Enhancing

Certain chakra natures can be used to enhance others. Enhancing a jutsu requires two jutsu to be cast simultaneously. You can take the Enhance action on your turn. When you decide to Enhance, you must be within 5 feet of another Ninja or creature capable of using a jutsu. When an allied creature within 5 feet of you uses their Action or Bonus action to cast a jutsu that you are capable of enhancing, you use your Reaction and expend chakra points as if you cast a jutsu you know that can improve the other.

For example, when you take the Enhance action and an ally within 5 feet of you casts Wind Bullet on their turn, you can use your Reaction to expend 1 chakra point to empower the jutsu using your Fire nature. You can do this because you know the Fireball jutsu, but you don't need to have it prepared.

If the jutsu your ally casts has a duration greater than instantaneous, you can only enhance the initial casting of the jutsu.

Combining Elements

When a fire style is enhanced with a wind style, add 3 damage dice to the final roll.

When a fire style is enhanced with a lightning style, the jutsu becomes ionized, add 1 damage dice to the final roll and the target suffers disadvantage on Concentration checks until the end of their next turn.

When a fire style is enhanced with an earth style, if the jutsu targets an area on the ground or a flat surface, the terrain becomes superheated. Until the end of the caster's next turn, a creature that starts or ends its turn in the area takes 2d8 fire damage.

When a wind style is enhanced with a fire style, the normal damage is replaced with fire damage, and you add 2 more damage dice. If the wind style does no damage, then any creature affected by the jutsu takes 2d6 fire damage.

When a wind style is enhanced with a lightning style, the jutsu carries a static charge with it, dealing an additional 2d6 lightning damage.

When a water style is enhanced by lightning style, the creature(s) being targeted by the water style jutsu suffer disadvantage on the saving throw they make to avoid it.

When a water style is enhanced by a fire style, obscuring steam fills the area around the water style. If the water style targets a point or a single creature, a 10-foot radius sphere of steam heavily obscuring the area appears centered on that point or creature. The steam lasts until the end of the caster’s next turn.

When a water style is enhanced by a wind style, add 1 additional damage die to the final roll. The enhancer can choose to cause the damage of the water style to become cold damage.

When an earth style is enhanced by a water style, the jutsu becomes thick like mud. If the jutsu deals damage to a creature, the movement speed of the target is reduced by 15 feet until the end of the caster’s next turn.

When an earth style is enhanced by a lightning style, the technique becomes volatile and explosive. If the jutsu deals damage to a creature, add 1 additional damage die to the final roll. The damage type becomes thunder damage.

When a lightning style is enhanced by a fire style, the target is set ablaze. If the jutsu deals damage to one or more creatures, they are set on fire and take 1d6 fire damage at the start of each of their turns. The flames last for 1 minute, until they use an Action to pat the flames out, or until they are submerged in water.

When a lightning style is enhanced by a wind style, the target is forcefully moved. If the jutsu deals damage to one or more creatures, the damage becomes Thunder damage and they are pushed 10 feet away from you or the target of the jutsu if it targets a point.


Legal

Disclaimer: Naruto and Boruto and all other affiliated properties are all owned by Masashi Kishimoto, Shueisha, Viz Media, Shonen Jump and all affiliated partners.

This work contains material that is copyright Masashi Kishimoto other authors. Such material is used with the intent of fan works and will not be distributed for profit

Naruto5e is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.