Kagutsuchi (Inferno Style)
You manipulate the powerful black flames of Amaterasu to shape and bend them to your will. Only one eye can possess the Kagutsuchi, and the other must possess the Amaterasu. You gain access to the Inferno Style Jutsu list detailed below, and you know all the jutsu on the list and do not need to prepare them to use them.
Eye Damage
When you use a Jutsu on the Inferno Style list, roll a d20. On a roll of 6 or higher, nothing else happens. On any other roll, your usage of this ability puts stress on your eye. The eye that you used takes 1 point of damage. If an eye reaches 5 points of damage in this way, it goes permanently blind.
Inferno Style Jutsu List
These jutsu are Dojutsu that are also considered Ninjutsu. They are also considered Fire Style techniques. You must have access to the Amaterasu Dojutsu to use these techniques.
A-Rank
Black Flame Shield
A-Rank Dojutsu/Ninjutsu
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 10 minutes
Chakra Point Cost: 4 points
You warp the black flames of Amaterasu around you to create a barrier of fire. When you are hit with a melee attack while this jutsu is active, the attacker takes 2d10 points of Fire damage. The attacker is then set on fire. They take 1d6 points of Fire damage at the start of their turns. The fire cannot be put out except by techniques that can absorb ninjutsu, but the extent to which they can do so is reliant on the dungeon master.
The Fire damage caused by this jutsu ignores resistances and treats immunities as resistance.
Extinguish
A-Rank Dojutsu/Ninjutsu
Casting Time: 1 Action
Range: Sight
Duration: Instantaneous
Chakra Point Cost: 1 point
You target a point or a creature you can see that is set on fire by the flames of Amaterasu, and you put them out. When you cast this jutsu, you target a creature you can see or an area that can fit within a 20-foot cube that is set on fire by Amaterasu. Those flames are extinguished, and any jutsu used to create the flames ends.
Enhance Ninjutsu
A-Rank Dojutsu/Ninjutsu
Casting Time: Part of the action used when casting another Ninjutsu you cast
Range: Self
Duration: Instantaneous
Chakra Point Cost: 4 points
You weave the flames of Amaterasu into another ninjutsu you cast. The ninjutsu being enhanced must deal damage. That jutsu deals an additional 2d10 Fire damage. Any target that takes damage from the ninjutsu is then set on fire. They take 1d6 points of fire damage at the start of their turns. The fire cannot be put out except by techniques that can absorb ninjutsu, but the extent to which they can do so is reliant on the dungeon master.
The Fire damage caused by this jutsu ignores resistances and treats immunities as resistance.
Flame Lightning
A-Rank Dojutsu/Ninjutsu
Casting Time: 1 Action
Range: Self (15-foot radius)
Duration: Instantaneous
Chakra Point Cost: 4 points
You shape the flames of Amaterasu into spikes of flame that protrude from your body. Creatures within a 15-foot Emanation centered on yourself must make a Dexterity saving throw. Creatures in that area take 2d10 points of Fire damage on a failed save. The target is then set on fire. They take 1d6 points of Fire damage at the start of their turns. The fire cannot be put out except by techniques that can absorb ninjutsu, but the extent to which they can do so is reliant on the dungeon master.
The Fire damage caused by this jutsu ignores resistances and treats immunities as resistance.
S-Rank
Susanoo Kagutsuchi
S-Rank Dojutsu/Ninjutsu
Casting Time: 1 Action taken while you have an active Susano’o
Range: Self
Duration: 10 minutes or until you cast Amaterasu or another Jutsu from the Inferno Style list
Chakra Point Cost: 5 points
You create a dense, malleable ball of Amaterasu in the palm of your Susano’o’s hand. This ball enhances the attacks of the Susano’o. The Susano’o’s Weapon attacks deal an additional 4d10 Fire damage. This additional damage ignores resistances and treats immunities as resistance. A creature hit by an attack using this extra damage is set on fire. They take 1d6 points of Fire damage at the start of their turns. The fire cannot be put out except by techniques that can absorb ninjutsu, but the extent to which they can do so is reliant on the dungeon master.
Yasaka Magatama
S-Rank Dojutsu/Ninjutsu
Casting Time: 1 Action taken while you have an active Susano’o
Range: 60 feet
Duration: Instantaneous
Chakra Point Cost: 5 points
The Susano’o conjures 3 tomoe-shaped orbs of flame in its palm and hurls them away. Cast this jutsu as an Action. For each sphere, you select a point up to 60 feet away from the Susano’o. A 15-foot radius sphere of flame explodes at that point, setting the area on fire in addition to affecting creatures in that area. Creatures in that area can make a Dexterity saving throw. A creature that fails its saving throw takes 6d10 points of Fire damage. A creature that succeeds on its saving throw takes half damage instead. A creature that takes damage from this jutsu is set on fire. At the start of each of their turns, they take 1d6 Fire damage. A creature that enters the area affected by this jutsu or starts its turn there takes 1d10 Fire damage and is set on fire. The fire cannot be put out except by techniques that can absorb ninjutsu, but the extent to which they can do so is reliant on the dungeon master.
The fire damage caused by this jutsu ignores resistances and treats immunities as resistance.
Legal
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