Mu (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 (Human), lawful neutral

Armor Class 19 (natural armor)
Hit Points 130 (20d8 + 40)
Speed 60 ft.

10 (+0) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 13 (+1)

Saving Throws Dex +9, Int +9, Wis +7
Skills Acrobatics +9, Deception +7, Intimidation +7, Investigation +9, Perception +7, Stealth +9
Senses passive Perception 17
Languages Common
Challenge 18 (20,000 XP)

Chakra. Mu has 36 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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


Multiattack. Mu 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) slashing damage. Mu may make 1 additional attack for every additional chakra point spent. Mu 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.

Shuriken Shadow Clone (1 Chakra). When Mu makes a kunai attack, they may instantly create a copy of the weapon thrown. This weapon disappears at the end of their turn.

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

Transformation (1+ Chakra). Mu 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 17 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). Mu's movement speed doubles, and their movement does not provoke attacks of opportunity.

Lightweight Boulder (2+ Chakra). As a bonus action, Mu can divide one object's weight by the amount of chakra spent. Mu may target a creature with this jutsu for 7 chakra. Doing so also grants them a flying speed equal to their movement speed

Weighted Boulder (7+ Chakra). One creature or object Mu can touch becomes 2 + half the additional amount of chakra times heavier for 1 minute. If the target is a creature, their movement speed becomes 0 and their melee attacks deal twice as much damage.

Fissure (3 Chakra). Mu creates a 30 ft. long, 10 ft. wide, 50 ft. deep or smaller fissure. Each creatures in the area must make a DC 17 Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making a DC 17 Athletics or Acrobatics check. The fissure has an initiative of 20. At the start of its fourth turn it closes. A creature still in the fissure takes 14 (3d6 + 3) force damage and is pushed to the top.

Rock-Tatami (5 Chakra). Mu creates a rock mat that fills a 5 ft. square area. As a bonus action during the next 5 minutes, they may force any creature to attempt a DC 17 Strength saving throw. On a failure, they become prone or move up to 10 ft. in a direction of your choice including straight up (unless they are larger than Large), and take 13 (4d4 + 3) magical bludgeoning damage. On a success, they take half as much damage. If they are moved, the mat moves as well, and stays there until you move it again or this jutsu ends.

Stone Pillar Spears (8 Chakra). Mu creates five stone pillars within 20 ft. of them. The pillars are 5 ft. cylinders that protrude 30 ft. out of the ground and pass through obstacles to reach the target. The target of each pillar must make a DC 17 Dexterity saving throw or take 10 (2d6 + 3) piercing damage for each pillar that hits it.

Body Elimination (5 Chakra). One creature Mu can touch that has 1 or fewer hit points is killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash.

Shadow Clone (4+ Chakra/Clone). Mu creates up to five clones. Each clone has 5 hit points and the chakra spent creating it (this applies to things that would reduce the cost). The clones can take actions as normal, but do not benefit from the Extra Attack feature. Mu controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, Mu dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, Mu regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Mu, including equipment, features, and any effects affecting Mu when he creates the clone. Any charges, such as from features or magic items, are shared between all clones and Mu. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.

Fission Technique (0 Chakra). When Mu creates a shadow clone, instead of spending chakra, he divides his chakra and hit point maximums evenly among himself and any clones created. These clones can not be dispelled, and they are not destroyed when he falls unconscious. When a clone is destroyed, its chakra and hit point maximums are divided evenly among the remaining clones at the end of their next long rest.

Dustless Bewildering Cover (10 Chakra). Mu becomes invisible and immune to Chakra Detection for 1 minute or until he takes an action.

Detachment of the Primitive World Technique (25 Chakra). As a distracting action, or as a bonus action on the same turn as casting this jutsu, Mu designates this jutsu's range. At the beginning of his next turn, any creatures within a 30 ft. long, 5 ft. radius cylinder or 20 ft. cube with an edge 5 ft. from him take 75 (10d6 + 40) force damage. If Mu moves himself before this happens, he regains half this jutsu's cost, and the jutsu fails. If he is moved by any other means, the jutsu stays in the same place in relation to him. If this damage reduces the target to 0 hit points, it is disintegrated on a molecular level. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates any part of it within range. A magic item is unaffected by this spell.


Substitution (3+ Chakra). When Mu is hit by an attack and would take damage, they decrease the damage by 23 (1d10 + 18) 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. Mu can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Rock Armor (8 Chakra). When Mu is targeted by an attack, he gains a +5 bonus to his AC until the end of his next turn.


Bodyguard to the First and master of the Third, Mu is the Second Tsuchikage of the Hidden Stone Village. During his time as bodyguard, he and his pupil were attacked by Madara Uchiha, who demanded that the Hidden Leaf Village remain the dominant power despite having effectively become a rogue nin. This encounter had a lasting effect on both present, leading them to lead their nation into isolationism and opportunism. Despite being calm and polite to a fault, this encounter caused Mu to often consider and and take more underhanded tactics, such as hiring rogue nin to attack other nations instead of

Holding the legendary title of "Non-Person" due to his ability to completely vanish from any form of detection, he is a master of seemingly esoteric jutsu. Under his reign, the Hidden Stone would seek out ways of capturing the other Tailed Beasts, despite already claiming ownership over the Four- and Five-Tails, and his actions served no others beyond the village. He and Gengetsu Hozuki had a lifelong rivalry that would eventually culminate in their deaths at each other's hands during the Second Shinobi World War.

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