Shurikenjutsu
Using precision and focus, ninja that master Shurikenjutsu learn how to use tricky maneuvers to gain an edge in combat. Shurikenjutsu uses your dexterity for the purposes of determining the Jutsu attack rolls and Jutsu Save DC.
While Shurikenjutsu utilize chakra, they also often require the use of Shuriken, Kunai, or other ranged weapons. As such, the damage these jutsu cause are not considered magical unless the weapon(s) used as part of the casting are magical.
Within the descriptions of the following jutsu, if the casting time for a jutsu is "part of an attack roll using a shuriken or kunai" then the jutsu can be used in place of an attack. This means the jutsu can replace one of your attacks when you gain the Extra Attack feature. As the jutsu still requires "1 action" to cast, you cannot replace an attack made as a bonus action.
When you cast a Shurikenjutsu as an action or a bonus action, you can still use your remaining action or bonus action to cast a Taijutsu, Kenjutsu, or Shurikenjutsu technique.
D-Rank
Duel Throw
D-Rank Shurikenjutsu
Casting Time: 1 action (Part of an attack roll using shuriken or kunai)
Range: Self
Duration: Instantaneous
Chakra Point Cost: 0 point
Requirement: Two shuriken or kunai
You throw two shuriken at the same time, trading accuracy for more potential damage. When you target a creature with a shuriken or kunai attack, you can throw two weapons at once and make two attack rolls with the weapons of choice, both at disadvantage.
Greater Throw
D-Rank Shurikenjutsu
Casting Time: 1 action (Part of an attack roll using a weapon with the thrown property)
Range: Self
Duration: Instantaneous
Chakra Point Cost: 1 point
Requirement: A weapon with the thrown property
As you attack with a ranged weapon attack, you can activate this jutsu. The range of a thrown weapon you attack with has its short range increased by 30 feet, and its long range increased by 100 feet.
Shadow Shuriken
D-Rank Shurikenjutsu
Casting Time: Part of an attack roll using a Windmill shuriken
Range: Self
Duration: Instantaneous
Chakra Point Cost: 1 point
Requirement: Two Windmill shuriken
You throw 2 windmill shuriken at a target, one hidden in the shadow of the other. As an action, make an attack roll against the target for the first shuriken. Whether it hits or misses, the second shuriken seemingly appears out of nowhere hidden in the shadow of the first, surprising your opponent. Make a second attack roll at advantage. The opponent cannot use a reaction to avoid the second shuriken unless they have a passive perception of 22 or higher.
C-Rank
Counterthrow
C-Rank Shurikenjutsu
Casting Time: 1 reaction which you take when a creature within range makes an attack roll with a thrown weapon
Range: 60 feet
Duration: Instantaneous
Chakra Point Cost: 1 point
Requirement: a variable amount of shuriken and kunai
When a creature within 60 feet of you makes a ranged attack roll with a thrown weapon or multiple thrown weapons, you can use your reaction to throw the same amount of shuriken or kunai to halt the attack from reaching its target.
Flaming Nail
C-Rank Shurikenjutsu
Casting Time: 1 Action
Range: Self
Duration: Instantaneous
Chakra Point Cost: 1 point
Requirement: One shuriken, Fire Nature
You throw a single shuriken as an attack at a creature within range. As you do, you release a burst of flame that clings to the shuriken. If you hit with your shuriken, it does its normal damage plus an additional 2d8 fire damage.
Lightning Enhanced Throw
C-Rank Shurikenjutsu
Casting Time: Part of an attack using a ranged weapon
Range: Self
Duration: Instantaneous
Chakra Point Cost: 1 point
Requirement: A minimum of one kunai or shuriken, Lightning Nature
You can activate this jutsu when you make a ranged attack roll with a shuriken or kunai, or when you use a shurikenjutsu technique. The weapon or technique does an additional 1d6 lightning damage.
Spending More Chakra. You can spend more chakra points to strengthen this jutsu. For every additional chakra point you spend past the original cost, add an additional 1d6 lightning damage. You can spend a maximum of 5 chakra points on this jutsu.
Multi-Throw
C-Rank Shurikenjutsu
Casting Time: Part of an attack roll using shuriken or kunai
Range: Self
Duration: Instantaneous
Chakra Point Cost: 2 points
Requirement: Up to 5 shuriken or kunai
You throw multiple shuriken and kunai at an opponent. You can throw up to 5 shuriken or kunai at one target as an attack. You deal an amount of damage based on the amount of shuriken or kunai you throw. You deal 1d4 points of piercing damage for each weapon thrown, but you add your ability score bonus to the damage only once.
Shadow Clone Shuriken
C-Rank Shurikenjutsu
Casting Time: Part of an attack roll using shuriken or kunai
Range: Self (60-foot cone)
Duration: Instantaneous
Chakra Point Cost: 2 points
Requirement: One kunai or shuriken
You throw one kunai or shuriken infused with your chakra, and the ammunition replicates and creates a barrage of blades. You cast the Conjure Barrage spell at 3rd level.
B-Rank
Multi Shadow Clone Shuriken
B-Rank Shurikenjutsu
Casting Time: Part of an attack roll using shuriken or kunai
Range: 150 feet
Duration: Instantaneous
Chakra Point Cost: 3 points
Requirement: One kunai or shuriken
Utilizing a kunai or shuriken, you create rainfall of shadow cloned ammunition to devastate your opponents. You cast the Conjure Volley spell at 5th level.
Phoenix Flower Nail
B-Rank Shurikenjutsu
Casting Time: Part of an attack roll using shuriken or kunai
Range: Self
Duration: Instantaneous
Chakra Point Cost: 3 points
Requirement: Up to 5 shuriken, Fire Nature, You must know the Phoenix Fire jutsu and the Muti-Throw jutsu
You throw up to 5 shuriken cloaked in flame at a target in range. This functions as the Multi Throw shurikenjutsu, however, for each shuriken thrown, add an additional 1d10 points of fire damage.
A-Rank
Shuriken Storm
A-Rank Shurikenjutsu
Casting Time: Part of an attack roll using shuriken or kunai
Range: 100 feet
Duration: Instantaneous
Chakra Point Cost: 3 points
Requirement: 20 shuriken
You throw many shuriken which surround and decimate an area. Target a point within 100 feet of you. Any creature within a 20-foot radius sphere of that point must make a dexterity saving throw. On a failed save, a creature takes 9d10 points of piercing damage. On a success, a creature takes half damage.
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.
Contacts
rollthemtomes@gmail.com