Strategist Focus

Prerequisite: Intelligence score 15

Hit Dice: 1d8

1st level: 

Maneuvers. Starting at 1st level, you have learned a number of combat maneuvers which can assist you and your allies. 

Maneuvers Known. You know four maneuvers. You learn an additional maneuver each time you gain a level in this class. 

Strategist Dice. You have two Strategist Dice which are d6s. You use these dice to perform maneuvers. You gain an additional die at 3rd level and the die size increases to 1d8. You gain another die at 5th level and the die size increases to 1d10. You regain any expended dice whenever you complete a short or long rest. 

Maneuver Save DC. Some of your maneuvers require a target to make a saving throw. The DC equals 8 + your proficiency bonus + your intelligence modifier

Maneuvers. The following is a list of maneuvers which you can take when you are able to. 

Apply Pressure. As a bonus action, you can spend a Strategist die and heal a creature. A creature you touch regains hit points equal to your Strategist die + your Intelligence modifier. 

Expert Flank. As a bonus action, you spend a Strategist die and force a creature within 30 feet of you to make a wisdom saving throw. On a failed save, the next attack against the creature gets a bonus to its attack and damage roll equal to the roll of the Strategist die expended. 

Fair Warning. As a reaction, you can spend a Strategist die and can give an allied creature within 30 feet of you a bonus to a saving throw equal to the roll of your Strategist die. You can use this before or after the creature rolls, but must use it before the outcome is determined.

  Interpose. When a creature makes an attack roll against an allied creature within 5 feet of you, you can spend a Strategist die and use a reaction to intercept the blow. The attacking creature makes the attack roll against your companion's armor class. If they hit, they instead hit you. Roll the spent Strategist die and reduce the amount of damage you would be taking by the roll + your Intelligence modifier.

Keen Eye. When you make an intelligence (investigation), wisdom (insight), or wisdom (perception) check, you can expend and roll one of your Strategist die and add it to the result. You can do so after you roll but before any result is determined. 

Parry. When you are hit by a melee weapon attack, you can use your reaction and expend one Strategist die to reduce the damage by the number you roll on your strategist die + your Dexterity modifier. 

Precise Attack. When you make an attack roll, you can expend and roll a Strategists die and add it to the roll. You can do this before or after you roll for the attack, but before an outcome is determined. 

Readiness. At the start of combat, you can expend a Strategist die and roll it, adding the roll to your initiative bonus. If you are surprised, you can use this feature to act normally during the first round of combat and are no longer surprised. 

Refined Trap. When a creature you can see takes damage from a Trap Jutsu that you cast, you can expend a Strategist die and add the roll of that die to the damage of the jutsu.

Trip Attack. When you successfully hit a creature with an attack, you can expend a Strategist die and force them to make a strength or dexterity saving throw. You deal your weapon damage as normal and if the target fails the saving throw, they are knocked prone and take additional damage equal to the roll of your Strategist die. 

Vanish. When you make a dexterity (stealth) check, you can expend a Strategist die and at it to the result. You can do so after you roll but before any result is determined.

Traps. Starting at 1st level and for every level in this class thereafter, you can select two jutsu from the Trap Jutsu list.

2nd Level:

Material Crafter. At 2nd level, if you lack the necessary materials to cast a Trap jutsu, you can jury-rig a substitute to allow it to function. You can cast a Trap jutsu even if you don’t have the materials required. 

You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you complete a long rest. 

3rd Level:

Quick Thinking. At 3rd level, when you roll a Strategist die, you can re-roll the die and use either result.

Greater Threat. At 3rd level, your damaging traps become more potent. When you deal damage with a Trap Jutsu that you cast, you add your intelligence modifier to the damage of that jutsu. 

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.

Adaptive Mind. Starting at 4th level, whenever you complete a long rest, you can swap out one of your known maneuvers with another. 

5th Level:

Always be Prepared. At 5th level, when you roll for initiative and have no more Strategist Dice remaining, you regain two Strategist Dice. 

Expert Maneuvers. At 5th level, you add your intelligence modifier to any roll made with one of your maneuver dice if you do not add it already. 

Trap Jutsu List

Trap Jutsu uses your Intelligence bonus for the Jutsu attack bonus and Jutsu Save DC when they are cast.

Trap jutsu often require the use of materials in order to be cast. Some will require the use of chakra and some will not. 

D-Rank

Basic Chakra Tripwire

D-Rank Trap

Casting Time: 10 minutes

Range: 30 feet

Duration: Instantaneous

Chakra Point Cost: 1 point

Material: up to 30 feet of ninja wire

You set up a nearly invisible chakra tripwire up to 30 feet long. Choose two anchor points within range to attach the tripwire. If a creature of Small or larger size crosses the tripwire, it snaps, creating a loud sound audible up to 100 feet. You can also mentally sense when the tripwire is triggered if you are within 120 feet. The trap does no damage but alerts you to intruders.

Delayed Fire Paper Bomb

D-Rank Trap

Casting Time: 1 minute

Range: Touch

Duration: Instantaneous  

Chakra Point Cost:  1 point 

Material: 1 fire paper bomb which is consumed

You place a fire paper bomb and infuse it with your chakra allowing you to detonate it in multiple ways. When you cast this jutsu, you can choose to set the fire paper bomb to trigger in one of the following ways: 

Timer. You can choose to set an amount of time before the fire paper bomb explodes. This timer can last anywhere from 1 minute to 1 hour. 

Proximity. You can choose to have the fire paper bomb detonate when a creature moves within 10 feet of it. 

Activation. You can activate the fire paper bomb as an action. You must be within 120 feet of the fire paper bomb to do so. 

Creatures within 10 feet of the fire paper bomb when it explodes must make a dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much on a successful one. 

C-Rank

Enhance Fire Paper Bomb

C-Rank Trap

Casting Time: 1 minute

Range: Touch

Duration: Instantaneous  

Chakra Point Cost:  2 points

Material: 1 fire paper bomb

You imbue a fire paper bomb with your chakra increasing its potency. When the fire paper bomb is used, it deals an additional 2d6 points of damage. This damage would also apply if it is used as part of another Trap jutsu. Only one paper bomb enhanced in this way can be used in tandem with other fire paper bombs to increase damage. 

Kunai Set

C-Rank Trap

Casting Time: 1 minute

Range: 5 feet

Duration: Instantaneous  

Chakra Point Cost:  0 points 

Material: 10 feet of ninja wire and a kunai 

Through the use of pressure, a concealed kunai propelled by ninja wire is flung at a creature. When you cast this Jutsu, select one 5-foot square to place the activation panel for the trap. When a creature first enters that space, make a ranged jutsu attack roll against the target as a kunai placed within 10 feet of that point is automatically hurled at them. If you hit, the target takes damage as if it were hit by the kunai + your intelligence modifier (rather than your dexterity modifier). 

Only one Kunai Set trap may be placed in an individual 5-foot square at a time, but you can set more as you wish, including in spaces that directly border an existing trap. 

You can camouflage the trap as part of the casting of the jutsu, so a creature must make a wisdom (perception) check or an intelligence (investigation) check contested against your Trap save DC in order to see it.

Ninja Wire Wrap

C-Rank Trap

Casting Time: 1 minute

Range: 5 feet

Duration: Instantaneous  

Chakra Point Cost:  0 points 

Material: 60 feet of ninja wire

You set up an elaborate wire trap to restrain an opponent. When you cast this jutsu, you must select a 10-foot square on a flat surface where you place the nearly imperceivable wire. When a Large or smaller creature enters that area for the first time on a turn, it must make a strength saving throw as wire begins to entangle them. On a failed save, the creature becomes restrained. They can use an action on their turn to attempt to break free by making an athletics check against your save DC.

A creature can see the hidden wires with a wisdom (perception) check or an intelligence (investigation) check contested against your Trap Save DC. 

B-Rank

Exploding Note

B-Rank Trap

Casting Time: 10 minutes

Range: Touch

Duration: Instantaneous

Chakra Point Cost: 3 points

Material: 2 fire paper bombs and a scroll worth at least 1 sp which are consumed

You disguise fire paper bombs as a scroll containing information. When the scroll is opened by a creature, it detonates in a 30-foot radius sphere. Creature's in that area must make dexterity saving throws. The creature that opened the scroll makes their save at disadvantage. A creature takes 6d6 fire damage on a failed save, or half as much on a successful one.

Fire Bomb Pit

B-Rank Trap

Casting Time: 1 hour

Range: Touch

Duration: Instantaneous

Chakra Point Cost:  3 points

Material: 5 fire paper bombs which are consumed, a shovel  

You dig a pit and place several strategic fire paper bombs within. In order to cast this jutsu, the material the ground is made out of must be malleable. For example, dirt or sand can be easily manipulated while stone would be impossible to work without the use of a separate jutsu. When you complete the casting of this jutsu, you create a pit that has a 10-foot radius, and is 10-feet deep. You can activate the fire paper bombs as a bonus action on your turn as long as you are within 60 feet of the pit. When you do so, any creature within must make a dexterity saving throw with disadvantage due to the confined space. A creature takes 10d6 points of fire damage on a failed save or half as much on a successful one.   

You can camouflage the pit as part of the casting of the jutsu, so a creature must make a wisdom (perception) check or an intelligence (investigation) check contested against your Trap save DC in order to see it.

    

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