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 a creature within 5 feet of you uses their action or bonus action to cast a jutsu that you are capable of enhancing, you expend chakra points as if you cast a jutsu you know that can improve the other.

Combining Elements

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

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 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.


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