Fire Style Jutsu
A volatile and powerful change in chakra nature, Fire Style techniques are tailored for causing harm. With the ability to scorch the earth and burn away foes, these techniques provide ninja a veritable arsenal. Ninjutsu techniques use your wisdom for the purposes of determining the Jutsu attack rolls and Jutsu Save DC.
D-Rank
Cinder Thrust
D-Rank Ninjutsu
Casting Time: 1 Action
Range: 5 feet
Duration: Instantaneous
Chakra Point Cost: 0 points
You cloak your fist in flame, and strike at your foe. As an action, make a melee ninjutsu attack roll against a creature within range. If you hit, you deal 1d10 points of fire damage.
You cannot cast this jutsu if you have no chakra points remaining.
Ember Burst
D-Rank Ninjutsu
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Chakra Point Cost: 0 points
You create a small burst of flame which is thrown at an opponent. Use an action to target a creature within range of the jutsu. Make a ranged ninjutsu attack roll against that creature. If you hit, you deal 1d8 points of fire damage.
You cannot cast this jutsu if you have no chakra points remaining.
Hiding in Fire Technique
D-Rank Ninjutsu
Casting Time: 1 Action
Range: 10 feet
Duration: Concentration, up to 1 Hour
Chakra Point Cost: 1 point
You conceal yourself within flame. Target a large open flame that fills a minimum of 1 5-foot cube. You safely conceal yourself within the flame, which grants you a +10 bonus on stealth checks you make while within the flame. This jutsu ends when you lose concentration, or when the fire is extinguished. When either of these things happen, you appear in a space within 5 feet of the fire.
C-Rank
Dragon Flame
C-Rank Ninjutsu
Casting Time: 1 Action
Range: varies
Duration: Instantaneous
Chakra Point Cost: 2 points
Requirement: Ninja Wire, string, or a cord of some kind
The user breathes fire along a cord or any other type of long, rope-like object, which rushes forward in a straight line catching the enemy on fire. Any creature within 5 feet of the object must make a dexterity saving throw. If they fail, they take 4d8 fire damage. If a creature is bound by the object you are using, they automatically fail their saving throw.
Spending More Chakra. You can spend more chakra points to strengthen this jutsu. For every additional chakra point you spend past the original cost, add an additional 1d8 fire damage. You can spend a maximum of 10 chakra points on this jutsu.
Flame Bullet
C-Rank Ninjutsu
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Chakra Point Cost: 1 point
You fire a precise, condensed mote of fire from your mouth. As an action, select a creature within range. Make a ranged ninjutsu attack. If you hit, you deal 2d8 points of fire damage.
Spending More Chakra. You can spend additional chakra points to enhance the power of this jutsu. For each point you spend past the original cost, the damage increases by 1d8. You can spend a maximum of 10 Chakra points with this jutsu.
Flame Capture
C-Rank Ninjutsu
Casting Time: 1 Bonus Action
Range: 60 feet
Duration: 1 Minute
Chakra Point Cost: 1 point
You create a circle of flame around an opponent. Select a creature within range. That creature is surrounded by flames. If they pass through the flame, they take 2d8 fire damage and the jutsu ends. If they are hit by a melee attack, the attacker takes 1d6 points of fire damage.
The jutsu ends when one minute passes, if the target creature passes through the flame, or if the target creature or the target creature’s space is affected by a water style technique.
Flame Dance
C-Rank Ninjutsu
Casting Time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Chakra Point Cost: 1 point
Requirement: Chakra Blade
You imbue a chakra blade you touch with your fire nature. While the jutsu is active, the weapon deals an additional 1d8 points of fire damage on a successful hit.
Spending More Chakra. You can spend more chakra points to strengthen this jutsu. When you spend 4 chakra points on this jutsu, the additional fire damage increases to 2d8. When you spend 7 chakra points on this jutsu, the additional fire damage increases to 3d8.
Flame Spear
C-Rank Ninjutsu
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 Minute
Chakra Point Cost: 2 points
You create a constant, steady flow of Fire Nature chakra in your stomach and throat. When you first cast this jutsu, and as a bonus action on future turns while this jutsu is active, you spit out a bolt of flame at a target within 60 feet of you. Make a ranged ninjutsu attack roll against that target. If you hit, the target takes 1d8 fire damage.
Fireball
C-Rank Ninjutsu
Casting Time: 1 Action
Range: Self (15-foot cone)
Duration: Instantaneous
Chakra Point Cost: 1 point
You blast a wave of fire out of your mouth in a 15-foot cone originating from you. Creatures in that area must make Dexterity saving throws or take 3d6 points of Fire damage on a failed save, or half as much on a successful one.
Flammable objects in the Cone that aren't being worn or carried start burning.
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 1d6 points of fire damage. You can spend a maximum of 9 chakra points on this jutsu.
Fire Dragon Bomb
C-Rank Ninjutsu
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
Chakra Point Cost: 2 points
You create a simple line of intense flame that bursts along the ground in a 30-foot long, 5-foot wide cone. Creatures in that area must make dexterity saving throws or take 3d8 fire damage on a failed save, or half as much on a successful one.
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 1d8 damage. You can spend a maximum of 9 chakra points on this jutsu.
Kindling Fist
C-Rank Ninjutsu
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 Minute
Chakra Point Cost: 1 point
You envelope your fists in scorching flame. For the duration of the jutsu, your unarmed strikes and melee ninjutsu attacks deal an additional 1d6 points of fire damage.
Spending More Chakra. You can spend more chakra points to strengthen this jutsu. When you spend 3 chakra points on this jutsu, the damage increases to 2d6, and when you spend 5 chakra points you deal an additional 3d6 damage.
Phoenix Fire
C-Rank Ninjutsu
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Chakra Point Cost: 2 points
You create three small fireballs that you can use to devastate your opponents. You can hurl them at one target within range or at several. Make a ranged ninjutsu attack for each ray. On a hit, the target takes 2d6 fire damage.
Spending More Chakra. You can spend additional Chakra points to strengthen this jutsu. For each point you spend past the original cost, you create an additional fireball. You can spend a maximum of 9 chakra points on this jutsu.
B-Rank
Burning Ash
B-Rank Ninjutsu
Casting Time: 1 Action
Range: 20 feet
Duration: 1 minute
Chakra Point Cost: 3 points
The user spews a stream of chakra-infused gunpowder from their mouth, which surrounds the region. As the gunpowder is composed entirely of ash, it stays in the air around the victim like a cloud, which can be used like a smokescreen. You create a cloud of smoke at a point within 20 feet of you. The cloud heavily obscures a 15-foot radius sphere centered on that point. This fog cloud lasts for 1 minute, until it is blown away by winds of 20 mph or more, or until fire enters the area where the cloud resides. When fire is applied to the cloud, it ignites and bursts with intense flame. Any creature in the fog cloud must make a dexterity saving throw. On a failed save, a creature takes 8d8 fire damage and is knocked prone. On a successful save, creatures take half damage and are not knocked prone.
Flame Hurricane
B-Rank Ninjutsu
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Chakra Point Cost: 3 points
Fire erupts around the user's body in a spiraling manner which is then launched with their hands towards the target. Once the technique hits the target, the opponent is sent into the air. Target a creature within range. That creature must make a Dexterity saving throw. If they fail, they suffer 8d8 points of fire damage, and they are lifted 60 feet into the air. If they succeed on their save, then they take half damage and they are not thrown into the air.
Flame Wall
B-Rank Ninjutsu
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 1 minute
Chakra Point Cost: 3 points
You create a roaring burning wall of flame. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.
One side of the wall, selected by you when you cast this jutsu, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Spending More Chakra. You can spend additional Chakra points to strengthen the jutsu. For each point you spend past the original cost, it deals an additional 1d8 damage. You can spend a maximum of 8 chakra points on this jutsu.
Fox Fire
B-Rank Ninjutsu
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 10 minutes
Chakra Point Cost: 3 points
You create six small spheres of fire that orbit around your body. When you cast this jutsu and as a bonus action on future turns, you can detonate up to two spheres at points within 120 feet of you. Creatures within 10 feet of the spheres when they detonate must make Dexterity saving throws or take 2d6 points of fire damage.
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 spheres. You can spend a maximum of 9 chakra points on this jutsu.
Giant Flame Bullet
B-Rank Ninjutsu
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Chakra Point Cost: 3 points
You create a massive orb of flame and send it hurtling toward a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren't being worn or carried start burning.
Spending More Chakra. You can spend additional Chakra points to strengthen the jutsu. For each point you spend past the original cost, you deal an additional 1d6 damage. You can spend a maximum of 9 chakra points on this jutsu.
Leaping Flame Bullet
B-Rank Ninjutsu
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Chakra Point Cost: 3 points
You release a small but focused dart of flame that leaps from one creature to another. Target a creature within range. Make a ninjutsu attack roll against that target. If you hit, the creature takes 4d6 points of fire damage and the flame leaps to another creature within 30 feet of that creature. You repeat the attack roll and damage against the new target, and the flame can then leap to another target within 30 feet if that attack was successful. This continues until you miss with one of the attacks.
Twin Spiral
B-Rank Ninjutsu
Casting Time: 1 Action
Range: 90 feet
Duration: Instantaneous
Chakra Point Cost: 3 points
Two spiraling bolts of flame burst from your palm and scorch your foes. Target one or two creatures within range of the jutsu. Make a ranged ninjutsu attack roll against the creature or creatures. If you hit, you deal 3d8 points of fire damage. A creature hit by this attack is then set on fire. They take 3d8 points of fire damage at the start of their turn. They must use their action to put out the flame, or disperse it by submerging completely in water.
A-Rank
Dragon Flame Loud Singing
A-Rank Ninjutsu
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Chakra Point Cost: 4 points
Requirement: You must know the Dragon Flame and Giant Flame Bullet jutsu
This is an advanced version of its parent technique, where the user expels several dragon-headed fireballs from their mouth. As the dragon-heads move in an erratic manner, it makes the technique much more difficult to avoid. You cast the Giant Flame Bullet jutsu, but you choose three points for the jutsu to impact instead of one. Each point you choose is targeted by a Giant Flame Bullet. If two or more of the areas overlap with their radiuses so that two or more would affect a creature, that creature suffers the effect of only one Giant Flame Bullet jutsu, but they have disadvantage on the saving throw they make to avoid it.
Fire 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 fire 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 Fire nature. It does not gain the benefit of any Kekkei Genkai that you might have. When the clone is dispelled, it erupts with flame.
When the clone dissipates, it explodes in a 10-foot radius sphere. Creatures in that area must make dexterity saving throws. A creature takes 3d8 points of fire damage on a failed save.
Flame Flower
A-Rank Ninjutsu
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Chakra Point Cost: 4 points
The user creates a multitude of fireballs at the same time which then rain down on their foes causing severe, widespread damage around the field. You create 8 orbs of fire that can target one creature or many. You can also choose to target a point on the ground with a sphere. Make a ranged ninjutsu attack for each fireball. On a hit, a creature takes 3d8 fire damage. An orb that targets a point on the ground automatically hits and turns a 10-foot radius centered on the point of impact into difficult terrain. Creatures in that area are unharmed.
Hellfire
A-Rank Ninjutsu
Casting Time: 1 Action
Range: 90 feet
Duration: Concentration, up to 1 minute
Chakra Point Cost: 4 points
You attempt to burn and sear the flesh of a target with focused flame. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the jutsu's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the jutsu ends on a successful one. These magical flames can’t be extinguished by nonmagical means.
If damage from this jutsu kills a target, the target is turned to ash.
Spending More Chakra. You can spend additional Chakra points to empower this jutsu. For every 2 points you spend past the original cost, you can target an additional creature with this jutsu. You can spend a maximum of 8 chakra points on this jutsu.
Majestic Flame
A-Rank Ninjutsu
Casting Time: 1 Action
Range: Self (60-foot cone)
Duration: Instantaneous
Chakra Point Cost: 4 points
The user kneads chakra in their stomach and expels a large stream of flame from their mouth that progressively widens with range. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time. As an action, flames emanate from you in a 60-foot cone. All creatures in that area must make a dexterity saving throw. If they fail, they take 10d8 fire damage. If they succeed, they take half damage.
Spending More Chakra. You can spend more chakra points to enhance the power of this jutsu. For every additional point you spend past the original cost, the damage increases by 1d8. You can spend a maximum of 9 Chakra points with this jutsu.
Flame Screen Gale
A-Rank Ninjutsu
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Chakra Point Cost: 4 points
The user spits out a flaming tornado from their mouth, which was noted to be powerful enough to incinerate everything it comes into contact with like paper. When in contact with large volumes of water, the technique creates a dense cloud of steam. The area of the tornado consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning
S-Rank
Fire Snake Constricting Bomb
S-Rank Ninjutsu
Casting Time: 1 Action
Range: 100 feet
Duration: Instantaneous
Chakra Point Cost: 5 points
You conjure a massive ball of fire that takes the form of an enormous snake. Target a creature within range. That creature needs to make a dexterity saving throw. On a failed save, a creature takes 15d6 fire damage and 15d6 bludgeoning damage as the snake wraps around them and then detonates. On a successful save, a creature takes half damage.
Flame Surge Body
S-Rank Ninjutsu
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, Up to 1 minute
Chakra Point Cost: 10 points
By surrounding yourself with constant roaring flames, your body becomes a potent weapon. For the duration of the jutsu, your unarmed attacks deal an additional 3d12 points of fire damage and you gain immunity to fire damage. You can use a bonus action on your turn to dash propelling yourself with flame. When you do, you can choose to cause your flames to explode out in a 10-foot radius sphere when you end your movement. Creatures of your choice in that area take 4d8 points of fire damage.
Searing Migraine
S-Rank Ninjutsu
Casting Time: 1 Action
Range: Self (90-foot cone)
Duration: Instantaneous
Chakra Point Cost: 5 points
The air becomes searing hot and melts the flesh of those within the area of this jutsu. Creatures within a 90-foot cone emanating from you must make a dexterity saving throw. Creatures take 13d12 fire damage on a failed save. A creature reduced to 0 hit points by this jutsu is killed as their flesh is entirely seared away.
Vaporize
S-Rank Ninjutsu
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Chakra Point Cost: 12 points
You produce the hottest flame you can muster in an attempt to eradicate another ninja entirely. You target a humanoid creature within range. If that creature has less than 150 hit points, they die. The body and any non-magical items held by the creature turn to ash. After you cast this jutsu, you gain one level of exhaustion.
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