Puppetry Jutsu
Puppetry jutsu allow puppet masters to control and improve upon their puppets. Puppetry Jutsu uses your intelligence for the purposes of determining the Jutsu attack rolls and Jutsu Save DC.
D-Rank
Quick Repairs
D-Rank Puppetry Jutsu
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 1 point
By pushing chakra throughout a construct’s form, it is able to quickly repair damage. You touch a construct as an action. It regains a number of hit points equal to 1d8 + your intelligence modifier.
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, the healing increases by 1d8. You can spend a maximum of 9 Chakra points with this jutsu.
C-Rank
Puppet Strings
C-Rank Puppetry Jutsu
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
Chakra Point Cost: 1 point
You attach a number of chakra strings to a creature or object within 30 feet of you. As your action, you get to move the target up to 30 feet in a direction of your choice. If the target is an object, it must weigh less than 200 lbs to move. If it weighs more, you are instead pulled 30 feet towards it. If the creature is willing, they can use their reaction to willingly be pulled towards you. If the creature is not willing, they must make a constitution saving throw to avoid being moved by you.
Puppet Targeting
C-Rank Puppetry Jutsu
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
Chakra Point Cost: 1 point
You help a puppet focus its actions. You cast this jutsu on a puppet within 30 feet of you using your action. The next attack roll, ability check, or saving throw that the puppet makes has advantage, and the puppet adds a bonus to that roll equal to your intelligence.
String Rescue
C-Rank Puppetry Jutsu
Casting Time: 1 Reaction which you take when a medium or smaller creature within range is targeted by an attack or ninjutsu
Range: 30 feet
Duration: Instantaneous
Chakra Point Cost: 2 points
You use a number of chakra strings to move a creature out of harm's way. When a medium or smaller creature within 30 feet of you is targeted by an attack or ninjutsu that you can see, you can use a reaction to move them. If the creature is willing, they move 10 feet in a direction of your choice as long as they end their movement in a space no farther away from you than where they started. If this movement would move them out of the range of the attack or ninjutsu, then the attack misses or they do not need to make a saving throw.
String Slam
C-Rank Puppetry Jutsu
Casting Time: 1 Action
Range: 15 feet
Duration: Instantaneous
Chakra Point Cost: 2 points
You violently slam a creature into the ground using your chakra strings. Target a creature within 15 feet of you. They must make a strength saving throw. On a failed save, a creature is slammed into the ground taking 2d8 bludgeoning damage and is knocked prone. A creature takes half damage and is not knocked prone on a successful save. If the creature is Huge or larger it has advantage on the strength save. If this pulls a flying creature out of the air they take an extra 1d6 bludgeoning damage regardless of their saving throw result.
String Trip
C-Rank Puppetry Jutsu
Casting Time: 1 Action
Range: 30 feet
Duration: Instantaneous
Chakra Point Cost: 1 point
You attempt to throw a creature off balance using your chakra strings. As an action, target a creature within 30 feet of you. They must make a strength saving throw. On a failed save, the creature falls prone. If the creature is Huge or larger it has advantage on the strength save.
B-Rank
Assisted Strikes
B-Rank Puppetry Jutsu
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, up to 10 minutes
Chakra Point Cost: 3 points
You create a chakra string connection between yourself and another willing creature. As part of the action you take to cast this jutsu and as a bonus action on your turns thereafter, you control the target and have them attack a creature within range. In order to do so, the target must use their reaction if they are willing to. If they do, they attack a creature as if they had taken the attack action.
This jutsu ends if you lose concentration, after 10 minutes, or if the target of the jutsu moves more than 60 feet from you.
Heavy Slam
B-Rank Puppetry Jutsu
Casting Time: 1 Action
Range: Varies
Duration: Instantaneous
Chakra Point Cost: 3 points
You control your puppet to slam its entire body into a creature. As an action, target a creature within 5 feet of your puppet. That creature must make a strength saving throw. A creature takes 5d8 bludgeoning damage and is pushed 10 feet in a direction of your choice. On a successful save, a creature takes half damage and is not pushed.
Puppet Stimulation
B-Rank Puppetry Jutsu
Casting Time: 1 Action
Range: Varies
Duration: Concentration, up to 1 Minute
Chakra Point Cost: 3 points
You imbue a puppet with supreme combat prowess. Use an action to cast this on a puppet you are controlling. Your puppet gains the following abilities:
Your puppet gains a +2 bonus to AC.
Your puppet gains advantage on dexterity saving throws.
Your puppet can take an additional action when you use your bonus action to command it. This action can be used to make an attack (one attack only), dodge, disengage, or help.
This jutsu lasts for 1 minute or until you lose concentration.
Reinforce Puppet
B-Rank Puppetry Jutsu
Casting Time: 1 Action
Range: Varies
Duration: 1 Minute
Chakra Point Cost: 3 points
You enhance your puppet with chakra to reinforce its durability. As an action, a puppet that you are controlling gains a +2 bonus to AC and 15 temporary hit points. The puppet retains these benefits for 1 minute.
A-Rank
Masterful Repair
A-Rank Puppetry Jutsu
Casting Time: 1 Action
Range: Touch
Duration: 1 Round
Chakra Point Cost: 4 points
You touch a puppet and can quickly repair any damages that may have befallen it. Using an action, you touch a puppet and heal it for 70 hit points. This restoration restores any missing appendages it may have.
Puppet Steal
A-Rank Puppetry Jutsu
Casting Time: 1 Action
Range: 60 feet
Duration: 1 Round
Chakra Point Cost: 4 points
You attempt to exert control over an enemy’s puppet. As an action, target a puppet up to 60 feet away from you. Make a contested intelligence ability check with the person controlling the other puppet. If you succeed, you can control that puppet as your own until the end of your next turn.
S-Rank
Master of Puppets
S-Rank Puppetry Jutsu
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 10 Minutes
Chakra Point Cost: 7 points
You take control of multiple puppets. You gain control of a number of uncontrolled puppet’s within 60 feet of you equal to 1 + your intelligence modifier. You command these puppets as normal, using one bonus action to dictate what you would like them to do individually. If you can command a puppet using an action, you can command only one puppet using that action. You can spend more chakra points to enhance this jutsu. For every additional point you spend past the base amount, you gain control over one additional puppet. This jutsu lasts for 10 minutes or until you lose concentration.
Mechanical Restoration
S-Rank Puppetry Jutsu
Casting Time: 1 Action
Range: Varies
Duration: Instantaneous
Chakra Point Cost: 5 points
You reload and repair the mechanisms of any modifications that you have implemented on yourself. Any modification that you have that recharges through a dice roll, a short rest, or a long rest instantly recharges.
Perfect Repair
S-Rank Puppetry Jutsu
Casting Time: 1 Action
Range: Varies
Duration: Instantaneous
Chakra Point Cost: 5 points
You masterfully repair a puppet you control. You cast this jutsu as an action targeting a puppet you control. That puppet has all of their hit points restored. If you control multiple puppets, you can divide the healing this jutsu provides between them. You heal 300 hit points divided amongst any puppets you control if you are restoring more than one puppet.
Puppet Restoration
S-Rank Puppetry Jutsu
Casting Time: 1 Action
Range: Varies
Duration: Instantaneous
Chakra Point Cost: 5 points
You rapidly restore the abilities that your puppet has the ability to use. Use this jutsu as an action targeting a puppet you are controlling. That puppet regains all uses of any rechargeable abilities through a dice roll, a short rest, or a long rest.
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