Han (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 (Han), neutral good

Armor Class 21 (Steam Armor)
Hit Points 153 (18d8 + 72)
Speed 65 ft. (75 in Initial Release, 95 in Tailed Release)

10 (+0) 18 (+4) 18 (+4) 12 (+1) 10 (+0) 9 (-1)

Saving Throws Con +9, Cha +4
Skills Acrobatics +9, Animal Handling +5, Athletics +5, Insight +5, Intimidation +4
Senses passive Perception 10
Languages Common
Challenge 16 (15,000 XP)

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

Evasion. When Naruto 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. Han can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Red Chakra. Some of Han's features grant him "red chakra". If his own chakra is less than his red chakra, he must attempt a DC 12 Constitution saving throw at the end of each of his turns. On a failure, he gains 1 level of exhaustion. This DC increases to 14 in Initial Release, 16 in Tailed Release, and 18 in Tailed Beast Mode. 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. Han makes 3 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Han may make 1 additional attack for every additional chakra point spent. Han may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 3 (1d4 + 1) piercing damage on a hit.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Han makes two unarmed strikes

Leaf Gust (8 Chakra). Han 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 Han's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Han gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Han casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement

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

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) bludgeoning damage. Han may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: The target is restrained until Han is not within 5 feet or the beginning of their next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Han using this jutsu.

Heavenly Foot of Pain (12 Chakra). One creature within 5 feet and every creature except Han within 5 feet of them must attempt a DC 17 Strength saving throw. On a failure, the original target takes 12 (3d4 + 4) magical bludgeoning damage, creatures within the radius take half as much damage, and all creatures fall prone. On a success, a creature takes half as much damage as they would have taken had they failed.

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

Initial Release. As a bonus action, Han 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 Han knows are reduced in chakra costs by 1, except for Jutsu that only cost 1 chakra.
  • Han's movement speed increases by +10 ft.
  • At the start of each of his turns, Han regains 4 hit points.
  • Han gains advantage on Strength and Dexterity checks and saving throws.
  • This state ends if Han chooses to do so as an action, or if he is knocked unconscious.
  • Han loses 2 chakra and gains 2 red chakra at the end of each of his turns.

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

  • Han's unarmed strikes deal an additional 1d4 slashing damage.
  • Han's movement speeds increase by 20 ft.
  • Han regains additional 4 hit points (8 total) at the beginning of each of his turns.
  • Han has advantage on grappling checks, can squeeze through spaces twice as small, and does not suffer the penalties of squeezing into a space one size smaller than him.
  • Han can activate Hidden Chakra as a bonus action, and can use red chakra in tandem with his own.
  • Han loses 4 chakra and gains 4 red chakra at the end of each of his turns.

Tailed Beast Mode. As a full turn action, Han becomes identical to Kokuō with the same percentage of hit points remaining. If he is reduced to 0 hit points, Han returns to his normal form. Han keeps his features, chakra points, and chakra point maximum while in this form. Han loses 6 chakra and gains 6 red chakra at the end of each of his turns.

Unrivaled Strength (3 Chakra). As a bonus action, Han gains the benefits of this jutsu. He must spend at least 1 chakra at the beginning of each consecutive turn to maintain the following benefits, gaining a second stack of them for every 3 additional chakra spent:

  • He deals an additional 5 (2d4) fire damage from all sources.
  • His movement speed increases by 10 feet.

Erupting Propulsion Fist (12 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 29 magical bludgeoning damage, and they are moved up to 15 ft. in a direction of Han's choice.

Erupting Falling Stomp (12 Chakra). Han moves up to 40 feet into the air, and up to half his movement speed in any direction of his choice, staying there until the beginning of his next turn. If Han makes an unarmed strike while in the air from this jutsu, the target takes an additional 29 magical bludgeoning damage on a hit, and both Han and the target return to the ground.

Erupting Formation Body (12 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft. radius. Hit: 29 magical bludgeoning damage.

Erupting Strong Foot (15 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 29 magical bludgeoning damage, and they are moved up to 30 ft. in a direction of Han's choice. Han may move up to half his movement speed as part of this attack.


Substitution (3+ Chakra). When Han is hit by an attack and would take damage, he decreases the damage by 21 (1d10 + 16) and teleport 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 Han takes any remaining damage from that attack. Han can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.


A giant of a man, Han towers over any shinobi, even his fellow jinchuriki. His physical strength made him a perfect candidate to be the jinchuriki of the Hidden Stone's Kokuō shortly after his birth, being closely related to the then Tsuchikage Mu. Quickly mastering his beast's Vapor Style, focusing it into nintaijutsu powerful enough to rival the Fourth Raikage and make him a hero for his service in the Third Shinobi World War, which was only enhanced by his reserved-yet-amicable personality. However, as Onoki's reign as Tsuchikage gradually drew his nation to be more exclusive and suspicious, Han was eventually hated by his own people as a symbol of war. By the time the Akatsuki formed and Orochimaru and Tobi were sent after him, there were none in the Stone both willing and able to come after him.

After Pain's defeat, he would be reincarnated by Kabuto and Obito, where he did battle with Killer B and Naruto, and eventually being taken down by Kakashi and Might Guy long enough for Itachi to force Kabuto to release his Edo Tensei.

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