Yamanaka Clan

Skills.‌ Insight, Persuasion ‌ ‌

Tool‌ ‌Proficiencies.‌ ‌‌Gaming‌ ‌Set,‌ ‌Caligraphy Supplies ‌

Equipment.‌ ‌‌A‌ ‌set‌ ‌of‌ fine ‌clothes‌ ‌with‌ ‌the‌ Yamanaka crest,‌ ‌A‌ ‌kunai‌ ‌(Dagger),‌ ‌5 ‌Shuriken‌ ‌(Dart),‌ ‌A‌ ‌pouch‌ ‌containing‌ 20 ‌gp

Feature:‌ Sensory Aptitude ‌ ‌

As a member of the Yamanaka clan, you are taught at a young age to utilize your clan’s secret techniques. You have access to the Sensory Jutsu list and the Yamanaka clan jutsu list (detailed below), and you start with the Mind Transfer jutsu in addition to any other jutsu you know from the Ninja class. You can use your Charisma modifier to determine the jutsu attack rolls and saving throws in place of Wisdom for the Sensory Jutsu list and your clan jutsu list.

You have either the Earth, Water, or Fire nature.

Yamanaka Clan Jutsu

The following techniques are considered Sensory techniques.

C-Rank

Mind Transfer

C-Rank Sensory

Casting Time: 1 Action

Range: 30 feet

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 1 point

You project your consciousness into another creature taking control of them. You target a creature within range. They must make a wisdom saving throw. On a failed save, you take control of the creature’s physicality. You become blinded and deafened, and your speed drops to 0. You now perceive through the target creature’s senses. You cannot read a creature’s thoughts when possessing them in this way, and you can only take the following actions while in control of them: attack, move, dash, dodge, hide, disengage. When making an attack as the creature, you use your proficiency bonus but the creature’s modifier to determine the attack and damage bonus. If a creature has a multi-attack option, you cannot utilize it.

When you make a wisdom, intelligence, or charisma saving throw, you utilize your bonus for that score rather than the target’s.

A creature can repeat their save to end this jutsu’s effect whenever they take damage.

Rapid Mind Transfer

C-Rank Sensory

Casting Time: 1 Bonus Action

Range: 30 feet

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 2 points

At greater risk to yourself, you attempt to quickly take a creature’s mind. When you cast this jutsu, you must make a ranged jutsu attack roll against the target of your choice. If you hit, the target creature is under the effect of the Mind Transfer jutsu. If you miss, you take 3d6 points of psychic damage, and you become stunned until the start of your next turn.

Sensory Relay

C-Rank Sensory

Casting Time: 1 Action

Range: Touch

Duration: Instantaneous

Chakra Point Cost: 1 point

You share what you are able to sense from a sensory jutsu with another creature. While concentrating on a sensory jutsu, you can touch another creature and impart the information it provides to them. For example, if the jutsu allows the user to sense the location of another creature, the target of this jutsu would instantaneously learn of that creature’s location as well. The information lasts for only a moment, so if that creature were to move, you would sense its new location but the target of this jutsu would not.

B-Rank

Mental Barrier

B-Rank Sensory

Casting Time: 1 Action

Range: 30 feet

Duration: Concentration, up to 1 Hour

Chakra Point Cost: 3 points

You imbue a target with your chakra providing them a form of mental protection. You cast the Intellect Fortress spell at 3rd level.

Spending More Chakra. You can spend additional Chakra points to cast the spell at a higher level. For each point you spend past the original cost, you increase the level of the spell. You can spend a maximum of 9 chakra points on this jutsu.

Mind Destruction Technique

B-Rank Sensory

Casting Time: 1 Action

Range: 60 feet

Duration: Instantaneous

Chakra Point Cost: 3 points

You project a wave of overwhelming mental anguish to a target within range. The target must make a wisdom saving throw. They take 5d12 psychic damage and are stunned until the end of its next turn. They take half damage and are not stunned on a successful save.

Spending More Chakra. You can spend additional Chakra points to increase the potency of this jutsu. For each point you spend past the original cost, you deal 1d12 additional damage. You can spend a maximum of 9 chakra points on this jutsu.

A-Rank

Psycho Mind Transmission

A-Rank Sensory

Casting Time: 1 Minute

Range: Touch

Duration: Concentration, up to 1 Hour

Chakra Point Cost: 4 points

You probe deep into the mind of a creature you are touching. You must remain in physical contact with the target of this jutsu for its duration. While this jutsu is active, you can search the mind of the target for a specific piece of information as an action. If they resist, they must make an intelligence saving throw to prevent you from learning relevant information you are searching for. On a failed save, you learn the information they were trying to hold back. On a successful save, the target prevents you from learning the information, but they suffer 1d8 points of psychic damage.

S-Rank

Mind Transmission

S-Rank Sensory

Casting Time: 1 Action

Range: Self

Duration: Concentration

Chakra Point Cost: 5 points

You project your chakra outwards linking the minds of many all at the same time. While concentrating on this jutsu, you become incapacitated and your speed becomes 0. While incapacitated in this way, you can still communicate with other creatures. You and any creature you can see or are familiar with have their minds linked if they are willing. For the duration, they can telepathically communicate over any distance as long as they are on the same plane of existence.


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