they take half damage and are not knocked prone on a successful one.

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

A-Rank

Greater Expansion

A-Rank Taijutsu

Casting Time: 1 Bonus Action

Range: Self

Duration: 1 Minute

Chakra Point Cost: 4 Points

You grow to an even greater size allowing you to better handle yourself in combat. For the duration of the jutsu your size increases to Huge, you gain advantage on strength ability checks and saving throws, you gain resistance to bludgeoning, piercing, and slashing damage, you deal double damage to structures, and your melee attacks and taijutsu techniques deal an additional 1d12 points of damage.

You can end this jutsu early by using an action.

Yellow Curry Pill

A-Rank Taijutsu

Casting Time: 1 Hour

Range: Touch

Duration: Instantaneous

Chakra Point Cost: 4 points

Requirement: You must have cook’s utensils and 250 gp worth of ingredients which the jutsu consumes.

Another recipe passed down from your ancestors, the yellow curry pill strengthens both mind and body. You must have access to cook’s utensils in order to cast this jutsu. After you complete the casting of this jutsu, you gain 1 Yellow Curry Pill.

The Pill can be eaten as an action. After it is eaten, you gain the following benefits for 10 minutes:

  • Creatures have disadvantage on saving throws against taijutsu that you cast.

  • Advantage on intelligence, wisdom, and charisma saving throws..

  • 25 temporary hit points.

Only an Akimichi can gain the benefits from eating this pill. If a creature other than an Akimichi eats this pill, they take 3d6 necrotic damage and are poisoned until the end of their next turn.

When the effects of the pill wear off, you must make a DC 15 constitution saving throw. On a failed save, you take 5d6 points of poison damage, or you take half as much on a success.

S-Rank

Red Chili Pill

S-Rank Taijutsu

Casting Time: 1 Hour

Range: Touch

Duration: Instantaneous

Chakra Point Cost: 5 points

Requirement: You must have cook’s utensils and 700 gp worth of ingredients which the jutsu consumes.

The most potent of all food pills, the Red Chili Pill turns your chakra and excess body fat into pure energy which resembles enormous butterfly wings on your back. You must have access to cook’s utensils in order to cast this jutsu. After you complete the casting of this jutsu, you gain 1 Red Chili Pill.

The Pill can be eaten as an action. After it is eaten, you gain the following benefits for 10 minutes:

  • Advantage on Melee Attack rolls

  • A fly speed equal to your walking speed

  • Melee attacks deal an additional 3d10 points of force damage,

  • 15 temporary chakra points

Only an Akimichi can gain the benefits from eating this pill. If a creature other than an Akimichi eats this pill, they take 3d6 necrotic damage and are poisoned until the end of their next turn.

When the effects of the pill wear off, you must make a DC 22 constitution saving throw. On a failed save, you take 10d6 points of poison damage, or you take half as much on a success. In either case, you suffer 3 levels of exhaustion when the effect ends.



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