Genjutsu

Allowing ninja to alter their foes perceptions, masters of Genjutsu can trap their enemies within their own minds. Genjutsu uses your intelligence for the purposes of determining the Jutsu attack rolls and Jutsu Save DC.

D-Rank

Attraction

D-Rank Genjutsu

Casting Time: 1 Action

Range: 30 feet

Duration: 1 hour

Chakra Point Cost: 1 point

You alter a person’s perception of you to appear more friendly. The jutsu effects one humanoid within range. The target must make a wisdom saving throw. A creature hostile towards you has advantage on its save. A creature that fails their saving throw becomes Charmed by you and regards you as a friend. The creature remains charmed in this way until you or your allies damage it. Once the jutsu ends, the creature knows it was Charmed by you.

Spending More Chakra. You can spend additional Chakra points to strengthen this jutsu. When you spend 5 chakra points on this jutsu, you can target any creature, not just humanoids.

Distraction

D-Rank Genjutsu

Casting Time: 1 Reaction which you take when a creature makes an attack against another creature within range

Range: 30 feet

Duration: Instantaneous

Chakra Point Cost: 0 points

You create a minor illusory obstruction that distracts an attacking creature. When you see a creature that makes an attack against a creature other than you within range, you can cast this jutsu as a reaction. The attacking creature suffers disadvantage on the attack roll.

You cannot cast this jutsu if you have no chakra points remaining.

Transformation

D-Rank Genjutsu

Casting Time: 1 Action

Range: Self

Duration: 1 hour

Chakra Point Cost: 1 point

You alter your physical appearance to a limited degree. You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the jutsu ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.

The changes wrought by this jutsu fail to hold up to physical inspection. For example, if you use this jutsu to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.

To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your Genjutsu save DC.

Sudden Hallucination

D-Rank Genjutsu

Casting Time: 1 Action

Range: 15 feet

Duration: Instantaneous

Chakra Point Cost: 0 points

You attempt to twist the mind of a creature causing them to strike out at another creature. When you cast this jutsu, the target creature must make a wisdom saving throw. If they fail, they must use their reaction to make a melee attack against a creature of your choice within their melee range. If they consider that creature an ally, they make the attack roll at disadvantage.

A creature immune to the charmed condition is immune to this jutsu.

You cannot cast this jutsu if you have no chakra points remaining.

C-Rank

Brain Flash

C-Rank Genjutsu

Casting Time: 1 Bonus Action

Range: 30 feet

Duration: Instantaneous

Chakra Point Cost: 1 point

You briefly overwhelm a creature's mind causing them to falter. When you cast this jutsu, target a creature within range. If the target has an intelligence of 6 or lower, the jutsu fails. The target must make an intelligence saving throw. If it fails, it becomes stunned until the end of the turn.

Faux Resolve

C-Rank Genjutsu

Casting Time: 1 Action

Range: 60 feet

Duration: 1 Minute

Chakra Point Cost: 1 point

You instill a creature with confidence. For the duration of the jutsu, the target of this jutsu gains immunity to the frightened condition.

Freeze

C-Rank Genjutsu

Casting Time: 1 Action

Range: 60 feet

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 2 points

You cause a humanoid's muscles to seize, forcing them to remain still. When you cast this jutsu, a humanoid within range must make a wisdom saving throw. A creature becomes Paralyzed on a failed save. The creature can repeat their save at the end of each of their turns to end this effect early.

Spending More Chakra. You can spend additional Chakra points to strengthen this jutsu. When you spend 5 chakra points on this jutsu, you can target any creature, not just humanoids.

Manipulation

C-Rank Genjutsu

Casting Time: 1 Action

Range: 60 feet

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 2 points

You create a false image and sensation that only a single creature can see. You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.

The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your Genjutsu save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the jutsu ends.

While affected by the jutsu, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.

An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.

Spending More Chakra. You can spend additional Chakra points to strengthen this jutsu. For every 2 points you spend past the original cost, you can target an additional creature with this jutsu. Both creatures must experience the same illusion. You can spend a maximum of 8 chakra points on this jutsu.

Memory Sense

C-Rank Genjutsu

Casting Time: 1 Action

Range: Self

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 2 points

You infiltrate the mind of a creature and can subtly manipulate them to better understand their goals. For the duration of the jutsu, you have advantage on Wisdom (Insight) checks you make on creatures within 30 feet of you that you can see. When you succeed on an insight check against a creature within 30 feet of you, you learn their surface level thoughts.

You can attempt to push further into a creature's mind by focusing all of your attention. A creature you can see within 30 feet of you must make an Intelligence saving throw. You discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the jutsu ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your Genjutsu save DC, ending the jutsu on a success.

Mist

C-Rank Genjutsu

Casting Time: 1 Action

Range: Self (20-foot radius)

Duration: Concentration, up to 1 Hour

Chakra Point Cost: 2 points

You cover an area in an illusory fog. When you cast this jutsu, a 60-foot radius sphere of mist appears centered on you but does not move with you. That area becomes Heavily Obscured.

Pierce the Mind

C-Rank Genjutsu

Casting Time: 1 Action

Range: 60 feet

Duration: Instantaneous

Chakra Point Cost: 1 point

You assault a creature's mind, tearing at their psyche. A creature of your choice within range must make a wisdom saving throw. On a failed save, a creature takes 2d10 points of psychic damage and their movement speed is reduced by 15 feet until the end of their next turn.

Spending More Chakra. You can spend additional Chakra points to strengthen the jutsu. For each point you spend past the original cost, the damage of the jutsu increases by 1d10. You can spend a maximum of 9 chakra points on this jutsu.

Sleep

C-Rank Genjutsu

Casting Time: 1 Action

Range: 90 feet

Duration: 1 Minute

Chakra Point Cost: 1 point

You attempt to put one or more creatures to sleep. When you cast this jutsu, a target creature within range must make a wisdom saving throw. A creature that fails their saving throw becomes Incapacitated until the end of its next turn at which point it must repeat its save. If it fails its second save, it has the Unconscious condition for the duration of the jutsu. The creature can be awoken early if it takes damage or if another creature uses its action to shake it awake.

Creatures that do not need to sleep and creatures that are immune to Exhaustion automatically succeed on their saves against this jutsu.

Spending More Chakra. You can spend additional Chakra points to strengthen this jutsu. For each point you spend past the original cost, you can target an additional creature within range. You can spend a maximum of 20 chakra points on this jutsu.

Project Image

C-Rank Genjutsu

Casting Time: 1 Action

Range: 60 feet

Duration: Concentration, up to 10 Minutes

Chakra Point Cost: 1 point

You create an illusory image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

As an action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your Genjutsu save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Void

C-Rank Genjutsu

Casting Time: 1 Action

Range: 30 feet

Duration: Instantaneous

Chakra Point Cost: 2 points

A sleeping creature is forced into a deeper slumber when this jutsu is used. You must target a creature with the Unconcious condition when you cast this jutsu. That creature remains asleep for 24 hours unless it takes damage or is shaken awake by a creature using its action.

B-Rank

Alter Memory

B-Rank Genjutsu

Casting Time: 1 Action

Range: 30 feet

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 3 points

You can change the memories of a creature you target with this jutsu. One creature that you can see within range makes a Wisdom saving throw. If the creature is Hostile towards you, it has Advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another jutsu, this jutsu ends, and no memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event’s details, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the jutsu ends before you finish describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the jutsu ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.

Spending More Chakra. You can spend additional Chakra points to strengthen this jutsu. You can alter the target’s memories of an event that took place up to 7 days ago when you spend 5 points, 30 days ago for 7 points, 365 days ago for 9 points, or any time in the creature’s past for 11 points.

Change Appearance

B-Rank Genjutsu

Casting Time: 1 Action

Range: 30 feet

Duration: 8 Hours

Chakra Point Cost: 3 points

You alter the appearance of yourself and a handful of other creatures. You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this jutsu.

You can give the same appearance or different ones to the targets. The jutsu can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target’s new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The jutsu lasts for the duration.

The changes wrought by this jutsu fail to hold up to physical inspection. For example, if you use this jutsu to add a hat to a creature’s outfit, objects pass through the hat.

A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your Genjutsu save DC. If it succeeds, it becomes aware that the target is disguised.

False Land

B-Rank Genjutsu

Casting Time: 1 Minute

Range: 200 feet

Duration: 24 hours

Chakra Point Cost: 3 points

You make terrain in a 150-foot Cube in range look, sound, and smell like another sort of terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A rundown building can appear pristine and in good condition. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Equipment and creatures within the area aren’t changed.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your Genjutsu save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.

Greater Manipulation

B-Rank Genjutsu

Casting Time: 1 Action

Range: 60 feet

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 3 points

You gain immediate but temporary control over a person. One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if it is Hostile towards you. Whenever the target takes damage, it repeats the save, ending the jutsu on itself on a success.

You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

You can command the target to take a Reaction but must take your own Reaction to do so.

Spending More Chakra. You can spend additional Chakra points to strengthen this jutsu. When you spend 5 chakra points on this jutsu, you can concentrate on it for up to 10 minutes. When you spend 7 chakra points on this jutsu, you can concentrate on it for up to 1 hour. When you spend 9 chakra points on this jutsu, you can concentrate on it for up to 8 hours.

Memory Theft

B-Rank Genjutsu

Casting Time: 1 Reaction which you take when a creature within range is reduced to 0 hit points.

Range: 30 feet

Duration: 1 Hour

Chakra Point Cost: 3 points

You steal the memories of a creature just as they fall in battle. You cast this jutsu as a reaction when a creature you can see within range is reduced to 0 hit points. You gain proficiency in one skill or saving throw the target has proficiency in. You maintain this proficiency for the duration of the jutsu, or until the target regains its proficiency.

The target creature loses proficiency in the skill or saving throw until this jutsu ends, or until the target is affected by a jutsu or feature that can restore a decrease to a target's ability scores.

Mirror Mirage

B-Rank Genjutsu

Casting Time: 1 Action

Range: Self

Duration: Concentration, up to 1 Hour

Chakra Point Cost: 3 points

You turn yourself invisible while creating an illusory duplicate. You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a jutsu.

As an action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.

You can see through its eyes and hear through its ears as if you were located where it is.

Spending More Chakra. You can spend additional Chakra points to strengthen the jutsu. When you spend 7 chakra points on this jutsu, you can concentrate on it for up to 8 hours.

Phantom Resemblance

B-Rank Genjutsu

Casting Time: 1 Action

Range: 120 feet

Duration: Concentration, up to 10 Minutes

Chakra Point Cost: 3 points

You create a rather complex illusory image. You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal damage or cause conditions.

If you are within range of the illusion, you can take an action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your Genjutsu save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

Scarring of the Mind

B-Rank Genjutsu

Casting Time: 1 Action

Range: 120 feet

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 3 points

You call on a creature's worst fears and cause them mental strain. You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the jutsu ends.

For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the Psychic damage again. On a successful save, the jutsu ends.

Spending More Chakra. You can spend additional Chakra points to strengthen the jutsu. For each point you spend past the original cost, you increase damage by 1d10. You can spend a maximum of 8 chakra points on this jutsu.

A-Rank

Field of Nightmares

A-Rank Genjutsu

Casting Time: 1 Action

Range: 120 feet (20-foot radius)

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 4 points

You turn a point on the ground within range into a nightmarish landscape in a 20-foot radius. The area becomes difficult terrain for creatures that are not immune to frightened condition. Creatures that start their turn in the area or enter the area for the first time on a turn must make a wisdom saving throw or take 7d6 psychic damage and have their movement speed reduced to 0 until the start of their next turn. A creature that succeeds on their saving throw takes half damage and their movement speed is not reduced. Creatures immune to the frightened condition are immune to this jutsu.

Mass Freeze

A-Rank Genjutsu

Casting Time: 1 Action

Range: Self (60-foot cone)

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 4 points

A number of your foes freeze in place trapped within their own minds. When you cast this jutsu, up to six Humanoid creatures of your choice within a 60-foot cone originating from you must make wisdom saving throws. A creature that fails its saving throw becomes paralyzed for the duration of the jutsu. It can repeat its save at the end of each of its turns to end the effect early.

Spending More Chakra. You can spend additional Chakra points to strengthen the jutsu. For each point you spend past the original cost, you can target up to two more creatures within the area of the jutsu. You can spend a maximum of 8 chakra points on this jutsu.

Visual Sickening

A-Rank Genjutsu

Casting Time: 1 Action

Range: Self

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 4 points

Using your Genjutsu, you can force a creature to experience blindness, panic, or an illness. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.

On each of your turns until the jutsu ends, you can us an action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of the jutsu.

  • Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake.

  • Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends.

  • Sickened. The target has the Poisoned condition.

Warped Dance

A-Rank Genjutsu

Casting Time: 1 Action

Range: 30 feet

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 4 points

You force a creature to dance uncontrollably. One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.

On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the jutsu on itself on a success.

S-Rank

Brain Bleeding

S-Rank Genjutsu

Casting Time: 1 Action

Range: 150 feet

Duration: Instantaneous

Chakra Point Cost: 5 points

You thrash an opponent's mind with your Genjutsu, causing their brain to hemorrhage. The target creature within range must make an Intelligence saving throw.

On a failed save, the target takes 12d12 Psychic damage and can’t cast jutsu or activate magic items. A creature can speak, but with difficulty. At the end of a 24 hour period, the creature can repeat their saving throw to end these effects.

On a successful save, the target takes half as much damage only.

Complete Manipulation

S-Rank Genjutsu

Casting Time: 1 Action

Range: 60 feet

Duration: Concentration, up to 1 Hour

Chakra Point Cost: 5 points

You attempt to gain complete control over any creature. One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if it is hostile towards you. Whenever the target takes damage, it repeats the save, ending the jutsu on itself on a success.

You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn. If it completes an order and doesn’t receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

You can command the target to take a Reaction but must take your own Reaction to do so.

Spending More Chakra. You can spend additional Chakra points to strengthen this jutsu. When you spend 8 chakra points on this jutsu, you can concentrate on it for up to 8 hours. When you spend 10 chakra points on this jutsu, it no longer requires concentration and lasts for 24 hours.


Sensory Deprivation

S-Rank Genjutsu

Casting Time: 1 Action

Range: 60 feet

Duration: 1 Hour

Chakra Point Cost: 8 points

A creature you target loses access to all its senses. Target one creature within range. That creature must make an intelligence saving throw. On a failed save, the creature becomes blinded, deafened, and incapacitated. Its speed becomes 0, and it loses its sense of touch.

When the creature takes damage, it can remake its saving throw, and if it succeeds the jutsu ends. If the creature takes thunder damage, it makes its saving throw with advantage.



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