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Master of Weapons

One spear. Then another. And another. How many weapons does she have? The scout thought as he crouched behind a boulder for cover. He thought his target was supposed to be some talentless ninja with no ninjutsu or genjutsu. So why am I bleeding out? He heard what sounded like a dragon's roar, and when he peaked out from behind the boulder to see what happened, he saw a terrifying and awe-inspiring sight: his target, silhouetted by the moon, appeared to be floating surrounded by hundreds of bladed weapons.

Weapon Seal Expert

When you choose this specialization at 3rd level, you learn the Weapon Seal and the Accelerated Weapon Seal jutsu from the Fuinjutsu (seals) list. You can cast either jutsu targeting yourself without using your Sealing Jutsu Slots, and you can have a number of these special seals equal to your proficiency bonus at one time.

Versatile Combatant

Additionally at 3rd level, you gain proficiency with the with all Simple and Martial weapons and they are considered ninja weapons for you. You gain mastery properties of six additional kinds of weapons of your choice with which you have proficiency, such as Katana and Bo.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Kunai and Manriki Chain.

Fighting Style

Additionally at 3rd level, you choose a fighting style based on your favored style of combat. You choose another at 11th level.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Quick Draw

Beginning at 6th level, you learn how to unseal your weapons faster. When you unseal a weapon using a Weapon Seal, you can do so as a bonus action.

You can switch weapons as part of one object interaction, and you gain an additional object interaction on your turn.

Forceful Impacts

Also at 6th level, when you hit a creature with a weapon you are proficient in, you can choose to deal an additional 1d8 points of damage with that weapon. This increases to 2d8 at 17th level.

Weaponry Artist

Beginning at 11th level, you weave your weapons into your combative style in an almost artful way. While you are holding a weapon in one or both hands, you gain a +2 bonus to your armor class and saving throws.

Additionally, you cannot be disarmed of a weapon you are holding.

Weapon Barrage

At 17th level, you unseal all of your weapons at one time and propel them at your foes. You must have a minimum of 15 weapons sealed with the Weapon Seal or the Accelerated Weapon Seal jutsu. You can use an action to unseal every weapon in your arsenal and hurl them in your choice of a 90-foot cone or a 100-foot long, 10-foot wide line. Creatures in that area must make a Strength, Dexterity, or Constitution saving throw (you decide for each creature individually) with a DC equal to 8 + your proficiency bonus + your Strength and Dexterity modifier. Creatures take 8d6 slashing damage, 8d6 piercing damage, and 8d6 bludgeoning damage on a failed save, or half as much on a successful one. This damage is considered magical for the purposes of overcoming resistances and immunities. If a creature fails their saving throw against this effect, select one of the following for each creature individually:

  • Off Balance: The creature has disadvantage on the next Strength or Dexterity saving throw they make.

  • Toppled: The creature is knocked prone.

  • Bleeding: The creature takes 2d6 points of slashing damage at the start of each of their turns. This effect ends when the creature receives magical healing or when a creature makes a DC 15 Medicine check to stop the bleeding.