Orochimaru’s Experiment ‌

Skills.‌ Arcana,‌ Nature ‌ ‌

Tool‌ ‌Proficiencies.‌ ‌‌Poisoner’s Supplies, Thieve’s Tools ‌

Equipment.‌ ‌‌A‌ ‌set‌ ‌of‌ simple robes with a tan and purple design,‌ ‌4 kunai‌ ‌(Dagger),‌ ‌10 ‌Shuriken‌ ‌(Dart),‌ ‌A‌ ‌pouch‌ ‌containing‌ ‌10 ‌gp‌ ‌

Feature:‌ ‌Experimental DNA ‌ ‌

Since you were a child, you have been an experiment. For some reason, you were “adopted” by one of the great legendary Sannin: Orochimaru. Select 1 of the 5 primary natures. You gain access to that list, and you gain a number of features associated with the nature you chose. You cannot gain the nature of the opposing elemental type from any source as it would be toxic to your body.

Wind

Through experimentation, you have been turned into the ultimate conduit for wind style ninjutsu. You have the wind chakra nature. You know 1 D-rank wind style technique and 1 C-rank wind style technique. When you cast a wind style ninjutsu, the overall chakra cost is reduced by 1 chakra point (to a minimum of 1). Additionally, you know the Gust cantrip which you can cast at will.

Fire

You have been turned into a weapon of immolation. You have the fire chakra nature. You have the fire chakra nature. You know 1 D-rank fire style technique and 1 C-rank fire style technique. Whenever you deal fire damage with a ninjutsu technique, you add half your ninja level in additional damage. Additionally, you know the Control Flames cantrip which you can cast at will.

Lightning

You have been turned into a powerful cell of pure lightning. You have the lightning chakra nature. You know 1 D-rank lightning style technique and 1 C-rank lightning style technique. Your body is constantly spouting bolts of lightning which can assist in warding off attackers. Whenever you are hit with a melee attack, the attacking creature takes 1d8 + half your level in lightning damage. This damage increases to 2d8 at 11th level. Additionally, you know the Thunderclap cantrip which you can cast at will.

Water

Your body has been imbued with the flow of water. You have the water chakra nature. You know 1 D-rank water style technique and 1 C-rank water style technique. Your body is partially made of water. Being constantly in flux in this way makes you a little bit more resilient to damage. Your hit point maximum increases by 4 and you gain an additional 4 hit points whenever you gain a level. Additionally, you know the Shape Water cantrip which you can cast at will.

Earth

Your body has been hardened and strengthened by the earth itself. You have the earth chakra nature. You know 1 D-rank earth style technique and 1 C-rank earth style technique. As your body has been hardened, your natural resilience has also been increased. You gain an additional +2 AC, and you gain resistance to piercing damage. Additionally, you learn the Mold Earth cantrip which you can cast at will.


Serpent Jutsu

The following jutsu are considered Ninjutsu.

D-Rank

Lashing Serpents

D-Rank Ninjutsu

Casting Time: 1 Action

Range: 30 feet

Duration: Instantaneous

Chakra Point Cost: 1 point

A number of violent snakes strike out from your arm at a creature within range. Make a ninjutsu attack roll. If you hit, the creature takes 1d8 piercing damage and 2d4 poison damage.

C-Rank

Serpentine Limb

C-Rank Ninjutsu

Casting Time: 1 Action

Range: Self

Duration: 1 Hour

Chakra Point Cost: 2 points

A snake appears coiled around your body, and it is directly attached to you in some way (decided when you cast the jutsu). The snake has a reach of 15 feet and is considered a weapon for the purposes of opportunity attacks and the like. It is also considered a chakra blade for the purposes of jutsu that work in tandem with a chakra blade.

The snake can be used to attack, to grapple, or as a limb that can accomplish simple tasks. The snake has an attack bonus equal to your ninjutsu attack bonus. If it hits, the snake deals 2d6+3 piercing damage, and the target must make a DC 13 constitution saving throw or take 2d10 poison damage.

The snake can make a grapple check against a medium or smaller creature. Add your ninjutsu ability modifier to any grapple check the snake makes.

The snake can accomplish simple tasks as if it were an arm. The snake can also lift a number of pounds equal to your ninjutsu ability score x 15. If this number is more than your character's weight, then the snake can lift or pull you.

Shadow Striking Serpents

C-Rank Ninjutsu

Casting Time: 1 Action

Range: 60 feet

Duration: Instantaneous

Chakra Point Cost: 2 points

You conjure a snake with a blade protruding from its mouth that strikes toward a creature in range. Make a ninjutsu attack roll. If you hit, you deal 3d10 points of piercing damage.

B-Rank

Dark Medicine

B-Rank Ninjutsu

Casting Time: 1 Minute

Range: 10 feet

Duration: Instantaneous

Chakra Point Cost: 3 points

Requirement: You must have access to a Medical Ninjutsu list

Using many small snakes to perform surgery, you can heal or harm an unconscious creature. You cast this jutsu as an action choosing to Heal or to Harm. When cast, this jutsu will not awaken an unconscious target.

Heal. If you choose to heal the target, they regain up to half of their hit dice. Additionally, any diseases they have are removed.

Harm. If you choose to harm the target, they are unable to regain their hit dice for 1 week. This negative effect is considered a disease.

Multi-Shadow Striking Serpents

B-Rank Ninjutsu

Casting Time: 1 Action

Range: 60 feet

Duration: Instantaneous

Chakra Point Cost: 3 points

Many snakes lash out from your body. As an action, target a creature within range. That target must make a strength saving throw. On a failed save, a creature takes 6d6 piercing damage and 3d8 poison damage. A creature that succeeds on their saving throw takes half as much damage.

Serpentine Shield

B-Rank Ninjutsu

Casting Time: 1 Reaction which you take when you take damage from a source other than psychic damage

Range: Self

Duration: 1 Round

Chakra Point Cost: 3 points

When you take damage from a source other than psychic damage, you can use your reaction to surround yourself with coiled snakes that take the brunt force of the damage. You take half of the damage you would have taken. Any secondary effect of the triggering damage still occurs. For example, if a jutsu would deal damage and cause a creature to be knocked prone, you would take half the damage, but you would still be knocked prone if you failed the save.

The snakes remain until the end of your next turn and continue to reduce damage until that time.

Stomach Storage

B-Rank Ninjutsu

Casting Time: 1 Action

Range: Self

Duration: Instantaneous

Chakra Point Cost: 1 point

Using time-space ninjutsu, you’ve developed a way to store objects in your stomach. When you cast this jutsu, you can swallow a small or smaller object and place it within a special dimension which is connected to your stomach. If this object would normally hurt or be potentially fatal to swallow, it is not considered so when you use this jutsu.

Additionally, you can choose to remove an object stored within your stomach when you cast this jutsu.

A-Rank

Serpentine Regeneration

A-Rank Ninjutsu

Casting Time: 1 Bonus Action

Range: Self

Duration: 1 Hour

Chakra Point Cost: 4 points

When you cast this jutsu you appear to shed your skin. Any lingering wounds or malediction that you have are repaired as you enter your new form. These conditions would include missing limbs, missing organs, festering wounds, diseases, curses (not curse marks), poisons, blindness, or other harmful conditions.

In addition to the instantaneous repairs, the first time you drop to 0 hit points within 1 hour of casting this jutsu, you instead drop to 4d8 + your ninjutsu ability modifier in hit points as the lingering regenerative effects pulse through your system.

S-Rank

Hidden Jutsu Serpent Seal

S-Rank Ninjutsu

Casting Time: 1 Action

Range: 5 feet

Duration: 10 Days

Chakra Point Cost: 5 points

You can store a ninjutsu within a snake to cast at a later time. When you cast this jutsu, select a ninjutsu that you have prepared that has a chakra point cost of 5 or lower. That jutsu is sealed within a serpent that you conjure. The serpent uses the stats of a Giant Poisonous Snake, however it is tiny instead of medium. A creature can release the sealed jutsu within the snake by touching it, using the action it would take to cast the jutsu. When this action is taken, the jutsu is cast as if you had cast it even if you were not the one to activate the stored jutsu, however it requires no chakra to do so.

This jutsu persists for 10 days, until you use the jutsu stored in the snake, or until you cast this jutsu again, at which point the snake withers and dies. If the snake is reduced to 0 hit points, the snake dies, and the sealed jutsu inside is dispersed with no effect.

Orochimaru’s Substitution

S-Rank Ninjutsu

Casting Time: 1 Reaction which you take when you are reduced to 0 hit points

Range: 5 feet

Duration: Instantaneous

Chakra Point Cost: 10 points

You utilize this life-altering jutsu to avoid death by vomiting up a new fresh body from your broken one. You activate this jutsu as a reaction when you are reduced to 0 hit points. When you cast this jutsu, you vomit yourself up in a space 5 feet away. You regain all of your hit points and hit dice, and any missing limbs or organs are replaced instantaneously. Any objects or gear you have on your person are transferred to your new body.

Using this jutsu in succession has its drawbacks. After you use this jutsu once, if you use it again before taking a long rest, you must make a DC 18 constitution saving throw. On a failed save, you gain a level of exhaustion. For each time you use this ability thereafter, the DC increases by 5. This increase resets when you fail the save or when you take a long rest.

After you cast this jutsu, your original body disintegrates leaving no remains.



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