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Banned:
- Party 1,
- Party 2 - LuckyClover,
- Party 3 - FCGoonUnited,
- Party 4,
- Party 5 - FemboyAss,
- Party 6 - Crops,
- Main - 750,
- Scouting - MotelyCrew
Shinobi Path
Path of Taijutsu
A relentless close-combat specialist who turns speed, precision and physical conditioning into a weapon.
Path Overview
A relentless close-combat specialist who turns speed, precision and physical conditioning into a weapon.
- Combat Role
- Mobile melee striker
- Primary Focus
- Unarmed strikes, physical techniques, counters and extreme movement
Shinobi who follow the Path of Taijutsu train their bodies to function as weapons. Rather than relying primarily on ranged ninjutsu or elaborate illusions, these warriors concentrate chakra into their muscles, reflexes and strikes.
A Taijutsu Shinobi excels at closing the distance, pressuring dangerous opponents and escaping before an enemy can retaliate.
Path Features
| Shinobi Level | Feature |
|---|---|
| 3 | Taijutsu Training |
| 6 | Flowing Counter |
| 10 | Limit Release |
| 14 | Perfect Taijutsu |
Taijutsu Training
Your unarmed strikes deal 1d6 bludgeoning damage, and you can use Dexterity instead of Strength for their attack and damage rolls.
After you take the Attack action and make at least one attack with an unarmed strike or Finesse weapon, you can make one unarmed strike as a bonus action.
You also learn one Rank I Taijutsu Path Technique. It does not count against your number of techniques known.
Flowing Counter
When a creature within your reach hits you with an attack, you can use your reaction and expend 1 Chakra Point to reduce the damage by 1d10 + your Dexterity modifier + your Shinobi level.
If you reduce the damage to 0, you can immediately choose one of the following:
- Make one unarmed strike against the attacker.
- Move up to 10 feet without provoking opportunity attacks.
Limit Release
As a bonus action, you can expend 3 Chakra Points to release the physical limits placed upon your body for 1 minute.
For the duration:
- Your walking speed increases by 10 feet.
- You have advantage on Strength and Dexterity ability checks.
- You have advantage on Strength and Dexterity saving throws.
- Once on each of your turns when you hit with a weapon attack or unarmed strike, the attack deals an additional 1d8 force damage.
The effect ends early if you become Unconscious.
Once you use this feature, you cannot use it again until you finish a long rest.
Perfect Taijutsu
Your unarmed strike damage die becomes a d10.
When you take the Attack action and make every attack with an unarmed strike or Finesse weapon, you can make one additional unarmed strike as part of that action.
Once on each of your turns when you hit a creature with an unarmed strike, you can choose one of the following:
- Move up to 10 feet without provoking opportunity attacks.
- Force the target to make a Strength saving throw against your Technique Save DC. On a failed save, the target falls Prone.
Play This Path If You Want To
- Fight primarily in melee
- Use unarmed strikes
- Move constantly during combat
- Counter enemy attacks
- Temporarily exceed normal physical limits