En no Gyoja (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Naruto: Shinobi (5e Class) class and Genin (5e Background) background, and as such does not follow traditional CR.


Medium humanoid (Tsuchigumo), lawful evil

Armor Class 19 (Natural Armor)
Hit Points 58 (9d8 + 18)
Speed 80 ft.

8 (-1) 16 (+3) 14 (+2) 18 (+4) 18 (+4) 10 (+0)

Saving Throws Dex +9, Cha +6
Skills Arcana +10, History +10, Intimidation +6, Perception +10, Persuasion +6
Senses passive Perception 20
Languages Common
Challenge 19 (22,000 XP)

Chakra. Shiranami has 40 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Shiranami is targeted by an area effect that lets him make a Intelligence or Wisdom saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Ninja Speed. Shiranami can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.


Multiattack. Shiranami makes 3 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shiranami may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Shiranami can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Body Flicker (3 Chakra). Shiranami's movement speed doubles, and his movement does not provoke attacks of opportunity.

Transformation (1+ Chakra). Shiranami becomes identical to a person, creature or non-magical object he has a complete visual image of for 1 hour (concentration). This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 18 Investigation check realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Transparent Escape (6 Chakra). Shiranami becomes invisible until the end of his next turn.

Fury (100 Chakra). Every creature within a 5 mile radius must attempt a DC 18 Constitution saving throw. On a failure, they take 114 (20d10 + 4) force damage. On a success, they take half as much damage.

Leaf Gust (8 Chakra). Shiranami makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Shiranami's choice.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Shiranami's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage. Shiranami may fly up to 30 feet before making this attack.

Peregrine Falcon Drop (2 Chakra). Shiranami leaps up to 20 feet into the air, grabbing one creature he could grapple. The target must make a DC 16 Strength saving throw. On a failure, they take 12 (2d8 + 3) magical bludgeoning damage as he and the target return to the ground. On a success, they take half as much damage.

Infinite Embrace (35 Chakra). Shiranami and any amount of creatures that use their reaction that can use chakra within 5 ft. of one creature within 5 ft. of Shiranami contribute any amount of this jutsu's cost, so long as it reaches its requirement. The target must attempt a DC 18 Strength saving throw, becoming restrained and incapacitated, and they lose 11 (3d6) chakra points at the end of each of their turns for 1 minute (concentration). They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth (25 Chakra). Shiranami draws a seal on one willing or incapacitated creature he can see over the course of 1 minute. Any chakra spent creating this seal can not be regained until the seal disappears. As a bonus action while a creature bearing this seal is within 15 feet of Shiranami, they gain 4 senjutsu chakra at the end of each of their turns for 1 minute. If they spend any of this chakra, this effect immediately ends. Once this effect ends, the seal disappears. Any chakra gained in this way is lost at the end of their next long rest.


Substitution (3+ Chakra). When Shiranami is hit by an attack and would take damage, he decreases the damage by 24 (1d10 + 19) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. Shiranami can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.


One of the greatest shinobi in history, En no Gyoja lead the Tsuchigumo clan through the Warring States Era. Founding Tsuchigumo Village, one of the few populated villages in the Land of Graves, Gyoja taught many people ninjutsu, with his first student Hato carrying on the secret of his ultimate technique; Fury. However, during Shiranami's rise to power after his village's involvement in the Third Shinobi World War ended with a peace treaty between himself and Hiruzen Sarutobi, he believed it was his fault his clan had fallen to such greed had taken over a community that was supposed to be under his leadership. However, his old age kept him from taking action, forcing him to entrust his will to his daughter, Hotaru.

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