Sage Mode Focus
Prerequisite: The ability to use a Sage Mode Jutsu, A Wisdom score of 15
Hit Dice: 1d10
1st level:
Sage Jutsu. Starting at 1st level, you now gain access to the sage mode jutsu list detailed at the end of this chapter. You can select one D or C rank Jutsu from that list at 1st level in addition to a Jutsu of any rank available to you from the list when you level up, and you can select a jutsu from this list when you gain a level in this class or the Ninja class thereafter.
You can only use a Sage jutsu if you use the temporary chakra points granted to you by your Sage Mode to cast it.
Quick Shift. Starting at 1st level, you learn how to briefly enter sage mode for a more limited amount of time, but you can do so very fast. You can use a bonus action to enter sage mode. The temporary chakra points you gain when you use this feature are reduced to 5, but you have all of the other sage mode features. When used in this way, your sage mode only lasts for 1 minute.
You can use this feature once per short or long rest.
2nd Level:
Natural Healing. At 2nd level, the activation of your sage mode floods you with healing nature energy. When you enter your sage mode, you regain 3d10 + your wisdom modifier in hit points. You can use this feature a number of times equal to your wisdom modifier (minimum of 1), and you regain all uses when you finish a short or long rest.
3rd Level:
Nature Energy Empowered Strikes. At 3rd level, your nature chakra naturally flows around you, enhancing your melee attacks in combat. All your melee attacks are considered to be nature chakra enhanced for the purposes of overcoming resistances and immunities while you have nature chakra points remaining.
Additionally, you deal an extra 1d8 points of force damage with your melee attacks while you have nature chakra points remaining.
4th Level:
Ability Score Improvement. When you reach 4th Level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Improved Quick Shift. You can now use your Quick Shift feature twice between rests.
5th Level:
Natural Reserves. At 5th level, your chakra has become used to the flow of nature energy in and around it. For the purposes of features and traits that you attain from this prestige class, your normal chakra points are considered nature energy chakra points. Losing the temporary chakra points you attain through the use of Sage mode will still drop you out of your sage mode form, but any other features that benefit or are required in your Sage Mode form apply even when you are not in Sage Mode.
Sage Jutsu List
D-Rank
Chakra Sense
D-Rank Sensory
Casting Time: 1 Action
Range: 1 mile
Duration: Instantaneous
Chakra Point Cost: 1 point
You attune yourself to the nature chakra around you. By expanding your awareness, you can attempt to search and recognize the chakra of others. You focus on the chakra of a particular creature that you have spent more than 1 minute with. If that creature is alive, within 1 mile of you, and if that creature has chakra, you learn their current location.
You can also use this on a creature you have not encountered before if you have some way to recognize their chakra.
C-Rank
Body and Mind
C-Rank General Skill/Natureless
Casting Time: 1 action
Range: Self
Duration: 1 hour
Chakra Point Cost: 2 points
Your body and mind become one. For the next hour, whenever you cast a jutsu, the amount of chakra you spend to cast a jutsu is cut in half (the amount you spend is rounded up), with the other half being substituted by your hit points.
For example, if you would normally spend 5 chakra points on a jutsu, you would only spend 3 chakra points and 2 hit points to cast the jutsu. If you drop to 0 hit points due to this jutsu, the jutsu ends, and the jutsu you would have cast does not activate. You can choose to end this Jutsu early as an action.
Empower Jutsu
C-Rank General Skill/Natureless
Casting Time: Part of the action taken when you cast a ninjutsu as an action or bonus action
Range: Self
Duration: Instantaneous
Chakra Point Cost: 2 points
You empower a jutsu you cast using your sage chakra. When you cast a ninjutsu that requires an action or bonus action to cast, you can empower it using this jutsu. The ninjutsu that you cast deals an additional 4d8 points of damage. That jutsu is considered nature chakra enhanced for the purpose of overcoming resistance and immunity.
Strength of Nature
C-Rank General SKill/Natureless
Casting Time: When you hit a creature with an unarmed attack
Range: Self
Duration: Instantaneous
Chakra Point Cost: 1 point
Your strikes are enhanced by the nature energy that flows around you. When you successfully hit a creature with an unarmed attack you can cast this jutsu. If you do, the target creature takes an additional 2d6 points of force damage. You can spend additional chakra on this technique.
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 damage increases by 1d6. You can spend a maximum of 9 Chakra points with this jutsu.
B-Rank
Five Fire God's Fan of Flames
B-Rank Ninjutsu
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
Chakra Point Cost: 3 points
Requirement: Fire chakra nature
You create a ring of flames to sear your foes and conceal your location. Select a point within range. Creatures within 10 feet of that location must make Constitution saving throws. A creature takes 4d8 fire damage on a failed save, or half as much on a successful one. After you cast this jutsu, you can immediately use your bonus action to move up to 20 feet, and can then take the hide action.
Great Snake Lightning
B-Rank Ninjutsu
Casting Time: 1 bonus action
Range: Self (30-foot radius)
Duration: Instantaneous
Chakra Point Cost: 3 points
Requirement: Snake sage mode, Lightning chakra nature
Lightning arcs out from your snakes and damages the creatures around you. Creatures within a 30-foot radius centered on yourself must make Constitution saving throws. On a failed save, a creature takes 3d12 lightning damage and they lose their reaction until the start of their next turn.
A-Rank
Sage Art: Drilling Hand of Sage Lightning
A-Rank Ninjutsu
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Chakra Point Cost: 4 points
Requirement: Six-Paths sage mode, Lightning chakra nature
You cloak your hand in voltaic lighting chakra and lash out at an opponent. Make a melee ninjutsu attack roll on a creature within 5 feet of you. On a hit, that creature takes 6d12 points of lightning damage. This damage ignores resistance to lightning damage.
Sage Art: Light Fang
A-Rank Ninjutsu
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Chakra Point Cost: 4 points
Requirement: Six-Paths sage mode, Lightning chakra nature
You release a thin beam of energy from your mouth that can carve through any form of matter. Target a creature within range. If that creature has a dexterity score lower than 22, this attack automatically hits that creature. If their dexterity score is 22 or higher, make a ranged ninjutsu attack roll. On a hit, a creature takes 7d8 points of force damage. This jutsu is capable of cutting through any material, including chakra itself.
Sage Art: Lightning Dispatch
A-Rank Ninjutsu
Casting Time: 1 action
Range: 30 feet
Duration: Concentration
Chakra Point Cost: 4 points
Requirement: Six-Paths sage mode, Lightning chakra nature
You release a series of arcing bolts from your hands that damage and restrain your targets. When you cast this jutsu, select up to 5 creatures within 30 feet of you. Make a ranged ninjutsu attack roll for each creature as bolts of lightning reach out to strike them. If you hit, a creature takes 4d10 points of lightning damage and is restrained. A creature can attempt to break free by making a strength check using an action on their turn with a DC equal to your ninjutsu save DC.
If you miss with your attack roll, a creature takes half damage and is not restrained. A creature stays restrained in this way as long as you move no more than 30 feet away from them, and as long as you maintain concentration on the jutsu.
S-Rank
Shinsu Senju, Veritable 1000-Armed Kan'on
S-Rank Ninjutsu
Casting Time: 1 action
Range: 1 mile
Duration: Instantaneous
Chakra Point Cost: 20 points
Requirement: Wood sage mode, Wood chakra nature
You conjure a colossal statue of wood with 1,000 hands that decimate the land and your foes. When you cast this jutsu, select six points within range of this jutsu. Creatures within a 40-foot radius sphere centered on a point must make strength-saving throws. A creature that fails its saving throw takes 40d10 bludgeoning damage, is knocked prone, and has its movement speed reduced to 0 until the end of its next turn. A creature that succeeds on its saving throw takes half damage and suffers no additional effects.
The areas that this jutsu affects cannot overlap with each other. If the jutsu targets a point on the ground, that area becomes difficult terrain.
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