Lightning Style Jutsu
Violent arcs of lightning and explosive bursts of thunder are both facets of Lightning Style Jutsu. Masters of these techniques can even enhance their physique using the power of Lightning Style jutsu. Ninjutsu techniques use your wisdom for the purposes of determining the Jutsu attack rolls and Jutsu Save DC.
D-Rank
Bite
D-Rank Ninjutsu
Casting Time: 1 Action
Range: 5 feet
Duration: Instantaneous
Chakra Point Cost: 0 points
You reach out with your hand as it pulses with a brief, but potent, electric shock. Make a melee ninjutsu attack roll against a creature within range. On a hit, your target takes 1d4 lightning damage, and the target cannot take reactions until the start of your next turn.
You cannot cast this jutsu if you have no chakra points remaining.
Bolt Attack
D-Rank Ninjutsu
Casting Time: 1 Action
Range: 5 feet
Duration: Instantaneous
Chakra Point Cost: 0 points
You conjure lightning around your fist. Make a melee ninjutsu attack roll against a creature within range. If you hit, you deal 1d10 lightning damage to the creature.
You cannot cast this jutsu if you have no chakra points remaining.
Lightning Ball
D-Rank Ninjutsu
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Chakra Point Cost: 0 points
You create a bead of lighting in your palm and hurl it at a creature. Make a ranged ninjutsu attack roll against a creature within range. If you hit, you deal 1d8 lightning damage to the creature.
You cannot cast this jutsu if you have no chakra points remaining.
Sting
D-Rank Ninjutsu
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Chakra Point Cost: 0 points
You throw a small needle-like bolt of lightning at your opponent. Make a ranged ninjutsu attack roll at a creature within range. If you hit, you deal 1d6 points of lightning damage to the target. If you roll a natural 20 on the attack roll with this jutsu, the target creature is considered paralyzed for until the end of your next turn.
You cannot cast this jutsu if you have no chakra points remaining.
C-Rank
Bolt Wave
C-Rank Ninjutsu
Casting Time: 1 Action
Range: Self (15-foot radius)
Duration: Instantaneous
Chakra Point Cost: 1 point
You use a sudden burst of lighting to create a forceful burst of thunder. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.
In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.
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, you increase the damage of this jutsu by 1d8. You can spend a maximum of 9 chakra points on this jutsu.
Bullet Beam
C-Rank Ninjutsu
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 minute
Chakra Point Cost: 1 point
You conjure a blast of lightning that you can maintain to cause repetitive damage to your foe. Make a ranged ninjutsu attack against a creature within range. On a hit, the target takes 2d12 Lightning damage.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
The jutsu ends if the target is ever outside the jutsu's range or if it has Total Cover from you.
Spending More Chakra. You can spend additional Chakra points to strengthen this jutsu. For each point you spend past the original cost, you increase the intial damage of the jutsu by 1d12. You can spend a maximum of 9 chakra points on this jutsu.
Lightning Charge
C-Rank Ninjutsu
Casting Time: 1 Bonus Action
Range: Touch
Duration: Concentration, up to 1 minute
Chakra Point Cost: 1 point
Requirement: Chakra Blade
You imbue a chakra blade with your lightning nature. While this jutsu is active, the weapon gains a +1 bonus to attack and damage rolls, and it deals an additional 1d6 lightning damage.
Lightning Hand
C-Rank Ninjutsu
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
Chakra Point Cost: 2 points
You project a small hand made of lighting out of your palm. Target a creature within range. Make a melee ninjutsu attack roll. If you hit, you deal 3d6 lightning damage, and the creature must make a strength saving throw. If it fails, it must drop any objects that it is holding.
Lightning Hound
C-Rank Ninjutsu
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
Chakra Point Cost: 1 point
You conjure a small hound made out of lightning. It rushes toward a creature within range. Make a ranged ninjutsu attack roll. If you hit, the hound deals 2d6 piercing damage and 2d8 lightning damage to the target.
Shocking Wave
C-Rank Ninjutsu
Casting Time: 1 Action
Range: Self (10-foot radius)
Duration: Instantaneous
Chakra Point Cost: 2 points
You generate a pulse of lightning that runs across the ground to affect creatures around you. All creatures within 10 feet of you must make a dexterity saving throw. If they fail, they take 3d10 lightning damage and are paralyzed until the start of your next turn. If they succeed, they take half damage and are not paralyzed.
Thunderclap Arrow
C-Rank Ninjutsu
Casting Time: 1 Action
Range: 90 feet
Duration: Instantaneous
Chakra Point Cost: 1 point
You mold lightning chakra in your palm and hurl it with ferocity. Target a creature within range. Make a ranged ninjutsu attack roll. If you hit, you deal 3d8 points of lightning 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, you deal an additional 1d8 lightning damage. You can spend a maximum of 9 chakra points on this jutsu.
B-Rank
Chidori Katana
B-Rank Ninjutsu
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, Up to 10 minutes
Chakra Point Cost: 3 points
Requirement: Chakra Blade, You must know the Chidori jutsu
You imbue a chakra blade you’re holding with your chidori. You cast this jutsu as a bonus action. Whenever you successfully hit a creature with the weapon, that target takes an additional 3d8 lightning damage.
If the target of the attack is wearing armor made of metal, the blade passes through it. Ignore the Armor Class bonus provided by metal armor when attacking using a sword enhanced by this jutsu.
False Darkness
B-Rank Ninjutsu
Casting Time: 1 Action
Range: 120 feet
Duration: Instantaneous
Chakra Point Cost: 3 points
You create a spear of lighting and hurl it at an opponent. Make a ranged ninjutsu attack roll on a creature within range. If you hit, the creature takes 4d12 lightning 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, you create an additional spear of lightning that can target another creature within range. You cannot target the same creature with more than one spear. You can spend a maximum of 8 chakra points on this jutsu.
Lightning Substitution
B-Rank Ninjutsu
Casting Time: 1 Reaction which you take when you are hit by a melee attack
Range: Self
Duration: Instantaneous
Chakra Point Cost: 3 points
You substitute yourself with pure lighting nature chakra. When you are hit by a melee attack, you can use your reaction to negate the damage from the attack, teleporting up to 10 feet to a point you can see. The attacker must then make a constitution saving throw or take 4d12 lighting damage and be paralyzed until the end of your next turn. If the target succeeds, they take half damage and they are not paralyzed.
Snake Lightning
B-Rank Ninjutsu
Casting Time: 1 Action
Range: 90 feet
Duration: Concentration, up to 1 Minute
Chakra Point Cost: 3 points
You release a coiling serpent of lightning that slows and injures your opponent. Target a creature within range. That creature must make a constitution saving throw. On a failed save, a creature takes 3d12 lightning damage and they suffer the following effects for as long as the jutsu persists:
Their movement speed is reduced by 15 feet
They can take one action or bonus action on their turn, but not both
They have disadvantage on dexterity saving throws
The jutsu lasts for 1 minute or until you lose concentration.
Sudden Destruction
B-Rank Ninjutsu
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 10 minutes
Chakra Point Cost: 3 points
You summon multiple strikes of lightning from the sky. A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.
When you cast the jutsu, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 Lightning damage on a failed save or half as much damage on a successful one.
Until the jutsu ends, you can us an action to call down lightning in that way again, targeting the same point or a different one.
If you’re outdoors in a storm when you cast this jutsu, the jutsu gives you control over that storm instead of creating a new one. Under such conditions, the jutsu's damage increases by 1d10.
Spending More Chakra. You can spend additional Chakra points to increase the power of the jutsu. For each point you spend past the original cost, you increase the damage of the jutsu by 1d10. You can spend a maximum of 9 chakra points on this jutsu.
Thunderstorm
B-Rank Ninjutsu
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 10 minutes
Chakra Point Cost: 3 points
You conjure a powerful miniature storm that devastates the battlefield. A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the jutsu's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
Until the jutsu ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged ninjutsu attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
Spending More Chakra. You can spend additional Chakra points to strengthen this jutsu. For each point you spend past the original cost, you increase both damaging effects of the sphere by 1d6. You can spend a maximum of 8 chakra points on this jutsu.
Thunder Armor
B-Rank Ninjutsu
Casting Time: 1 Action
Range: Self
Duration: 10 minutes
Chakra Point Cost: 3 points
You conjure a thick layer of lightning that surrounds your body. You gain resistance to lightning damage while this jutsu is active. Additionally, whenever a creature makes a melee attack against you, you deal 2d8 lightning damage to that creature whether they hit or miss. This jutsu ends early if you take 15 or more points of damage from a Wind Style jutsu.
Thunder Sword
B-Rank Ninjutsu
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 minute
Chakra Point Cost: 3 points
Requirement: Chakra Blade
You enhance a kunai or sword by cloaking it in lightning. For the next minute, your weapon deals an additional 3d4 lightning damage on any successful hit.
Volt Strike
B-Rank Ninjutsu
Casting Time: 1 Action
Range: Self (100-foot radius)
Duration: Instantaneous
Chakra Point Cost: 3 points
You create a destructive bolt of lightning. A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage 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, the jutsu deals an additional 1d6 damage. You can spend a maximum of 9 chakra points on this jutsu.
A-Rank
Chidori
A-Rank Ninjutsu
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 minute
Chakra Point Cost: 4 points
Requirement: This jutsu must be taught
You conjure a concentrated mass of lighting chakra in the palm of your hand and strike a creature with it. As a bonus action, you generate a mass of pure lightning in your hand. When you make an unarmed attack while this jutsu is active, you can choose to do so using this lightning. When you do, make a melee ninjutsu attack roll. On a hit, a creature takes 9d8 points of lightning damage in place of your normal martial arts attack. The lighting fades once you hit a creature with this jutsu, if 1 minute passes after you cast it, or if you become incapacitated.
Chidori Senbon
A-Rank Ninjutsu
Casting Time: 1 Action
Range: Self (60-foot cone)
Duration: Instantaneous
Chakra Point Cost: 4 points
Requirement: You must know the Chidori jutsu
You release a hail of lightning darts that pierce and paralyze targets. Use an action to cast this jutsu. A 60-foot cone emanating from you is filled with senbon made of condensed lightning chakra. Creatures in that area must make a constitution saving throw. A creature takes 12d4 lighting damage and is paralyzed until the end of your next turn. A creature that succeeds on its save takes half damage and is not paralyzed.
Chidori Spear
A-Rank Ninjutsu
Casting Time: 1 Action
Range: 60 feet
Duration: Instantaneous
Chakra Point Cost: 4 points
Requirement: You must know the Chidori jutsu
You create an extended blade of lighting in your hand that you can use to strike at an opponent. As an action, select a creature within range. Make a melee ninjutsu attack roll against that creature. If you hit, the target takes 8d6 points of lighting damage and it can’t take reactions until the start of your next turn.
Chidori Stream
A-Rank Ninjutsu
Casting Time: 1 Action
Range: Self (20-foot radius)
Duration: Instantaneous
Chakra Point Cost: 4 points
Requirement: You must know the Chidori jutsu
You surround your body with lightning infused chakra. Use this technique as an action. Creatures within 20 feet of you must make a constitution saving throw. A creature takes 5d8 lightning damage and cannot take reactions until the end of your next turn. A creature that succeeds on its save takes half damage and can still use their reactions.
Lightning Body Flicker
A-Rank Ninjutsu
Casting Time: 1 Action
Range: 500 feet
Duration: Instantaneous
Chakra Point Cost: 4 points
Requirement: You must know the Body Flicker jutsu
You disappear in a flash of lightning. You cast the Body Flicker jutsu. After you use this jutsu, if you are within range of an enemy, you can make one melee attack against that creature.
Lightning Rod
A-Rank Ninjutsu
Casting Time: 1 Reaction which you take when you or a creature within range takes lightning damage.
Range: 60 feet
Duration: Instantaneous
Chakra Point Cost: 4 points
You attract lightning to your form which can heal your injuries. When you or a creature within range takes lightning damage, you can use your reaction to cast this jutsu. The target of the lightning damage becomes you if it was not already. Rather than taking the damage, you heal a number of hit points equal to half the damage that you would have taken.
Lightning Straight
A-Rank Ninjutsu
Casting Time: 1 Action
Range: 100 feet
Duration: 1 round
Chakra Point Cost: 4 points
You coat your body in lightning style chakra briefly and rush an opponent. You move to a point within range with great speed. If this would place you within the range of your martial arts attack with another creature, you may attack as if you had taken the attack action using your martial arts attacks.
Until the start of your next turn, your martial arts attack deals an additional 2d6 lightning damage.
Lightning 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 lightning nature chakra. The clone has 1 hit point and 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 Lightning nature. It does not gain the benefit of any Kekkei Genkai that you might have. When the clone is reduced to 0 hit points, it bursts into pure lighting chakra. If the cause of the clone’s destruction was a creature and that creature is within 30 feet of where the clone was destroyed, that creature must make a constitution saving throw. The creature becomes paralyzed until the end of your next turn if it fails its save. The clone lasts indefinitely for as long as you maintain concentration.
Thunderstrike
A-Rank Ninjutsu
Casting Time: 1 Action
Range: 150 feet
Duration: Instantaneous
Chakra Point Cost: 4 points
You conjure multiple bolts of focused lighting that streak out towards your opponents. You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage 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, one additional bolt leaps from the first target to another target. You can spend a maximum of 7 chakra points on this jutsu.
S-Rank
Chidori Lightning Blade
S-Rank Ninjutsu
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 minute
Chakra Point Cost: 5 points
Requirement: You must know the Chidori jutsu.
You wrap focused lightning style chakra around your hand. When you make a martial arts attack while this jutsu is active, you can choose to do so using this lightning. When you do, make a melee ninjutsu attack roll. On a hit, a creature takes 15d8 points of lightning damage in place of your normal martial arts attack. If you roll a 20 on the attack roll using this jutsu, you remove one of the target's limbs determined randomly. The lighting fades once you hit a creature with this jutsu or after 1 minute passes after you cast it.
Kirin
S-Rank Ninjutsu
Casting Time: 3 Actions (1 Action if stormy weather)
Range: 300 feet
Duration: Instantaneous
Chakra Point Cost: 8 points
The ultimate lightning style technique, you harness lightning itself and call it down from the heavens in the shape of a dragon. You must spend 3 consecutive actions on this jutsu if the weather is clear gathering a small storm. If the weather is already considered stormy, you can cast this jutsu as a single action. When the jutsu is cast, select a point within range. Creatures within a 30 foot radius of that point must make a dexterity saving throw, but as the speed of this jutsu matches the speed of crashing lighting, the save is made at disadvantage. Creatures take 40d12 lightning damage on a failed save or half as much damage on a successful one. If the weather was clear prior to the casting of this jutsu, it remains stormy for 1d6 rounds after the jutsu is cast.
Lightning Cloak
S-Rank Ninjutsu
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 minute
Chakra Point Cost: 5 points
Requirement: You must know the Lightning Body Flicker jutsu
You surround your entire body with pure lightning nature chakra. This enhances your speed, your reaction time, and your defensive capabilities. You gain the following benefits while the jutsu is active:
You gain a +3 bonus to your AC
You double your movement speed
You can take 2 additional reactions on each of your turns
You gain resistance to bludgeoning, piercing, and slashing damage
This jutsu lasts for 1 minute.
Lightning Cloak, Overdrive
S-Rank Ninjutsu
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 minute
Chakra Point Cost: 8 points
Requirement: You must have Lightning Cloak active before you can cast this jutsu
While your Lightning Cloak is active, you push more chakra throughout your body surpassing what you could previously accomplish with your base cloak. You gain the following features in addition to the benefits your lightning cloak provides:
You gain an additional action on your turn which you can take to attack (one attack only), Dash, or Disengage
Your martial arts attack deals an additional 2d10 lightning damage
You make your melee attacks with advantage
Indra’s Arrow
S-Rank Ninjutsu
Casting Time: 1 Action
Range: Sight
Duration: Instantaneous
Chakra Point Cost: 30 points
Requirement: You must cast this jutsu while you are within a Perfect Susano’o
Calling forth an immense amount of chakra, you release the strongest Lightning style jutsu known to the ninja world, capable of being used by only those that have unlocked the ability to use the Perfect Susano’o. When you cast this jutsu, select a point within range. That point explodes with violent lightning in a 200-foot radius, 1 mile-high cylinder, and all creatures in that area must make dexterity saving throws. A creature takes 100d12 lightning damage on a failed save, or half as much on a successful one.
If this area would include a point on the ground, that area is demolished, turning it into difficult terrain. The power of this jutsu can reduce mountains to rubble.
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