Wind Style Jutsu

Capable of piercing foes and reshaping landscapes, Wind Style jutsu are versitile and dangerous. A ninja that masters these techniques can shred their opponents on a whim while taking to the skies the very next moment. Ninjutsu techniques use your wisdom for the purposes of determining the Jutsu attack rolls and Jutsu Save DC.

D-Rank

Pushing Gust

D-Rank Ninjutsu

Casting Time: 1 Action

Range: Self (15-foot cone)

Duration: Instantaneous

Chakra Point Cost: 0 points

You conjure a burst of wind that emanates from your hands. All creatures in a 15-foot cone emanating from you must make a strength saving throw or be pushed 10 feet away from you. If they succeed, they are not pushed back.

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

Wind Bullet

D-Rank Ninjutsu

Casting Time: 1 Action

Range: 30 feet

Duration: Instantaneous

Chakra Point Cost: 0 points

You fire a pressurized burst of wind out of your mouth. As an action, target a creature within 30 feet of you. Make a ranged ninjutsu attack roll. If you hit, you deal 1d12 bludgeoning damage.

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

Wind Thrust

D-Rank Ninjutsu

Casting Time: 1 Action

Range: 5 feet

Duration: Instantaneous

Chakra Point Cost: 0 points

Your arm is surrounded by swirling wind and you strike at a creature within range. Make a melee ninjutsu attack roll. The wind bursts outward, dealing 1d10 points of piercing damage. The creature must then make a strength saving throw. If they fail, they are knocked prone.

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

C-Rank

Angel’s Dance

C-Rank Ninjutsu

Casting Time: 1 Action

Range: Self

Duration: Concentration, up to 10 Minutes

Chakra Point Cost: 2 points

You conjure swirling wind around your form. For the duration, you gain a +2 bonus to AC, and any ranged attack roll against you must be made with disadvantage. The wind fades after 10 minutes or until you lose concentration on the jutsu.

Blade Extension

C-Rank Ninjutsu

Casting Time: 1 Bonus Action

Range: Self

Duration: 1 Minute

Chakra Point Cost: 2 points

Requirement: Chakra Blade

You use wind nature chakra to extend the reach and strength of a weapon. You can use this jutsu as a bonus action. For the duration of the jutsu, your weapon gains the reach property, and it deals an additional 1d8 points of damage of the weapons type.

Breakthrough

C-Rank Ninjutsu

Casting Time: 1 Action

Range: Self (60-foot line)

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 1 point

You create an intense, focused burst of wind that can push creatures around. A Line of strong wind 60-foot long and 10-foot wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.

Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.

Cast Net

C-Rank Ninjutsu

Casting Time: 1 Action

Range: 30 feet

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 1 point

You weave a barrier of wind that can capture and restrain a foe. Target a large or smaller creature within range. That creature must make a strength saving throw. On a failed save, the target becomes restrained. They can repeat the save at the end of their turn to break free.

This jutsu lasts for 1 minute or until you lose concentration.

Gentle Fall

C-Rank Ninjutsu

Casting Time: 1 Reaction which you take when you or a creature within 60 feet of you falls

Range: 60 feet

Duration: 1 minute

Chakra Point Cost: 1 point

Utilizing your fine control over wind, you slow the descent of one or more falling creatures. Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the jutsu ends. If a creature lands before the jutsu ends, the creature takes no damage from the fall, and the jutsu ends for that creature.

Rotating Shuriken

C-Rank Ninjutsu

Casting Time: 1 Action

Range: 5 feet

Duration: 1 Minute

Chakra Point Cost: 1 point

Requirement: Shuriken

You enhance your shuriken with wind. When you cast this jutsu, target 4 shuriken within 5 feet of you. They begin to rotate as wind is channeled through them. The shuriken can now be thrown at their long range without imposing disadvantage, and they deal an additional 1d6 slashing damage when they hit. This effect remains on the shuriken for 1 minute or until they are 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 can target 2 additional shuriken. You can spend a maximum of 12 Chakra points with this jutsu.

Wind Blade

C-Rank Ninjutsu

Casting Time: 1 Action

Range: 5 feet

Duration: Instantaneous

Chakra Point Cost: 1 point

You create a blade of wind sharp enough to cut metal. Target a creature within range. Make a melee ninjutsu attack roll. If it hits the creature, you deal 5d6 slashing damage. This jutsu scores a critical hit on a roll of 18-20.

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.

Wind Shuriken

C-Rank Ninjutsu

Casting Time: 1 Action

Range: 120 feet

Duration: Instantaneous

Chakra Point Cost: 1 point

You conjure a thin disk of wind, which you then hurl at a target within 120 feet of you. Make a ranged ninjutsu attack roll. If it hits the target, you deal 2d8 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 1d8. You can spend a maximum of 9 Chakra points with this jutsu.

B-Rank

Dust Cloud Technique

B-Rank Ninjutsu

Casting Time: 1 Action

Range: Self (30-foot cone)

Duration: Instantaneous

Chakra Point Cost: 3 points

Requirement: Terrain that would facilitate small particles like sand or pebbles

You conjure a strong gale which whips many small pebbles and dust particles at your opponents. In a 30-foot cone originating from you, creatures must make a dexterity saving throw. On a failed save, a creature takes 8d6 piercing damage. A creature that makes the save takes half 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 9 Chakra points with this jutsu.

Great Breakthrough

B-Rank Ninjutsu

Casting Time: 1 Action

Range: Self (200-foot line)

Duration: Instantaneous

Chakra Point Cost: 3 points

Requirement: You must know the Breakthrough jutsu

You create a large wave of wind that decimates the field. You generate a line of forceful winds that is 200 feet long, and 30 feet wide. Creatures in that line must make a strength saving throw. On a failed save, a creature takes 2d10 bludgeoning damage and is pushed 60 feet away from you. A creature that succeeds on its save takes no damage, but is still pushed away. Unsecured objects in the area of this jutsu are also pushed.

Greater Wind Bullet

B-Rank Ninjutsu

Casting Time: 1 Action

Range: 100 feet

Duration: Instantaneous

Chakra Point Cost: 3 points

Requirement: You must know the Wind Bullet jutsu

You release a large concentration of wind that shreds and bludgeons your foes. Target a point within range. Creatures within a 20-foot radius sphere of that point must make strength saving throws. A creature takes 6d6 bludgeoning damage and is knocked prone on a failed save, or they take half as much damage and are not knocked prone on a successful one.

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.

Precision Wind Bullets

B-Rank Ninjutsu

Casting Time: 1 Action

Range: 120 feet

Duration: Instantaneous

Chakra Point Cost: 3 points

You fire 6 small lines of wind out of your mouth. Make a ranged ninjutsu attack roll for each line. On a hit, a line deals 3d6 piercing damage.

Whirlwind Fists

B-Rank Ninjutsu

Casting Time: 1 Bonus Action

Range: Self

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 3 points

Concentrated burst of wind emanates from your fists when you strike with them. Whenever you make a successful martial arts attack, your strike deals an additional 1d12 bludgeoning damage, and you can choose to push the target 5 feet away.

Wind Steps

B-Rank Ninjutsu

Casting Time: 1 Bonus Action

Range: Self

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 3 points

You surround your feet with pockets of wind, allowing you to propel yourself through the air. For the duration of the jutsu, you gain a flying speed equal to your walking speed.

Wind Wall

B-Rank Ninjutsu

Casting Time: 1 Action

Range: 120 feet

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 3 points

You create a protective wall of wind. A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.

A-Rank

Advent End

A-Rank Ninjutsu

Casting Time: 1 Action

Range: Self (100-foot cone)

Duration: Instantaneous

Chakra Point Cost: 4 points

You create a sudden and violent burst of wind. In a 100-foot cone originating from you, creatures must make a strength saving throw. On a failed save, a creature is pushed to the very edge of this jutsu’s range. If the target comes into contact with a solid object before reaching the edge, they take damage equal to the damage they would have taken if they fell that distance, but the damage is d8s instead of d6s. Objects that are not being worn or carried and Large or smaller structures in the jutsu’s area are pushed to the edge as well.

Beautiful Destruction

A-Rank Ninjutsu

Casting Time: 1 Bonus Action

Range: Self

Duration: 1 Minute

Chakra Point Cost: 4 points

You create 6 pressurized orbs that orbit around you. As a part of the bonus action you use when you cast this jutsu, and as bonus action on each of your turns after, you can send an orb flying at a target within 90 feet of you. Make a ranged ninjutsu attack roll. If it hits, it deals 4d10 bludgeoning damage to the target. These orbs deal double damage to structures.

Divine Mountain Wind

A-Rank Ninjutsu

Casting Time: 1 Action

Range: Self (60-foot cone)

Duration: Instantaneous

Chakra Point Cost: 4 points

This jutsu is fabled to be strong enough to move mountains when used by a master of ninjutsu. You push a powerful force of wind in a 60-foot cone originating from you. All creatures in that cone must make a strength saving throw. On a failed save, a creature takes 8d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.

Drilling Air Bullet

A-Rank Ninjutsu

Casting Time: 1 Action

Range: Self (100-foot line)

Duration: Instantaneous

Chakra Point Cost: 4 points

You create a precise stream of air that tears through the area. A 100-foot long, 5-foot wide line of piercing wind emanates from you. Creatures in that area must make a dexterity saving throw. A creature takes 15d6 piercing damage on a failed save or half as much on a successful one.

Great Cast Net

A-Rank Ninjutsu

Casting Time: 1 Action

Range: 60 feet

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 4 points

Requirement: You must know the Cast Net jutsu

You create a massive net of wind that can restrain multiple creatures or a single enormous creature. When you cast this jutsu, you can choose to cast it in one of two ways:

Area. You conjure a 20-foot cube of restraining winds. Large and smaller creatures of your choice within the area must make strength saving throws. On a failed save, a creature is restrained. A creature can repeat its save at the end of its turn to end the effect.

Target. You can target a Huge or larger creature within range. That creature must make a strength saving throw. On a failed save, the creature is restrained. The creature can repeat its save at the end of its turn to end the effect.

This jutsu lasts for 1 minute or until you lose concentration.

Wind Body Flicker

A-Rank Ninjutsu

Casting Time: 1 Action

Range: 500 feet

Duration: Instantaneous

Chakra Point Cost: 4 points

Requirement: You must know the Body Flicker jutsu

You disappear with a gust of wind, and can bring another person with you. You and up to one other willing creature you touch teleport to a point you can see within range. You can also teleport to a point you can visualize, or a point you can describe using distance and direction (such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.”)

If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.

S-Rank

Great Vacuum Sphere

S-Rank Ninjutsu

Casting Time: 1 Action

Range: 500 feet

Duration: Instantaneous

Chakra Point Cost: 5 points

You quickly remove an immense amount of air from a point causing a crushing pressure to briefly take its place. Select a point within range. Creatures within a 60-foot radius sphere of that point must make a constitution saving throw. A creature takes 12d10 bludgeoning damage and is incapacitated until the end of your next turn. A creature takes half damage and is not incapacitated on a successful save.

Typhoon Dragon

S-Rank Ninjutsu

Casting Time: 1 Action

Range: Self (150-foot line)

Duration: Instantaneous

Chakra Point Cost: 5 points

You create a roaring dragon of wind that twists and breaks everything that comes into contact with it. A roaring dragon of wind launches from you in a 150-foot long and 15-foot wide line.

Creatures in that area must make a Dexterity saving throw. A creature takes 22d6 bludgeoning damage and is thrown 30 feet in a random direction. On a successful save, a creature takes half damage.

Objects and structures in the area automatically fail their save, and they take the maximum possible damage from the jutsu.

Wind Style: Mini-Rasenshuriken

S-Rank Ninjutsu

Casting Time: 1 Action

Range: 120 feet

Duration: Instantaneous

Chakra Point Cost: 2 points

Requirement: You must know the Rasenshuriken jutsu

You have learned how to emphasize the cutting power of the Rasenshuriken in exchange for the wide coverage the jutsu once had.

Target a creature within range. Make a ranged ninjutsu attack roll against that target. If you hit, the target takes 4d12 slashing damage.

Wind Style: Rasenshuriken

S-Rank Ninjutsu

Casting Time: 1 Action

Range: 120 feet

Duration: Instantaneous

Chakra Point Cost: 8 points

Requirement: This jutsu must be taught to you, you must know the Rasengan jutsu

By combining wind release chakra with the Rasengan, you create a devastating technique that can kill the strongest of ninja and reduce mountains to rubble. You cast this jutsu as an action. When you do, select a creature or a point within 120 feet of you.

If you select a creature, make a ninjutsu attack roll. If you hit, and if the target is medium or smaller, it is reduced to 0 hit points. If it is large or larger, the target takes 18d12 force damage. In either case, the area around the target bursts with extreme cutting winds. Other creatures within a 30-foot radius sphere centered on the target must make a dexterity saving throw. A creature takes 10d12 force damage, or half as much on a success.

If you select a point, it bursts in a 30-foot radius sphere. Creatures in that area must make a dexterity saving throw. A creature takes 10d12 slashing damage, or half as much on a success.

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