Jiraiya (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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 (Jiraiya), chaotic good

Armor Class 21 (Natural Armor)
Hit Points 123 (19d8 + 38)
Speed 60 ft. (110 ft. and swim from Senjutsu)

12 (+1) 18 (+4) 14 (+2) 18 (+4) 12 (+1) 13 (+1)

Saving Throws Dex +10, Int +10
Skills Acrobatics +10, Animal Handling +7, Athletics +7, Performance +7, Persuasion +7
Senses passive Perception 11
Languages Common
Challenge 19 (22,000 XP)

Chakra. Jiraiya has 39 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Fire. Some of Jiraiya's jutsu light creatures on fire, taking an amount of damage at the beginning of each of their turns. At the end of each of such a creature's turns, the target must make a DC 18 Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.

Senjutsu Chakra. Some of Jiraiya's features grant him "senjutsu chakra". At the end of each of his turns inside initiative that he does not meditate, 2 senjutsu chakra becomes normal chakra. He does not lose senjutsu chakra in this way outside of initiative. Jiraiya can spend senjutsu chakra as if it were normal chakra. A creature may have a number of senjutsu chakra points equal to a quarter of their chakra point maximum or Wisdom score, whichever is higher unless they have this feature, in which they may have a number equal to their chakra point maximum. If this limit is exceeded, they become petrified and identical to the Sage Creature of the source of the senjutsu until they lose the senjutsu (in this case, a large toad). While Jiraiya has a number of senjutsu chakra equal to half his normal chakra, he gains the following:

  • Jiraiya deals an additional 5 (1d10) damage with unarmed strikes.
  • Jiraiya's reach increases by +5 ft.
  • Jiraiya's movement and swimming speeds increase by +10 ft., and his jump distances increase by +20 ft.

Nature Chakra Sense. Jiraiya may take the search action as a bonus action. When Jiraiya takes the search action, he may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Multiattack. Jiraiya can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) magical bludgeoning damage.

Stone Sword of Mount Myoboku. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) magical fire damage.

Kunai. Thrown Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Jiraiya 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.

Transformation (1+ Chakra). Jiraiya becomes identical to a person, creature or non-magical object he a complete visual image of. 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 19 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.

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

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

Summoning Jutsu (20+ Chakra). Jiraiya summons one Toad of Mount Myoboku or Rashōmon within 15 ft. of him, spending an amount of chakra equal to the summoned creature's CR.

Rasengan (10 Chakra). Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage + 11 (2d10) force damage and the target must succeed a DC 19 Strength saving throw. On a failure, they are pushed 20 feet away from Jiraiya.

Twin Rasengan (10+ Chakra). Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 5) force damage and the target is pushed 5 feet away from Jiraiya. Jiraiya may make 1 additional attack up to the number of hands he has for every 5 additional chakra spent.

Giant Rasengan (12+ Chakra). Melee Weapon Attack: +11 to hit, 10 ft. radius with one edge 15 ft. from Jiraiya. Hit: 16 (2d10 + 5) bludgeoning damage and 10 (2d10) force damage. The targets must make a DC 19 Strength saving throw or be pushed 20 feet away. Jiraiya may spend 5 additional chakra to increase this jutsu's range by 5 feet.

Wild Lion's Mane (5 Chakra). For 1 hour, Jiraiya are immune to one instance of the restrained condition that is not from genjutsu each round.

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

Water Gun (1 Chakra). Melee Weapon Attack: +10 to hit, range 20 ft., one target. Hit: 8 (1d8 + 4) magical piercing damage.

Flame Bullet (4 Chakra). Melee Weapon Attack: +10 to hit, range 40 ft., three targets. Hit: 11 (2d6 + 4) fire damage and is set on fire. At the start of its turn, it takes 3 (1d6) fire damage.

Fire Dragon Flame Bullet (22 Chakra). Every creature in a 150 ft. long, 10 ft. wide line must make a DC 18 Dexterity saving throw, taking 34 (10d6 + 4) fire damage and catching on fire for 1 minute on a failure. On a success, they take half as much damage and are not ignited. At the start of its turn, it takes 10 (2d10) fire damage.

Toad Oil Bullet (9 Chakra). All creatures in a 40 ft. line must attempt a DC 18 Dexterity saving throw. On a failure, any effect that can deal fire damage can target creatures under this effect at twice its range for 1 minute (concentration).

Five Elements Seal (25 Chakra). One restrained or willing creature Jiraiya can touch has their chakra point maximum decreased by 12 points, or they lose access to their highest unlocked feature in one non-dojutsu implantable subclass of his choice. This jutsu may be cast on the same creature multiple times, but can only be affected by each effect once. This can only be undone by a cast of this jutsu or the Creation of All Things jutsu.

Shadow Clone (4+ Chakra/Clone). Jiraiya creates up to 5 clones. The clones have 5 hit points each, and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. Jiraiya controls them and they act on the same initiative as him. They last until they are reduced to 0 hit points, they expend all of their chakra, Jiraiya dismisses them at will, or Jiraiya falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).

  • Clones have no range limit as to how far away they can be.
  • Any effects affecting Jiraiya when the clone is created carries over to the clone.
  • A clone carries a copy of all his equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, Jiraiya is aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching his clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If he has an exhaustion level of 2 while his clone clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

Sage Meditation. As a full turn action, Jiraiya becomes blind and prone until the beginning of his next turn, and 4 points of Jiraiya's normal chakra becomes senjutsu chakra. If a clone is dispelled while being affected by this action, any chakra it would have granted Jiraiya is instantly converted into senjutsu chakra.

Sage Art. As part of another jutsu, Jiraiya either fulfills its cost with senjutsu, or spends an additional amount of senjutsu chakra equal to 1/4 of its cost, doubling the range or damage of, grants a creature disadvantage against any 1 saving throw it incurs, or grants himself advantage on any 1 saving throw it incurs.


Needle Jizō (2 Chakra). When Jiraiya takes damage from a creature within 15 ft. of him while Wild Lion's Mane is active, they take 3 (1d6) slashing damage.

Substitution (3+ Chakra). When Jiraiya is hit by an attack and would take damage, he decreases the damage by 26 (1d10 + 20) and teleports up to 25 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. Jiraiya can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Mud Wall (4 Chakra). When Jiraiya is targeted by a ranged attack, he gains three-quarters cover until the end of his next turn.


Jiraiya, Source [[1]].

After graduating from the Academy, Jiraiya was placed alongside Orochimaru, a snakelike prodigy of all forms of ninjutsu, and Tsunade Senju, granddaughter of the First Hokage, on a team led by the Third Hokage himself. Being the only one to fail the legendary bell test, in which only two can succeed by taking a bell from their opponent, Hiruzen game him a minor scolding, proposing that he act more like Orochimaru to become a prodigy himself, to which he responded his newly-invented Transparent Escaping Jutsu was proof enough that he was a prodigy, even if his particular use of it was less-than-wholesome.

One day during his training, he attempted to use the summoning jutsu without first forming a contract. By sheer luck, destiny, and perhaps a faulty formula, he was transported to Mount Myoboku. Being the first human to be welcomed to the sage toads' ancestral home, he was granted training in their strongest art, senjutsu. After finally achieving Sage Mode, he was presented to their elder, who read his future according to a prophecy the Sage of Six Paths had once given him, that Jiraiya would travel the world and during that time meet the Child of the Prophecy, a student who would grow up to either save or destroy the world depending upon how Jiraiya taught them.

His first candidate was Minato Namikaze, a prodigal genin on his own team. Between mastering multiple forbidden jutsu only mastered by the Second Hokage himself and creating the Rasengan, a technique of such great power that it would become his own signature jutsu, he focused on training him the most, ultimately teaching him Sage Mode. It was in this time that he wrote his first novel, Tales of a Gutsy Ninja, chronicling his hopes for the Child of Prophecy and filling his checkbook.

In the Second Shinobi War, Team Hiruzen continued to fight together without their master, forming the "Three Way Deadlock". In their fight with Hanzo the Salamander, they proved such a threat to two Kage-level opponents that he deemed them the Legendary Sannin. In the wake of this fight, he came across a young Nagato Uzumaki. Recognizing his Rinnegan as the same dojutsu of the Great Sage himself, he believed he might be the Child of Prophecy, forming a second team.

Many years later, he believed both of his prospects had died. Coming across Naruto, he didn't immediately think of the prophecy, only that he owed Minato to look after his son. However, as their training continued, he began to see the best parts of both Minato and Nagato. Truly believing he had found the one, he was forced to delve into the past to respond to rumors of a resurfacing Rinnegan. Doing battle with the group called Pain, he only discovered their secret moments before his death, passing his secrets onto Naruto through Fukusaku.

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