Fuinjutsu: Curse Marks
Fuinjutsu uses your intelligence for the purposes of determining the Jutsu attack rolls and Jutsu Save DC.
It takes 1 hour to apply a curse mark to a subject. If the bearer of a curse mark wants the curse mark removed, it must be done by the caster over the period of a long rest or by the Remove Seal sealing jutsu.
Sealing Jutsu Slots
Any living creature capable of using chakra can bear a number of beneficial seals. However, every creature has its limit. A creature has a number of sealing slots equal to 1 + their constitution modifier (minimum of 1). A ninja that chooses the Sealing Specialty has their sealing slots increased to ½ their ninja level (rounded up) + their constitution modifier. Some sealing jutsu take up more than one sealing slot. It is important to keep track of which Fuinjutsu take up the most slots. If a Fuinjutsu is applied to a creature that has their sealing slots full, the Fuinijutsu does not take effect on that creature until a seal or seals are removed to make available slots.
D-Rank
Mark of the Bear
D-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 1 point
Sealing Slots: 1 Slot
You can activate this mark as a bonus action. For the next minute, your melee attacks deal an additional 2 points of damage. You can activate this mark once per short or long rest.
Mark of the Boar
D-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 1 point
Sealing Slots: 1 Slot
You can activate this mark as a bonus action. You gain the ability to take the dash action as a bonus action for 1 minute. You can dash as part of the bonus action used to activate this curse mark. You can activate this curse mark once per short or long rest.
Mark of the Hawk
D-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 1 point
Sealing Slots: 1 Slot
You can activate this mark as an action. For the next minute, you can see out to a mile as long as your vision isn’t impeded. You also make all perception checks that rely on sight at advantage. You can activate this mark once per short or long rest.
Mark of the Serpent
D-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 1 point
Sealing Slots: 1 Slot
You can activate this mark as a bonus action. For the next minute, you gain blindsight out to 10 feet and your melee attacks deal an additional 1d4 points of poison damage. You can activate this mark once per short or long rest.
Mark of the Tiger
D-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 1 point
Sealing Slots: 1 Slot
You can activate this mark as an action. You gain an additional 10 feet of movement speed on land. This movement lasts for 10 minutes. You can activate this mark once per short or long rest.
Mark of the Toad
D-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 1 point
Sealing Slots: 1 Slot
You can activate this jutsu as a bonus action. Your jump height and distance are doubled. This enhanced movement lasts for 10 minutes. You can use this mark once per short or long rest.
C-Rank
Mark of Latent Chakra
C-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 2 points
Sealing Slots: 1 Slot
You can activate this curse mark as an action. When you do, you immediately regain 1d10 chakra points. You can activate this mark once per long rest.
Mark of Skill
C-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 2 points
Sealing Slots: 1 Slot
You can activate this curse mark as an action. While this curse mark is active, when you make a skill check of which you are not proficient, you are considered proficient in that skill. This effect lasts for 10 minutes. You can activate this mark once per short or long rest.
Mark of Wound Closure
C-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 2 points
Sealing Slots: 1 Slot
You can activate this curse mark as a bonus action. When you do, you regain 3d8+10 hit points. You can activate this mark once per long rest.
B-Rank
Mark of Ninjutsu
B-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 3 points
Sealing Slots: 2 Slots
You can activate this curse mark as a bonus action. The next ninjutsu you use within the next minute is empowered to its maximum strength. Instead of rolling for the damage of the ninjutsu, you should count the damage of the ninjutsu as if you had rolled the maximum number possible. For example, 2d8 would be 16. You can activate this mark once per long rest.
Mark of Release
B-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 3 points
Sealing Slots: 2 Slots
This curse mark activates automatically when the conditions are met. If you are trapped in a genjutsu, this curse mark activates automatically at the start of your turn immediately freeing you from that genjutsu. This seal functions once per short or long rest.
Mark of Taijutsu
B-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 3 points
Sealing Slots: 2 Slots
You can activate this curse mark as a bonus action. The next taijutsu you use within the next minute is empowered to its maximum strength. Instead of rolling for the damage of the taijutsu, you should count the damage of the taijutsu as if you had rolled the maximum number possible. For example, 2d8 would be 16. You can activate this mark once per long rest.
A-Rank
Mark of The Bow
A-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 4 points
Sealing Slots: 3 Slots
You can activate this curse mark as a bonus action. Whenever you deal piercing damage with a weapon or jutsu, add an additional 2d10 to the overall damage. This ability lasts for 10 minutes. You can activate this mark once per short or long rest.
Mark of The Crow
A-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 4 points
Sealing Slots: 3 Slots
You can activate this mark as an action. You gain a flying speed of 60 feet. Additionally, you gain 5 temporary chakra points. The curse mark lasts for 1 minute, at which point any temporary chakra points fade. You can activate this mark once per short or long rest.
Mark of Flooding Chakra
A-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 4 points
Sealing Slots: 3 Slots
You can activate this curse mark as an action. Your body is flooded with an overwhelming amount of chakra. You regain 4d12 chakra points. Then, you must make a DC 18 Constitution saving throw. If you fail, you suffer one level of exhaustion. You can use this mark once per long rest.
Mark of The Hammer
A-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 4 points
Sealing Slots: 3 Slots
You can activate this curse mark as a bonus action. Whenever you deal bludgeoning damage with a weapon or jutsu, add an additional 2d10 to the overall damage. This ability lasts for 10 minutes. You can activate this mark once per short or long rest.
Mark of The Mind
A-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 4 points
Sealing Slots: 3 Slots
You can activate this curse mark as an action. For the next hour, you become immune to the charmed and frightened conditions, and you gain resistance to psychic damage. You can activate this mark once per short or long rest.
Mark of The Sword
A-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 4 points
Sealing Slots: 3 Slots
You can activate this curse mark as a bonus action. Whenever you deal slashing damage with a weapon or jutsu, add an additional 2d10 to the overall damage. This ability lasts for 10 minutes. You can activate this mark once per short or long rest.
S-Rank
Orochimaru’s Curse Mark
S-Rank Fuinjutsu
Casting Time: 1 Hour
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 6 points
Sealing Slots: 4 Slots
Requirement: This jutsu must be taught
This curse mark is imbued with immense nature energy. You activate this curse mark as a bonus action choosing either the State 1 or State 2 version.
State 1:
Patterns spread across your body, almost appearing as bruises or blemishes. You gain the following benefits:
You gain 4 temporary chakra points. If these are all used, your curse form is dispelled.
You gain +10 feet to your movement speed.
You gain advantage on strength (athletics) checks
When you hit a creature with a martial arts attack, they take an additional 2 points of damage.
This form lasts for 1 minute. You can activate this part of the mark once per short or long rest.
State 2:
Your appearance greatly changes into a more beast-like form. This imposing form grants you advantage on intimidation checks. You also gain the following benefits:
You gain 10 temporary chakra points. If these are all used, your curse form is dispelled.
You double your movement speed.
You gain +2 to your AC
You can take another action on your turn. This action can be used to attack (one attack only), dash, hide, or disengage.
You gain advantage on strength and dexterity saving throws.
When you activate your mark, you gain advantage on skill checks related to a particular ability score of your choice. This should be representative of your beastial traits. For example, a heightened sense of smell would provide you with better wisdom, muscular limbs would provide you better strength.
This form lasts for 1 minute. You can activate this part of the mark twice per long rest. After you exit this form, you gain one level of exhaustion.
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