Gold and Silver Brothers (Shinobi World Supplement)

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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.

Gold and Silver Brothers[edit]

Medium humanoid (Kaku), neutral evil

Armor Class 16 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 50 ft. (60 ft. in Initial Release, 75 ft. in Tailed Release)

10 (+0) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 10 (+0)

Saving Throws Str +5, Dex +8
Skills Acrobatics +8, Arcana +8, Athletics +5, Intimidation +5
Senses passive Perception 11
Languages Common
Challenge 16 (15,000 XP)

Chakra. The brother has 34 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When the brother is targeted by an area effect that lets him make a Dexterity 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. The brother can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Afterglow. Once per turn when the brother has advantage on any one attack roll that uses Dexterity, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 11 (3d6) damage.

Terrifying. While frightened of the brother by any means, creatures must attempt a DC 16 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action.

Kaku Clan. At will, the brother may spend chakra to store an equal number of chakra points within his body. Each brother may store up to 12 chakra points. Whenever any of his actions labeled Tool would require him to spend chakra points, this stored chakra is spent first.

Perfect Alignment. The brother's attack and damage rolls with melee weapons have a +1 bonus while he has at least 1 chakra.

Red Chakra. Some of the brother's features grant him "red chakra". If his own chakra is less than his red chakra, he must attempt a DC 14 Wisdom saving throw at the end of each of his turns. On a failure, he is forced to activate Initial Release and is berserk. If he is already in Initial Release, the DC becomes 16, and he enters Tailed Release instead. This ends if he becomes unconscious. These special "red" chakra are counted separately from his normal chakra. He can use this chakra on one Jutsu or spread them across multiple, but he can not spend these points and his own normal chakra points on the same jutsu. This chakra can extend above his chakra point maximum, and is lost at the end of a short rest.


Multiattack. The brother can make 3 unarmed strike, kunai, Shichiseiken, or Bashosen attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. The brother may make 1 additional attack for every additional chakra point spent. The brother may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 2 (1d3 + 1) piercing damage on a hit.

Tool: Kōkinjō (5 Chakra). One creature within 5 ft. of the brother must attempt a DC 16 Dexterity saving throw. On a failure, they become restrained until the end of their next turn.

Tool: Shichiseiken. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) magical slashing damage. If the target is effected by Kōkinjō, their soul word is disconnected from their body until the end of the brother's next turn.

Tool: Benihisago (15 Chakra). This can only be used while a creature the brother can see is disconnected from their soul word by Shichiseiken. For 1 minute, if they say their soul word, a homophone of their soul word, or do not speak for the entirety of this duration, they are instantly sealed inside the gourd, becoming paralyzed, immortal, and unconscious. The gourd can carry any amount of objects and creatures.

Tool: Benihisago Return (5 Chakra). The brother removes to 20 square feet of objects or creatures of their choice from within Benihisago.

Tool: Bashosen. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 14 (2d10 + 3) damage, and the brother must roll 1d6. On a 1, he deals magical bludgeoning damage; on a 2, he deals fire damage; on a 3, he deals lightning damage; on a 4, he deals cold damage; and on a 5, he deals thunder damage.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, the brother 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.

Rope Escape (6 Chakra). When the brother attempts a d20 roll to attempt to remove an object from their person, including escaping the restrained condition from a physical restraint, they automatically roll a 20.

Basic Clone (3 Chakra). Any creature that can see the brother must attempt a DC 16 Intelligence saving throw. On a failure, attacks against the brother have disadvantage, and the brother has advantage on any saving throws the creature forces them to attempt. On a success, they are no longer effected by this jutsu until it is recast. Creatures with blindsight, truesight, or that can sense magic or chakra automatically succeed this saving throw. You must spend 1 chakra at the end of each of your turns to maintain this effect.

Transformation (1+ Chakra). The brother becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 16 Investigation check realize that they are transformed. If the creature saw them performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

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

Hidden Chakra. When the brother has less than half his maximum chakra, he gains 16 red chakra equal to his CR. He may use this once, regaining all uses at the end of a long rest.

Initial Release. As a bonus action, the brother enters Initial Release. This reveals him as a Jinchūriki to anyone that can see him and anyone who can detect magic or see chakra may make an Insight check, and he gains the following benefits:

  • The cost of all Jutsu the brother knows are reduced in chakra costs by 1, except for Jutsu that only cost 1 chakra.
  • The brother's movement speed increases by +10 ft.
  • At the start of each of his turns, the brother regains 2 hit points.
  • The brother gains advantage on Strength and Dexterity checks and saving throws.
  • This state ends if the brother chooses to do so as an action, or if he is knocked unconscious.
  • The brother loses 2 chakra and gains 2 red chakra at the end of each of his turns.

Tailed Release. While Initial Release is active, the brother gains the following:

  • The brother's unarmed strikes deal an additional 2 (1d4) slashing damage.
  • The brother's movement speeds increase by 15 ft.
  • The brother regains additional 2 hit points (4 total) at the beginning of each of his turns.
  • The brother can activate Hidden Chakra as a bonus action, and can use red chakra in tandem with his own.
  • The brother loses 4 chakra and gains 4 red chakra at the end of each of his turns.

Tailed Beast Shockwave (4+ Chakra). Each creature within a 5 ft. radius must succeed a DC 17 Strength saving throw or take 8 (1d8 + 4) force damage and be pushed to the edge of this jutsu’s range. The brother can add an additional 4 (1d8) damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage. The brother may spend 4 additional chakra separate from the previous effects to use this as a reaction, causing the ranged attacks it may be made in response to to miss in addition to its normal effects.


Substitution (3+ Chakra). When the brother is hit by an attack and would take damage, they decrease the damage by 21 (1d10 + 16) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. The brother can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Kinkaku (left) and Ginkaku (right), [Source].

The Gold and Silver Brothers, Kinkaku and Ginkaku were a pair of powerful Cloud Shinobi. Early in their career, during a time when the Hidden Villages were constantly subject to attacks from one another before the first Five Kage Summit, the two attempted to steal the Nine-Tails from the Leaf Village. While they failed, they survived being swallowed whole by the fox for two weeks by consuming its entrails until it vomited them out, transforming them into the powerful pseudo-jinchuriki they were. In their time, they were the only ones capable of mastering all five Treasured Tools of the Sage of Six Paths, outperforming even the First Raikage in that regard. In typical use, Kinkaku wielded the Bashosen and Kokinjo, while Ginkaku wielded Shichiseiken and Benihisago.

Going rogue with their tools in tow, though the Cloud Village was able to keep the Kohaku no Jōhei, they attacked a peace treaty between the Cloud and Leaf, severely injuring the Second Hokage and mortally wounding the Second Raikage. Wishing to finish the job, the two cornered Tobirama once again, this time with his team. While Tobirama did indeed fall in battle, he took the brothers with him, leaving their bodies and tools to be slowly covered in the forest around them.

When the two were resurrected by Kabuto during the Fourth Shinobi World War, with their tools in hand, they were sent to battle the Allied Shinobi Forces' Mid-Range Attack Division, being primarily confronted by Darui, Samui, and Atsui. Stealing their treasured tools, though not before losing his two comrades, Darui trapped Ginkaku inside Benihisago, causing Kinkaku to enter his Tailed Release. While he rampaged, Team Asuma Arrived, Kohaku no Johei in hand, sealing both brothers away for good. Handing them off to Tenten, their closest known weapons specialist, as the sun set with Samui and Atsui freed, the brothers were done for good. However, with no other options, the "Masked Madara" appeared, stealing the treasured tools and extracting the chakra within them with the Gedo Mazo in order to form a partial Ten-Tails, leaving their normal chakra within the beast to be released partially during Kabuto's defeat, and entirely following Kaguya's defeat.

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