Water Style Jutsu

Barriers, shields, and pressurized bullets of destructive force are all at the fingertips of ninja who utilize Water Style Jutsu. While many of the jutsu in this list offer protection, do not underestimate the destructive force of Water Style techniques. Ninjutsu techniques use your wisdom for the purposes of determining the Jutsu attack rolls and Jutsu Save DC.

D-Rank

Drizzle

D-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 30 feet

Duration: 1 Round

Chakra Point Cost:  1 point 

You create a mass of water that gently falls from a cloud extinguishing flames. You create a cloud that fits within a 10-foot cube within range. Water falls from the cloud and extinguishes flame beneath it. The water stops and the cloud disperses at the start of your next turn.

Spending More Chakra. You can spend additional Chakra points to increase the power of this jutsu. For each point you spend past the original cost, the jutsu can cover an additional 10-foot cube as long as they remain contiguous. You can spend a maximum of 12 chakra points on this jutsu.

Droplet Spear

D-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 60 feet

Duration: Instantaneous 

Chakra Point Cost:  0 points  

You create a thin needle of water and release it at a creature. Use an action to target a creature within range of the jutsu. Make a ranged ninjutsu attack roll against that creature. If you hit, you deal 1d6 points of piercing damage.

You cannot cast this jutsu if you have no chakra points remaining. 

Instant Water

D-Rank Ninjutsu 

Casting Time: 1 Action 

Range: Self

Duration: 1 hour 

Chakra Point Cost:  1 point 

Water bursts from your feet enhancing your speed. Your movement speed increases by 10 feet for the duration of the jutsu.

Water Rush

D-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 15 feet

Duration: Instantaneous 

Chakra Point Cost:  0 points 

You thrust forward with your palms creating a rushing stream of water. Target a creature within range. That creature must make a strength saving throw. On a failed save, they take 1d6 bludgeoning damage and are knocked prone. 

You cannot cast this jutsu if you have no chakra points remaining. 

Water Whip

D-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 10 feet

Duration: Instantaneous 

Chakra Point Cost:  0 points 

You conjure a thin whip of water and attack an opponent with it. Target a creature within 10 feet of you. Make a melee ninjutsu attack roll. If you hit, you deal 1d10 bludgeoning damage, and the creature is then pulled 5 feet closer to you if they are large or smaller. 

You cannot cast this jutsu if you have no chakra points remaining. 

C-Rank

Hydrification Technique 

C-Rank Ninjutsu 

Casting Time: 1 Action 

Range: Self

Duration: Instantaneous

Chakra Point Cost:  2 points 

You turn into a puddle of water. While in this form, you move at half your normal movement speed, and you cannot jump or scale vertical surfaces. You can still use your action, but it can be used only to take the dash, dodge, hide, or disengage actions. You can move through a space as small as 1 inch in any dimension without squeezing. You are immune to acid, cold, fire, lightning, bludgeoning, piercing, and slashing damage while in this form, but if you are subjected to lightning damage, you must make a concentration check to maintain this jutsu. If you are subjected to cold damage, your movement speed is cut in half for until the end of your next turn. You can maintain this jutsu indefinitely, using your action to revert back to your original form when you wish to.   

Liquid Bullets 

C-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 120 feet

Duration: Instantaneous 

Chakra Point Cost:  2 points 

You conjure pressurized pellets of water in your mouth, and you spit them out at a high velocity. You fire 3 of these pellets as when you cast the jutsu. Each pellet gets a separate ninjutsu attack roll, and they each deal 2d4 bludgeoning damage on a successful hit.

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, you create an additional pellet. You can spend a maximum of 12 Chakra points with this jutsu.

Syrup Trap

C-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 30 feet

Duration: 1 Minute 

Chakra Point Cost:  2 points 

You conjure a layer of water on the ground that acts as a syrup-like substance. Select a point within 30 feet of you. A 20-foot radius of green-tinted water appears on the ground centered on that point. That area becomes difficult terrain. Any creature that attempts to move in that area must make a Strength saving throw. On a failed save, the creature's speed is reduced to 0 until the start of their next turn. If the creature succeeds, they can move freely, but the area is still considered difficult terrain. The jutsu lasts for 1 minute before it dissipates.

Torrent Bullet 

C-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 60 feet

Duration: Concentration, up to 1 Minute

Chakra Point Cost:  2 points 

You create a roaring torrent of water that takes the form of a small vortex. Select a point within 60 feet of you. A roaring column of water appears in a 5-foot radius, 30-foot tall cylinder at that point. All creatures in that area must make a Strength saving throw or take 3d6 bludgeoning damage and be pulled into the vortex becoming restrained. A creature can repeat the saving throw at the end of its turn to try to break free. On a success on its initial saving throw, the creature takes half damage and is not trapped in the vortex. The vortex remains for 1 minute as long as the caster maintains concentration. 

Water Dragon Slicing Tail

C-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 60 feet

Duration: Instantaneous 

Chakra Point Cost:  2 points 

You conjure a blade of water and hurl it at an opponent. Target a creature within range. Make a ranged ninjutsu attack roll. If you hit, you deal 4d6 slashing damage.  

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 10 Chakra points with this jutsu.

Water Pistol 

C-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 120 feet

Duration: Instantaneous 

Chakra Point Cost:  1 point 

You focus water at some point in your body and release it as a pressurized burst at a creature. As an action, you target a creature within range. Make a ranged ninjutsu attack roll. If you hit, you deal 3d6 piercing damage. You can spend additional chakra points to strengthen this jutsu. 

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 10 Chakra points with this jutsu.

Water Pistol: One-Handed Magnum 

C-Rank Ninjutsu 

Casting Time: 1 Bonus Action 

Range: Self 

Duration: 1 Minute

Chakra Point Cost:  1 point 

Requirement: You must know the Water Pistol jutsu

As a bonus action on your turn, you create 3 small beads of water that orbit around you. As part of the bonus action when you cast this jutsu and as a bonus action on your subsequent turns, you can send one of the beads toward a target within 60 feet of you. Make a ranged ninjutsu attack roll. On a hit, you deal 2d6 piercing damage. The orbs remain for 1 minute or until they are all used. 

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, you create an additional orb of water. You can spend a maximum of 8 Chakra points with this jutsu.

Water Shield

C-Rank Ninjutsu 

Casting Time: 1 Bonus Action 

Range: Self

Duration: Concentration, up to 10 Minutes 

Chakra Point Cost:  1 point 

You conjure a small wall of water that floats in front of you and follows you as you move. This shield grants you a +2 bonus to your armor class for 10 minutes, or as long as you can maintain your concentration. 

Water Shuriken 

C-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 30 feet

Duration: Instantaneous 

Chakra Point Cost:  1 point 

You conjure a large rotating shuriken of water. Target a creature within 30 feet of you. Make a ranged ninjutsu attack roll. On a successful hit, the creature takes 4d4 points of slashing damage. If you miss with the attack, the target still takes 2d4 slashing damage. 

B-Rank

Colliding Water Shockwave

B-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 120 feet

Duration: Instantaneous

Chakra Point Cost:  3 points 

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

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, you increase the damage of the jutsu by 1d8. You can spend a maximum of 9 chakra points on this jutsu.

Drowning Water Blob

B-Rank Ninjutsu 

Casting Time: 1 Action 

Range: Touch

Duration: 1 minute

Chakra Point Cost:  3 points 

You create a mass of water around a creature restraining them in a prison of water. You conjure up a sphere of water with a 5-foot radius around a creature you touch. The sphere remains for the jutsu's duration, or until you loose contact with the sphere.

The target must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

When the Jutsu ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Giant Vortex

B-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 120 feet

Duration: Concentration, up to 1 Minute

Chakra Point Cost:  3 points 

You create a vortex of water that batters your opponents and keeps them in place. A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the jutsu ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

Giant Water Shuriken 

B-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 100 feet

Duration: Instantaneous 

Chakra Point Cost:  3 points 

You conjure a massive rotating shuriken made of water. You can throw it at a creature you can see within range. Make a ranged ninjutsu attack roll. If you hit the target, you deal 4d12 slashing damage, and any creature within 10 feet of the target (including the target itself) must make a strength saving throw. Those creatures take 2d12 points of bludgeoning damage as the shuriken explodes whether it hits or misses the initial target. A creature takes half damage if they make their save.

Heavenly Weeping 

B-Rank Ninjutsu 

Casting Time: 1 Action 

Range: Self (30-foot cone) 

Duration: Instantaneous 

Chakra Point Cost:  3 points 

You fire multiple senbon made of water from your mouth. All creatures in a 30-foot cone originating from you must make a dexterity saving throw. Creatures take 8d8 piercing damage on a failed save, and half of that on a success. 

Hungry Shark Bomb

B-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 100 feet 

Duration: Instantaneous 

Chakra Point Cost:  3 points 

You conjure a large shark of water which rushes at a point within range. Any creature in a 10-foot radius sphere centered on that point must make a strength save. A creature takes 10d6 bludgeoning damage or half as much on a successful save. 

Water Bullet 

B-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 60 feet

Duration: Instantaneous

Chakra Point Cost:  3 points 

A massive sphere of water rockets from you. Target a point within range. Creatures within a 15-foot radius sphere of that point must make a strength saving throw. A creature takes 8d6 bludgeoning damage on a failed save and is knocked prone, or they take half damage and are not knocked prone on a successful save.  

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, you deal an additional 1d6 damage. You can spend a maximum of 10 Chakra points with this jutsu.

Water Fist 

B-Rank Ninjutsu 

Casting Time: 1 Bonus Action 

Range: Self

Duration: 1 Minute 

Chakra Point Cost:  3 points 

You cloak your fist in a condensed sphere of water. The next time you hit with a martial arts attack, the attack deals an additional 6d6 bludgeoning damage and the creature must make a strength saving throw. If they fail, they are knocked prone or pushed 10 feet away from you. 

This jutsu ends when you hit with an attack, when 1 minute passes, or if you become incapacitated. 

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 attack deals an additional 1d6 damage. You can spend a maximum of 9 Chakra points with this jutsu.

Water Pistol: Two-Handed Magnum 

B-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 120 feet

Duration: Instantaneous

Chakra Point Cost:  3 points 

Requirement: You must know the Water Pistol: One-Handed Magnum jutsu

You create an immense burst of water and release it at a point within range. The water explodes in a 20-foot radius sphere centered on that point. Any creatures in that area must make a dexterity saving throw. On a failed save, a creature takes 8d8 bludgeoning damage and is pushed 10 feet in a direction of your choice. On a successful save, a creature takes half the damage and is not pushed. 

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, you deal an additional 1d8 damage. You can spend a maximum of 8 Chakra points with this jutsu.

Water Wall 

B-Rank Ninjutsu 

Casting Time: 1 Reaction which you take when you are targeted by a source of fire damage 

Range: Self

Duration: Instantaneous

Chakra Point Cost:  3 points 

You create a brief barrier of water to reduce the effectiveness of incoming flame. When you are targeted by or in the area of effect of an attack, jutsu, or feature that can deal fire damage, you can use this jutsu as a reaction. You reduce the incoming fire damage you take by 6d10. Any remaining points of damage continue to affect you.  

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, you reduce an additional 1d10 damage. You can spend a maximum of 6 Chakra points with this jutsu.

A-Rank

Cutting Wave

A-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 150 feet

Duration: Instantaneous

Chakra Point Cost:  4 points 

You release a powerful focused beam of water from your mouth that can cut clean through stone. Target a creature within range and make a ranged ninjutsu attack roll. If you hit, the target takes 8d12 piercing damage and is knocked prone. The creature is also pushed up to 30 feet away from you. 

Objects and structures targeted by this jutsu take double damage.

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, you deal an additional 1d12 damage. You can spend a maximum of 8 Chakra points on this jutsu.

Water Dragon

A-Rank Ninjutsu 

Casting Time: 1 Action 

Range: Self (120-foot line)

Duration: Instantaneous

Chakra Point Cost:  4 points 

You conjure a mighty dragon of water which bombards your opponents. This jutsu requires an action to use. A dragon of water bursts from you in a 120 foot line. All creatures in that line must make a dexterity saving throw. On a failed save, a creature takes 10d8 bludgeoning damage. A creature takes half damage if they succeed on the saving throw. 

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, you deal an additional 1d8 damage. You can spend a maximum of 12 Chakra points on this jutsu.

Water Dragon Bullet 

A-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 200 feet 

Duration: Instantaneous

Chakra Point Cost:  3 points 

Requirement: You must know the Water Dragon jutsu 

A quicker, smaller variation of the Water Dragon jutsu, this technique was developed to create a quicker and controlled response to danger. When you cast this jutsu, select a point within range. A smaller dragon of water rockets towards that point and explodes in a 10-foot radius sphere. Creatures in that area must make a Strength saving throw. A creature takes 6d8 bludgeoning damage on a failed save, or half as much on a successful one. This jutsu deals double damage to objects and structures. 

Water Style Clone

A-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 5 feet 

Duration: Concentration

Chakra Point Cost:  4 points 

You create a clone of yourself infused with water nature chakra. The clone has a number of hit points equal to 35 + your ninjutsu ability modifier, and it has your statistics. If the clone uses a feature that requires the expenditure of chakra points, those points are ducted from your chakra points. The clone follows your commands, and it acts on your turn in initiative but directly after you complete your actions. It can use Ninjutsu, but only Ninjutsu of the Water nature. It does not gain the benefit of any Kekkei Genkai that you might have. When the clone is reduced to 0 hit points, it is reduced to a puddle of water. 

S-Rank

Drown

S-Rank Ninjutsu 

Casting Time: 1 Action 

Range: 120 feet

Duration: Concentration, up to 1 Minute

Chakra Point Cost:  8 points 

By focusing your chakra to control moisture in the air, you manifest volumes of water within a target creature's lungs. When you cast this jutsu, a target creature within range starts to suffocate (see suffocating) as if it had run out of breath. During this time, a creature cannot speak nor can it use abilities or cast jutsu that require a verbal component. A creature that does not need to breathe is immune to this jutsu. 

Great Exploding Water Shockwave

S-Rank Ninjutsu 

Casting Time: 1 Action 

Range: Sight

Duration: Concentration, up to 6 rounds 

Chakra Point Cost:  5 points 

You summon forth a mighty wave capable of washing away entire villages. A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the jutsu ends.

A creature caught in the wall can move by swimming. Because of the wave’s force, though, the creature must succeed on a Strength (Athletics) check against your ninjutsu save DC to move at all. If it fails the check, it can’t move. A creature that moves out of the wall falls to the ground.

Great Water Prison Sphere 

S-Rank Ninjutsu 

Casting Time: 1 Action 

Range: Self (300-foot radius)

Duration: Concentration, up to 10 minutes  

Chakra Point Cost:  10 points 

Water pours from you in enormous volumes. A 300-foot radius sphere of water centered on yourself appears around you. The sphere moves with you, and it functions as a large body of water. You and allied creatures can move through the water without any penalty to your movement speed. Hostile creatures in the sphere are limited in their movements as if they were submerged in water, and if they have chakra points, at the start of their turns they must make a constitution saving throw. On a failed save, they lose 1d4 chakra points, and you regain a number of chakra points equal to that roll. 

When the jutsu ends, the water instantly evaporates. 


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