Legal

Disclaimer: Naruto and Boruto and all other affiliated properties are all owned by Masashi Kishimoto, Shueisha, Viz Media, Shonen Jump and all affiliated partners.

This work contains material that is copyright Masashi Kishimoto other authors. Such material is used with the intent of fan works and will not be distributed for profit

Naruto5e is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Ninjutsu Specialization

A mighty dragon made of water hurdles across the battlefield. A ball of fire disperses a group of shinobi, forcing them to retreat. The ground quakes as a wall of earth appears in front of a ninja seeking cover. This is the power of ninjutsu. Ninjutsu is used to deal damage, or it is used to control the battlefield. Extremely powerful ninjutsu users can summon storms of fire, waves the size of a mountain, and winds with the power of a hurricane.

Jutsu Manipulation

When you choose this Specialization at 3rd level, you find new ways to manipulate your jutsu. You have 3 ninjutsu points. Ninjutsu points can be used to manipulate your ninjutsu in specific ways known as Metajutsu. Whenever you gain a ninja level, you gain an additional ninjutsu point. You regain all of your spent ninjutsu points when you complete a long rest.

At 3rd level, you gain two of the following Metajutsu options of your choice. You gain another one at 10th and 17th level.

You can use only one Metajutsu option on a jutsu when you cast it, unless otherwise noted.

Whenever you receive an ability score increase from this class, you can replace any number of metajutsu options with another at that time.

Careful Jutsu

When you cast a ninjutsu that forces other creatures to make a saving throw, you can protect some of those creatures from the jutsu's full force. To do so, you spend 1 ninjutsu point and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the jutsu.

Distant Jutsu

When you cast a ninjutsu that has a range of 5 feet or greater, you can spend 1 ninjutsu point to double the range of the jutsu. When you cast a jutsu that has a range of touch, you can spend 1 ninjutsu point to make the range of the jutsu 30 feet.

Empowered Jutsu

When you roll damage for a ninjutsu, you can spend 1 ninjutsu point to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls.

You can use Empowered Jutsu even if you have already used a different Metajutsu option during the casting of the spell.

Extended Jutsu

When you cast a ninjutsu with a duration of 1 minute or longer, you can spend 1 ninjutsu point to double its duration, to a maximum duration of 24 hours.

Heightened Jutsu

When you cast a ninjutsu that forces a creature to make a saving throw to resist its effects, you can spend 3 ninjutsu points to give one target of the jutsu disadvantage on its first saving throw made against the spell.

Quickened Jutsu

When you cast a ninjutsu that has a casting time of 1 action, you can spend 2 ninjutsu points to change the casting time to 1 bonus action for this casting.

Subtle Jutsu

When you cast a ninjutsu, you can spend 1 ninjutsu point to cast it without any somatic or verbal components.

Twinned Jutsu

When you cast a ninjutsu that targets only one creature and doesn't have a range of self, you can spend a number of ninjutsu points equal to the amount of chakra you spent on the jutsu to target a second creature in range with the same spell.

To be eligible for Twinned Jutsu, a jutsu must be incapable of targeting more than one creature when used.

Potent Ninjutsu

Starting at 6th level, you learn how to use your ninjutsu to deal optimal damage. When you roll for damage caused by a ninjutsu, you deal an additional amount of damage equal to your Wisdom modifier (minimum of 1).

Piercing Ninjutsu

At 11th level, you learn how to pierce through your enemies' resistances and immunities. When you hit a creature with resistance to the damage of one of your ninjutsu, you can spend 2 ninjutsu points to ignore the resistance.

When you meet the same situation with a creature that has immunity to a specific damage, you can spend 2 ninjutsu points to make its immunity considered resistance for the purposes of that Ninjutsu.

Ninjutsu Mastery

Starting at 17th level, your control over ninjutsu has become nearly incomparable to others. You become so familiar with the energies of ninjutsu that you learn how to better defend yourself from their damage. You become resistant to acid, cold, fire, and lightning damage. You are also resistant to bludgeoning piercing and slashing damage caused by jutsu.

In addition to this ability, whenever you take damage from one of those sources, you can use a reaction and spend 5 chakra points to become immune to that damage type until the start of your next turn.