Orochimaru’s legacy: Starting at 7th Level your relationship with
OROCHIMARU’S the snakes is well established, you can access a blood contract with
SYNTHETIC HUMAN /
snakes, and whenever you deal Poison damage with a Hijutsu that
contains snakes, you deal additional poison damage equal to your
ADEPT CLAN
proficiency Bonus. At 15th Level, you instead deal twice your
proficiency Bonus, and your poison damage ignores resistance.
THE MAIN IDEA SYNTHETIC CLAN JUTSU
This is a Homebrew Clan made by Yaco for the Naruto 5e
System. The idea of this clan is to give the possibility to play D-RANK
not only as a Synthetic Human like Mitsuki, but as some
Orochimaru adept like Anko, Sasuke or Kabuto, focused on HIDDEN SHADOW SNAKE HANDS
Snake-based ninjutsus. Feel free to change the title Classification: Hijutsu
‘’Synthetic Human‘’ for ‘’Adept‘’ if you feel so. Rank: D-Rank
Casting Time: 1 Bonus Action
Keep in mind that my main language is Spanish, so some
Range: Self
grammar errors might occur on the PDF.
Duration: Concentration, up to 1 minute
Synthetic TRAITS Components: CM
Cost: 5 Chakra
Ability Score Increase: +2 Dexterity, +1 Intelligence Keywords: Hijutsu, Ninjutsu
Speed: Your base walking speed is 30 feet Description: The user summons several snakes from under
Skill Proficiencies: Animal Handling and one of Perception, their sleeve or from their bare shoulders. For the duration
Survival or Nature your unarmed attack range is 10 feet and you have
Extra Language: Snake -Speak, you can understand and advantage on grapple checks. Your unarmed damage deals
speak to snakes. 1d6 + Your Ninjutsu Modifier Piercing damage. You can’t
Weapon Proficiencies: You are proficient with Katanas and hold any weapon while deploying snakes. You may use
Broadswords Acrobatics instead of Athletics for grapple checks.
Snake Techniques: You know one additional Synthetic clan
D-Rank Jutsu BINDING SNAKE GLARE SPELL
Synthetic FEATURES Classification: Hijutsu
Rank: D-Rank
Orochimaru’s adept: Beginning at 1st level the Synthetic Casting Time: 1 Action
Human have access to a separate list of Jutsus, almost Range: 5ft.
unique to Orochimaru. You can add these Jutsu to your jutsu Duration: Concentration, up to 1 minute.
list alongside other Jutsu taken from the standard Ninjutsu, Components: HS, CM
Taijutsu & Ninjutsu lists. Cost: 5 Chakra
A Perfect body: Your synthetic body was built for Keywords: Hijutsu, Ninjutsu
Description: The user summons up to two big snakes which
perfection. Beginning at 1st level, once per long rest, when
crawl out from one's sleeves. Up to two creatures of your
you would use a Hit Dice to heal yourself, you can add, as a
choice within 5ft of you must succeed a Dexterity Saving
bonus, half of your Constitution modifier. At 7th Level, you Throw, ganing the restrained condition until this jutsu
instead add the full modifier. ends, and taking 2d8 bludgeoning damage on a failure. A
Power of Will: You have discovered that your will is only restrained creature can try to free himself by succeeding a
yours, and only you can decide your fate. Beginning at 1st Strength Saving Throw on their turns.
Level, once per long rest, you can add your Charisma At Higher Ranks: You can only upcast this jutsu to B-
modifier to any saving throw that you are forced to take. Rank, doing so, increase the cost of this jutsu by 7, the
Immune System: Beginning at 3rd level you have a high range to 10ft, amount of creatures to 3 and damage by 2d8
resistance to poison and sickness. You are Resistant to
Poison damage. Additionally, you roll at advantage to SOFT PHYSIQUE MODIFICATION
resist the effects of viruses and diseases on your body. At Classification: Hijutsu
11th level your immune system is far grather than the Rank: D-Rank
others around you. Reduce all poison damage by your Casting Time: 1 Bonus Action
Range: Self
Constitution modifier (this reduction happens after you
Duration: Concentration, up to 1 minute
apply resistance) Additionally, you become immune to any
Components: CM
virus or disease that you have overcome on the past, and Cost: 5 Chakra
you can provide antibodies to others via a blood Keywords: Hijutsu, Ninjutsu
transfusion. At 18th level this resistance becomes far more Description: The user dislocates his body's joints and then
potent, you gain immunity to poison damage and effects uses chakra to manipulate them, making them capable to
caused by Poison Damage. extend and flex in a supernatural way. For the duration your
unarmed attack range is 15 feet and have advantage on
grapple checks. Your unarmed damage deals 1d6 + Your
Taijutsu Modifier bludgeoning damage. You lose
proficiency on all weapons while this jutsu is active, and
attack rolls with weapons are made at disadvantage. You
may use Acrobatics instead of Athletics for grapple checks.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3, 5 ft. of range
and damage by 1d6
1
HIDDEN SHADOW SKANE BURIAL STRIKING SHADOW SNAKE ASSAULT
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30ft Range: Self (30-foot Cube)
Duration: Instant Duration: Instant
Components: CM Components: HS, CM
Cost: 5 Chakra Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu Keywords: Hijutsu, Ninjutsu
Description: As part of the requirements for this jutsu, you Description: The user buries his hands and summons a
must have ‘’Soft Physique Modification’’ active. The user large amount of snakes that emerge from underground.
burrows their arms underground and extends their limbs to Creatures in this radius must succeed a Dexterity saving
grab an opponent by their ankles, dragging them into the throw, taking 2d8 Piercing and 2d8 Poison damage and
ground, and burying them with only their head being having to take a Constitution Saving Throw, ganing one
exposed. The target must succeed a Dexterity Saving Throw, rank of Envenomed on a Failure. On a successful dexterity
being restrained on a failure. If you are hidden from the save the creature only takes half damage. This jutsu ignores
target and they are unaware of your presence they make total cover.
their save at disadvantage. Creatures who are restrained by At Higher Ranks: For each rank you cast this jutsu
this jutsu can make a Strength Saving Throw as an action on above C-Rank, increase the cost of this jutsu by 3 and
their turn to end the effect of this jutsu. This jutsu ignores increase the damage by 1d8 piercing.
total cover.
C-RANK
MANY HIDDEN SHADOW SNAKE HANDS
Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: CM
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu
Description: By increasing the amount of snakes
summoned with the Hidden Shadow Snake Hands, the
diversity of this ninjutsu is increased. For the duration your
unarmed attack range is 15 feet and you have advantage on
grapple checks. Your unarmed damage deals 1d8 + Your
Ninjutsu Modifier Piercing damage. Once you grapple a
creature, you can, as a bonus action, command your
snakes to bite or constrict the creature. You can’t hold any
weapon while deploying snakes.
• Bite: The target takes 2d8 Poison Damage and have to
succeed a Constitution Saving Throw, ganing one rank of
Envenomed on a failure.
• Constrict: The target takes 2d8 bludgeoning Damage and
have to succeed a Strength Saving Throw, begin
restrained on a failure.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3, the range by 5
feet and any damage by 1d8.
SNAKE CLONE TECHNIQUE
Classification: Hijutsu
Rank: C-Rank
Casting Time: 1 Reaction, which you take when you take
damage.
Range: Self
Duration: Instant
Components: CM
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu
Description: when taking damage, the user’s body
disintegrates into dozens of small snakes and reform in the
same spot moments later. When Targeted by an attack you
may increase your AC by +5. If a meele attack were to miss
you thanks to this AC increase the creature who missed
must make a constitution saving throw or else gain one
rank of poisoned that lasts for a minute.
2
NATURE RELEASE: NATURE SNAKE SLITHERING SNAKE MODE
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Bonus action
Range: 30ft Range: Self
Duration: Instant Duration: Concentration, up to 1 minute
Components: HS, CM Components: CM, HS
Cost: 9 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu Keywords: Hijutsu, Ninjutsu
Description: As part of the requirements for this jutsu, you Description: The user turns the lower half of their body into
must have at least one Nature Release. The user creates a a snake's tail, which greatly increases their speed and
snake construct of the chakra nature of his choice, sending agility. For the duration, your movement speed is doubled,
it towards an enemy. Make a ranged ninjutsu attack, on a and you gain advantage on Dexterity Saving Throws and
hit, the effect of the jutsu varies based on the Nature Release ignore difficult terrain. Also, you have advantage on grapple
selected. checks against you.
• Earth: Target Creature takes 2d8 bludgeoning damage At Higher Ranks: For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3 and increase the
and 2d8 Earth Damage and must also make a
movement by 10ft.
Constitution Saving Throw ganing the Weakened
GATHERING OF THE SNAKES
condition until the end of their next turn on a failed save.
• Wind: The jutsu gains a Range of 60 Feet and deals 3d6
Classification: Hijutsu
Slashing and 3d6 Wind damage.
Rank: B-Rank
• Fire: Target creature takes 2d8 Force and 2d8 Fire Casting Time: 1 Reaction, which you take when you would
damage, and all creatures in a 25-feet cone behind the take lethal slashing or piercing damage or when you have
target creature must also make a Constitution Saving been bisected, beheaded, or would lose any limb.
Throw, gaining two ranks of the burned condition on a Range: Self
failed save. Duration: Instant
• Water: Target creature takes 2d10 cold and 2d10 Components: CM, HS
bludgeoning damage, and is forced to make a Strength Cost: 14 Chakra
Saving Throw. On a failed save, the target creature is Keywords: Hijutsu, Ninjutsu
Description: Snakes emerges from where the user was
knocked back by 25 feet and becomes prone.
damaged, and pull the body back together, undoing the
• Lightning: Target creature takes 2d8 Force and 2d8 damage sustained. After using this jutsu, you cannot use it
Lightning damage, and must make a Constitution Saving again for 1d4 weeks.
Throw, being Shocked for 1d4 rounds on a failed saved.
A-RANK
TWIN SNAKES MUTUAL DEATH TECHNIQUE
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 full turn action
Range: Touch
Duration: instant
Components: CM, HS
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu
B-RANK Description: In order to cast this jutsu, you must unite at
least one hand with the target creature that must be under
the restrained or grappled condition. The user grabs one of
FORMATION OF TEN THOUSAND SNAKES their intended victim's hands and forces it to assist in
Classification: Hijutsu performing the necessary hand seals. Once this is done, the
Rank: B-Rank user and the victim die.
Casting Time: 1 Action
Range: 60-Foot cone
Duration: Instant
Components: CM, HS
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu
Description: You release a countless number of snakes from
your mouth or cloth that moves violently towards everyone
in front of you. Creatures in a 60-foot cone originating from
you must succeed a Constitution Saving Throw at
disadvantage, taking 3d10 piercing and 3d10 poison damage
and two ranks of envenomed on a failed save. On a
successful save they take half damage and no additional
effects.
At Higher Ranks: For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3 and increase the
damage by 1d10.
3
F EAT F EATURE N AME F EATURE E FFECT
Latent Latent Sannin Adept You start to comprehend snakes and their language. You gain proficiency on Snake speak,
additionally, you can learn two Hijutsu within your Known jutsu rank that includes snakes,
and, whenever you deal Poison damage with a jutsu, you can increase the damage by 1
damage die. At 15th level when you deal poison damage, increase the damage by your
Intelligence Modifier.
Realized Realized Sannin Adept You unlock the full potential of the Orochimaru’s legacy feature, at their respective levels.
BEST BOY
Category: Clan
Prerequisite: Synthetic Human, Level 4+
Your own will is the only thing that’s truly yours, and you
will protect it.
• Increase your Charisma score by 1, to a maximum of 20.
• Whenever someone or something tries to force you in
order to make you act against your will, you can make a
Charisma Saving Throw with a DC of 17 to resist the
effects.
SYNTHETIC REGENERATION
Category: Clan
Prerequisite: Synthetic Human, Level 8+
Your relationship with your snakes is on its prime, and you
trust them more than anything.
• This feat unlocks a special Hijutsu that triggers
whenever you die. You must spend 3 weeks meditating
with your snakes, making your bond with them even
stronger to the point of perfection. These 3 weeks do not
need to be at the same time.
• Whenever you die, your corpse is taken by snakes to a
safe place (This can be Ryūchi Cave or a Secret Lab,
depending on your character) in order to reconstruct
your body. The regeneration time is 2 weeks.
• Once you have revived in your new body, that is exactly
CREDITS
the same as your previous one, you have 4 levels of
Exhaustion for two weeks, that can only be reduced by
an A-Rank Medical Jutsu, and will not be affected by
long or full rest until those weeks are over.
Designer: Yaco#0001 - ItsYaco
• When this jutsu activates, you cannot use it again for
Template: Simple Microsoft Word Template by Laura Hirsbrunne
6d10 weeks.
Special Thanks: Kingsare4ever for creating the system.
• This jutsu will not activate if your body is unreachable or
Mr.Geguydudeman for the ‘’Will of fire’’ Feature on statblocks.
completely destroyed, or if you soul or mind is removed
Revsa for helping me with the grammar of the book.
or sealed. And it will only activate when there’s no
Early revisions: Promethia, Withered.
immediate danger near your body, the snakes will not
System: Naruto 5e.
take your body if the person or thing that killed you is
Playtesters: Withered.
still in sight.
Inspo: Zorat homebrew class layouts.
POISON ADEPT Version: 0.5
Category: Clan
Prerequisite: Synthetic Human
You have used your immune system to improve the For expanded Jutsus and techniques,
effectiveness of your poisons, making them even harder to Please take a look at my book
overcome. ‘’Orochimaru’s Guide of Secret Arts’’
which contains 25 unique homebrew
• Increase your Intelligence or Wisdom score by 1, to a
jutsus, based on Orochimaru.
maximum of 20.
Link here.
• Whenever you force a creature to make a Constitution
Saving Throw to gain the envenomed or poisoned
condition, the DC is increased by 1.
1
Medium Humanoid, Elite, Synthetic human, Scout, Prof + 5
Ninjutsu. +11 to hit, (Ninjutsu save DC 18)
Armor Class 21 (Padded Armor)
E-Ranks (Cost 3): String Light Formation,
Hit Points 103
Chakra Points 103 D-Ranks (Cost 5): Binding Snake Glare Spell, Soft Physique Modification,
Speed 35 ft. Hidden Shadow Snake Burial, Sensing Technique, Substitution Technique,
Level 8 Wind Release: Gale Palm
Initiative +7 C-Ranks (Cost 9): Snake Clone Technique, Many Hidden Shadow Snake
Hands, Striking Shadow Snake Assault
STR DEX CON INT WIS CHA Lightning Release: Lightning Snake
12 (+1) 18 (+4) 12 (+1) 17 (+3) 11 (+0) 13 (+1)
Wind Release: Great Breakthrough, Wind Release: Sickle Weasel
Saving Throws Dex +8, Wis +7
Skills Athletics +6, Acrobatics +9, Chakra Control +7, History +8,
Perception +5 Multiattack. Mitsuki can make 2 unarmed strike attacks.
Damage Resistance Poison Unarmed Strike. Melee Weapon Attack: +9to hit, reach 5ft., one target.
Condition Immunity Poisoned Hit:6(1d4+ 4) Bludgeoning damage.
Senses passive Perception 15 Kunai. Range Weapon Attack: +9to hit, reach 30/60ft., one target.
Hit:6(1d4+ 4) Piercing damage.
Pincer Movement. When an ally moves adjacent to an enemy you can
Sage Art: Great Snake Lightning. (Celestial-Sage Mode required)(Cost 15)
spend your reaction to move up to your speed towards that same enemy.
+16 hit DC 18
Light-Footed. You can Disengage or Dash as a bonus action. When an
Target creature takes 4d8 Force and 4d8 Lightnight damage, and must
enemy moves adjacent to you, you can spend your reaction to move away
make a Constitution saving throw, being Shocked for 2d4 rounds on a
up to half your speed.
failed saved.
Will of Fire. When bloodied, Mitsuki gains +2 to all rolls
Agile. Mitsuki Makes Dexterity Saving throws at advantage.
Orochimaru’s Legacy. Any Poison damage that Mitsuki makes deals an Mitsuki can make one Elite Action at the start of each round to either
additional damage equal to his level (8). move or take an additional Action. You can use your Elite Actions to
perform the following actions.
Immune system. Mitsuki gains Resistance to Poison damage and condition
immunity. Celestial-sage mode. Mitsuki activates his Chakra Mode. For 1-minute
Mitsuki ‘s Taijutsu Ability Score becomes 24, his speed is Doubled and he
Power of Will. Three times per encounter, Mitsuki can add +3 to any saving
can only cast jutsus with the Hijutsus keyword, these jutsus deals 12
throw.
additional damage and are casted without HS or CS. While active, Mitsuki
loses 2d8+8 health at the end of each of his turns.
Attack. Mitsuki is able to make one unarmed attack or cast a Jutsu.
When Mitsuki would roll any Saving throw, he may roll an additional d4.
You may roll any number of d4 you have remaining. You have a total
number of d4 equal to your level per combat
2
Medium Humanoid, Elite, Orochimaru’s Addept, Iconic, Prof + 6
Ninjutsu. +12 to hit, (Ninjutsu save DC 19)
Armor Class 22 (Padded Armor)
E-Ranks (Cost 3): Escape Technique
Hit Points 181
Chakra Points 181 D-Ranks (Cost 5): Sensing Technique, Substitution Technique
Speed 40 ft. C-Ranks (Cost 9): Snake Clone Technique, Many Hidden Shadow Snake
Level 10 Hands, Fire release: Fire Dragon Bullet
Initiative +9 B-Ranks (Cost 14): Summoning Technique,
A-Ranks (Cost 20): Twin Snake Mutual Death Technique
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 16 (+3) 16 (+3) 11 (+0) Genjutsu. +12 to hit, (Genjutsu save DC 19)
E-Ranks (Cost 3): Release, Minor illusion
Saving Throws Dex +12, Wis +11 D-Ranks (Cost 5): Bane, Cause Fear, Doubled Pain, Ineptitude
Skills Athletics +6, Acrobatics +10, Chakra Control +7, Deception +6,
C-Ranks (Cost 9): Circular Movement, Genjutsu break,
Insight +9, Intimidation +6, Stealth +10
Damage Resistance Poison B-Ranks (Cost 14): Tree binding Death
Condition Immunity Poisoned
Senses passive Perception 15
Multiattack. Anko can make 2 unarmed strike attacks.
Pincer Movement. When an ally moves adjacent to an enemy you can Unarmed Strike. Melee Weapon Attack: +10to hit, reach 5ft., one target.
spend your reaction to move up to your speed towards that same enemy. Hit:6(1d4+ 4) Bludgeoning damage.
Amplified Defense. Three times per encounter Anko can take an Senbon. Range Weapon Attack: +10to hit, reach 30/60ft., one target.
additional reaction. Hit:6(1d4+ 4) Piercing damage.
Superior Ability. When Anko would make a saving throw vs any hostile
jutsu or feature, you may add 1d8 to the saving throw. You may only do
this once per round. Anko can make one Elite Action at the start of each round to either move
Agile. Anko makes Dexterity Saving throws at advantage. or take an additional Action. You can use your Elite Actions to perform the
Orochimaru’s Legacy. Any Poison damage that Anko Makes deals an following actions.
additional damage equal to her level (10). Curse Seal of Heaven, Level 1. Anko enters the first state of the cursed
Immune system. Anko gains Resistance to Poison damage and condition seal. For 1-minute Anko ‘s Dexterity & Intelligence hability score is
immunity. increased by +2. Also, gain +2 on all attack rolls that she performs.
Guerrilla. When anko makes an attack while hidden, she does not reveal Attack. Anko is able to make one unarmed attack or cast a Jutsu.
herself and can remain hiding.
When Anko would roll any Saving throw, she may roll an additional d4.
You may roll any number of d4 you have remaining. You have a total
number of d4 equal to your level per combat