Earth Style Jutsu
Earth style jutsu focus on changing the battlefield to best suit your needs. Ninja that choose to focus on these techniques become paragons of defense. Ninjutsu techniques use your wisdom for the purposes of determining the Jutsu attack rolls and Jutsu Save DC.
D-Rank
Stone Bullet
D-Rank Ninjutsu
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Chakra Point Cost: 0 points
You conjure a small stone and hurl it at a target within range. Make a ranged ninjutsu attack roll. If you hit, you deal 1d8 bludgeoning damage to the creature.
You cannot cast this jutsu if you have no chakra points remaining.
Stone Shield
D-Rank Ninjutsu
Casting Time: 1 Reaction which you take when you or a creature within 5 feet of you is targeted by a melee or ranged attack
Range: Self
Duration: Instantaneous
Chakra Point Cost: 1 point
You conjure a small wall to defend you from incoming damage. You can use your reaction when you are about to take damage from a melee or ranged weapon attack to cast this jutsu. The wall provides a simple defense from that attack, lessening the damage by 10 points. If the wall reduces the overall damage to 0, then the wall remains until an attack deals more than 10 damage in a single blow. The wall does not move with you if it remains. If you move from your space after using this jutsu, the wall crumbles into dust. You can cast this jutsu on an ally within 5 feet of you.
Stone Spike
D-Rank Ninjutsu
Casting Time: 1 Action
Range: 5 feet
Duration: Instantaneous
Chakra Point Cost: 0 points
You slam your hand onto the ground to create an earthen spike. As an action, target a creature within range. Make a melee ninjutsu attack roll against a creature. If you hit, you deal 1d12 piercing damage to the target.
You cannot cast this jutsu if you have no chakra points remaining.
C-Rank
Burial
C-Rank Ninjutsu
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
Chakra Point Cost: 2 points
You briefly burrow through the ground and attempt to bury a creature up to their neck. Target a medium or smaller creature within range that is standing on the ground. That creature must make a strength saving throw. On a failed save, they are considered restrained as they are trapped up to their neck beneath the ground. They can repeat their save at the end of their turns to end the restrained condition.
Whether the creature succeeds or fails on their save, you appear in a space within 5 feet of them.
Earth Wall Defense
C-Rank Ninjutsu
Casting Time: 1 Reaction which you take when you are targeted by a ninjutsu
Range: Self
Duration: Instantaneous
Chakra Point Cost: 2 points
You conjure a thick wall of earth to defend yourself from harmful ninjutsu. When you are targeted by a ninjutsu, you can use your reaction to create a small but durable wall of stone. The wall absorbs 15 points of damage from the incoming ninjutsu. Any points of damage that remain from the ninjutsu continues to affect you as normal. If the wall is capable of entirely absorbing the damage after the damage is calculated, it slowly crumbles to the ground and the ninjutsu is neutralized.
The wall itself is large enough to benefit adjacent creatures to you. If the triggering ninjutsu targets a point and affects multiple creatures, and a creature is directly next to you, the wall absorbs the damage that they would take as well.
Spending More Chakra. You can spend additional chakra points to strengthen this jutsu. For every additional chakra point you spend past the original cost, the wall can absorb an additional 5 points of damage. You can spend a maximum of 8 chakra points on this jutsu.
Ground Tremor
C-Rank Ninjutsu
Casting Time: 1 Action
Range: Self (15-foot Emanation)
Duration: Instantaneous
Chakra Point Cost: 1 point
The ground trembles around you and shakes your opponents. Creatures on the ground within a 15-foot Emanation must make strength saving throws. A creature that fails takes 2d6 bludgeoning damage and is knocked prone. A creature that succeeds takes half damage only.
Spending More Chakra. You can spend additional Chakra points to strengthen this jutsu. For each point you spend past the original cost, the damage increases by 1d6. You can spend a maximum of 9 chakra points on this jutsu.
Hidden in Earth Technique
C-Rank Ninjutsu
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 hour
Chakra Point Cost: 2 points
You use the earth around you to blend into your surroundings. You become Invisible for the duration of the jutsu or until you attack, deal damage, or cast a jutsu.
Levitating Earth
C-Rank Ninjutsu
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 10 minutes
Chakra Point Cost: 2 points
You target a point of earth within range and cause it to lift off the ground. Target a patch of ground no larger than 10 feet in any dimension. That earth begins to rise from the ground. You can move that patch of earth up or down 20 feet as a bonus action on your subsequent turns. The portion of the ground affected by this jutsu has an AC of 11 and 20 hp. The earth remains under the effect of this jutsu until 10 minutes have passed, until you lose your concentration, or until it is destroyed.
Rock Shuriken
C-Rank Ninjutsu
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Chakra Point Cost: 2 points
You create a large spinning disk of stone in the shape of a shuriken. You target a creature within range. Make a ranged ninjutsu attack roll against the target. If you hit, you deal 2d12 slashing damage to the creature.
Spending More Chakra. You can spend additional chakra points to strengthen this jutsu. For every additional chakra point you spend past the original cost, the damage increases by 1d12. You can spend a maximum of 10 chakra points on this jutsu.
B-Rank
Consuming Earth
B-Rank Ninjutsu
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Chakra Point Cost: 3 points
The ground bursts in an extreme volley of earthen shrapnel. The ground bursts in a 20-foot cube centered on a point within range. That area becomes difficult terrain until cleared, and creatures in that area must make Strength Saving throws. A creature takes 4d10 bludgeoning damage on a failed save, or half as much on a success.
Spending More Chakra. You can spend additional Chakra points to strengthen this jutsu. For each point you spend past the original cost, you deal an additional 1d10 damage. You can spend a maximum of 9 chakra points on this jutsu.
Earth Armor
B-Rank Ninjutsu
Casting Time: 1 Bonus Action
Range: Self
Duration: 10 minutes
Chakra Point Cost: 3 points
You cover your body in a thin layer of stone. You gain resistance to non-magical Bludgeoning, Piercing, and Slashing damage for the duration of the jutsu. This jutsu ends early if you take more than 25 points of lightning damage from a single source.
Earth Fusion
B-Rank Ninjutsu
Casting Time: 1 Action
Range: Touch
Duration: 8 Hours
Chakra Point Cost: 3 points
You seamlessly fuse with the earth. You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast jutsu on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the jutsu early. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.
Earth Style Substitution
B-Rank Ninjutsu
Casting Time: 1 Reaction which you take when you are hit by a melee weapon attack
Range: Self
Duration: Instantaneous
Chakra Point Cost: 3 points
When you are struck by an attack, you switch places with a volume of mud to hinder your foe. When you are hit by a melee weapon attack, you can use your reaction to cast this jutsu. You teleport to a spot within 10 feet of you, and the attacker must make a strength saving throw if they are large or smaller. On a failed save, the target is restrained until the end of your next turn.
Lighten/Weighted Boulder
B-Rank Ninjutsu
Casting Time: 1 Action
Range: Touch
Duration: 1 hour
Chakra Point Cost: 3 points
You increase or decrease the weight of a creature which has both detriments and enhancements. When you cast this jutsu, target a willing creature and choose Lighten or Weighted:
Lighten. The target becomes much lighter and quicker. The target’s speed is doubled. They also get advantage on dexterity checks and dexterity saving throws. Their carrying capacity is cut in half, and they have disadvantage on strength checks and strength saving throws.
Weighted. The target becomes heavier and stronger. The target gains advantage on strength checks and strength saving throws. The target’s carrying capacity is tripled. The target deals an additional 3 points of damage when they hit with a melee attack. The target’s speed is cut in half, and they have disadvantage on dexterity saving throws and dexterity checks.
This jutsu ends after one hour, or you can choose to end the jutsu early by focusing and touching the target creature (no action required).
Mudwall
B-Rank Ninjutsu
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 10 minutes
Chakra Point Cost: 3 points
You slam your hands on the ground creating a massive wall made of earth. A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this jutsu to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.
If you maintain your Concentration on this jutsu for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the jutsu ends.
Stone Cannon
B-Rank Ninjutsu
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Chakra Point Cost: 3 points
You touch the ground and cause a large boulder of stone to hurl at an opponent. Target a creature within range. That creature must make a strength saving throw. A creature takes 6d6 bludgeoning damage, and becomes prone and restrained as the boulder pins them. A creature can make a strength (athletics) or a dexterity (acrobatics) check as an action on future turns with a DC equal to your ninjutsu save DC to unpin themselves from under the boulder.
If the creature succeeds on their saving throw, they take half damage and are not prone or restrained.
A-Rank
Earth Dragon Bullet
A-Rank Ninjutsu
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 1 minute
Chakra Point Cost: 4 points
You create a dragon-like head of mud to shoot mud balls at an opponent. To be more threatening, the user can combine this technique with a fire technique to make the mud balls searing hot. Using an action on your turn, you summon a dragon’s head made of mud within range. When you cast the spell, and as a bonus action on consecutive rounds, you can cause the dragon to spew a stream of pressurized mud in a 30 foot long, 5 foot wide line. Any creature in that line must make a strength saving throw. The line deals 7d8 bludgeoning damage on a failed save, or half as much on a success. When combined with a fire style jutsu using the Enhance action, the attack deals an additional 3d6 fire damage.
Earth Style Clone
A-Rank Ninjutsu
Casting Time: 1 Action
Range: 5 feet
Duration: Concentration
Chakra Point Cost: 4 points
You create a clone of yourself infused with earth nature chakra. The clone has 1 hit point, and it has your statistics. If the clone uses a feature that requires the expenditure of chakra points, those points are ducted from your chakra points. The clone follows your commands, and it acts on your turn in initiative but directly after you complete your actions. It can use Ninjutsu, but only Ninjutsu of the Earth nature. It does not gain the benefit of any Kekkei Genkai that you might have. When the clone is reduced to 0 hit points, it slowly melts into mud.
If the clone was reduced to 0 hit points by a melee attack, the attacker must make a strength saving throw. On a failed save, they are considered restrained until the end of your next turn as the mud holds them in place.
Stone Column
A-Rank Ninjutsu
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Chakra Point Cost: 4 points
You slam your hands on the ground creating six earthen pillars that burst from the ground. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius. The rubble lasts until cleared.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
Spending More Chakra. You can spend additional Chakra points to strengthen this jutsu. For each point you spend past the original cost, you create two additional pillars. You can spend a maximum of 7 chakra points on this jutsu.
S-Rank
Destructive Earth
S-Rank Ninjutsu
Casting Time: 1 Action
Range: 500 feet
Duration: Concentration, up to 1 Minute
Chakra Point Cost: 5 points
The earth shakes and breaks destroying the terrain and structures within the focus of this jutsu. For the duration of the jutsu, the ground quakes in a 100-foot radius centered on a point within range. The ground in that area becomes difficult terrain.
When you cast this jutsu and at the end of your turn for its duration, each creature on the ground must make a Dexterity saving throw or fall Prone and have its Concentration broken.
You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the jutsu's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 x 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
Structures. The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the jutsu and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.
A creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.
Earth Dragon
S-Rank Ninjutsu
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Chakra Point Cost: 5 points
You touch the ground to conjure a massive dragon of earth that fights for you. Choose a point within 60 feet of you for the dragon to burst from the ground. The dragon launches at a target within 200 feet of that location. All creatures within the path that the dragon passes through must make a strength save. They take 8d6 points of bludgeoning damage on a failed save, or half as much on a success. The main target must make a strength saving throw in addition to the dexterity saving throw when the dragon reaches them. That creature takes 8d10 bludgeoning damage on a failed save, or half as much on a success.
Invincible Armor
S-Rank Ninjutsu
Casting Time: See Description
Range: Self
Duration: See Description
Chakra Point Cost: 5 points
Your skin darkens and hardens into a metal-like substance. You can use this jutsu to provide longer lasting protection, or you can use it in reaction to danger. You can use this jutsu in two different ways:
Reaction. Just before you take damage, you can use this jutsu to protect yourself from that harm. When you take acid, cold, fire, thunder; bludgeoning, piercing, or slashing damage from a single source, you can use your reaction to cast this jutsu to ignore the damage. After the damage is absorbed, the armor crumbles off of you.
Action. You harden your flesh to defend yourself from harm. For the next minute, you gain resistance to acid, cold, fire thunder; bludgeoning, piercing, and slashing damage. You can shed this armor using an action on a subsequent turn. While the armor is active in this way, you cannot cast this jutsu again.
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