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Taijutsu Specialization

A Ninja charges into the fray of battle wielding nothing but their fists. An enemy shinobi creates a wall of stone for it to only be destroyed seconds later. The pure force of chakra enhances the blows of a mighty ninja as he races from opponent to opponent, knocking them out one by one. This is the strength of a Taijutsu specialist. An experienced user of Taijutsu can unlock the perfect melee fighting styles, capable of utterly decimating the physicality of an opponent.

Enhanced Strikes

When you choose this specialization at 3rd level, you learn how to use your unarmed strikes more effectively. You score a critical hit on a roll of a 19 or 20 when you attack with your unarmed strikes.

Forceful Impacts

When you choose this specialization at 3rd level, your unarmed attacks are much more effective. Your damage die for your unarmed strikes increases by one die to 1d6. This die increases as you gain levels as a ninja. At 5th level, your unarmed strike damage becomes 1d8. At 11th level, your unarmed strike damage becomes 1d10. At 17th level, your unarmed strike damage becomes 1d12.

Brutal Critical

Beginning at 6th level, when you score a critical hit using your unarmed strike or a ninja weapon, you add an additional die of damage after the critical hit damage is calculated. For example, when you score a critical hit with an unarmed strike at 6th level, you deal an extra 1d8 damage after the initial damage is calculated.

This ability enhances at specific levels. It improves at 11th level (2d*) and at 17th level (3d*).

Combat Timing

At 11th level, when you are targeted by a melee attack, you can immediately use your reaction to attack your opponent with two Unarmed Strikes if they are within your reach.

Taijutsu Mastery

At 17th level, you become the epitome of physical power. You deal double damage to objects and structures. In addition to this ability, you can make your melee strikes extremely powerful. When you successfully strike a creature with a melee attack, you can spend 1 chakra point to choose one of the following options:

  • You shove the creature 20 feet away from you as long as it fails a Strength saving throw against your Taijutsu save DC.

  • You trip the creature and knock it prone as long as it fails a Dexterity saving throw against your Taijutsu save DC.

  • You immediately take the Disengage action as part of the attack.