Nagato (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 (Uzumaki), lawful good

Armor Class 18 (Natural Armor)
Hit Points 180 (19d8 + 95)
Speed 60 ft.

10 (+0) 14 (+2) 20 (+5) 20 (+5) 11 (+0) 8 (-1)

Saving Throws Dex +8, Cha +5
Skills Acrobatics +8, Arcana +11, Deception +5, Perception +6
Senses passive Perception 16
Languages Common
Challenge 19 (22,000 XP)

Chakra. Nagato has 74 chakra points which she can expend. All chakra points are regained at the end of a long rest.

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

Endurance. When Nagato is targeted by an effect that allows him to make a Constitution saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Rinne Six Paths. Nagato has a shared field of vision with the other Paths of Pain. Each path can only be killed by taking four times as much damage as chakra points it has from a single source, or if the receiver inside it is destroyed. Creatures must succeed a DC 19 Arcana or Medicine check as an action to find and be able to attack their receiver. If a path gains chakra points or dies, its chakra points are divided evenly among any remaining paths. Nagato loses 10 chakra for every Path of Pain that exists.

Chakra Sense. When Nagato takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 60 feet. He sees 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 5 feet of stone, 5 inches of common metal, 1 inch of lead, or 15 feet of wood or dirt.


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

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (4d4 + 2) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Nagato may make 1 additional attack for every additional chakra point spent.

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

Transformation (1+ Chakra). Nagato becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and she can not recreate a magical effect. Creatures must make a DC 19 Investigation check realize that she is transformed. If the creature saw her performing the jutsu, they automatically succeed. This does not change statistics.

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

Chakra Detection. As a bonus action, Nagato attempts an Arcana check (DC 10 + the target's bonus to Deception) to learn how many spell slots, Ki points, chakra points, and other resources or charges that a creature has. The DC to discover hit points in this manner is 10 + the target's Constitution Modifier.

Summoning: Demonic Statue of the Outer Path (35 Chakra). The Gedo Mazo appears in the spot where Nagato was standing, and he is teleported on top of it.

Black Receiver (10 Chakra, 1 Black Receiver). Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 8 (1d6 + 5) magical piercing damage. Nagato may spend 1 chakra to deal an additional 3 (1d6) damage up to the difference between the attack roll and the target's AC up to 12. The black receivers stay in their target until destroyed. Each Receiver has an AC of 23 and 5 hit points. They can be destroyed instantly by Nagato.

Rod Heat. As a bonus action, one creature with a black receiver embedded in them takes 7 (1d4 + 5) fire damage per receiver inside them, and reduces the target's movement speed by 20% per receiver inside them until the beginning of their next turn. This has no range limit.

Demonic Statue Chains (15 Chakra). Ranged Spell Attack: +11 to hit, range 100 ft., one target. Hit: 27 (5d8 + 5) psychic damage and is grappled by Nagato for 1 minute (concentration). Jinchuriki grappled by this jutsu are not able to access their Path of the Beast features, and Tailed Beasts are paralyzed for the duration. A grappled creature can escape by succeeding a DC 19 Strength (Athletics) or Dexterity (Acrobatics) check. A Tailed Beast can still attempt to escape this, despite being Paralyzed, but it makes the check at disadvantage. Nagato may concentrate on 6 instances of this jutsu at a time.

Chain Heat. Creatures affected by Demonic Statue Chains take 14 (2d8 + 5) psychic damage.

Gedo Art of Rinne Rebirth Any creatures of Nagato's choice within 20 miles are resurrected as per true resurrection without the 200-year limit. After using this jutsu, he dies instantly after 1 minute passes or he takes an action.

Gale Palm (5 Chakra). Any effects that would be cleared by a strong wind within a 25 ft. line is cleared. Alternatively, Nagato doubles a creature's jump distance, and allows them to jump a single time as part of his action until the end of his turn. Alternatively, as a bonus action, the ranges of any thrown weapons Nagato attacks with are doubled until the end of his turn.

Air Bullet (8 Chakra). Each creature in a 15 ft. line must make a DC 19 Constitution saving throw. On a failure, the creatures take 18 (3d8 + 4) thunder damage and are pushed 40 ft. away. If it collides with a creature or object, both take an additional 4 (1d8) bludgeoning. On a success, they take half as much damage and are moved half as far.

Water Bullet (10 Chakra). Ranged Spell Attack: +11 to hit, range 50 ft. line. Hit: 19 (3d8 + 5) magical bludgeoning and 7 (2d6) cold damage and must make a DC 19 Strength saving throw or be pushed back 10 feet and fall prone.

Water Style Bullet: Orca (25 Chakra). A 60 foot radius area around Nagato is covered in 1 foot of water for 1 minute (concentration).

Water Shockwave (3 Chakra). Any creatures within Water Style Bullet: Orca are moved up to 15 feet in a direction of Nagato's choosing.

Exploding Water Shockwave (7 Chakra). As a bonus action when Nagato uses a Water Style jutsu with an area of effect that targets creatures, he moves to anywhere within the jutsu's range in a straight line. This movement provokes opportunity attacks.

Rain Tiger at Will (18 Chakra). Nagato creates a 10 mile radius storm cloud above him. He is aware of any creature touching the rain that falls from this cloud, and he must spend 2 chakra at the end of each of his turns to maintain this jutsu.

Multi Mud Wall (5+ Chakra). As a bonus action, Nagato creates a 5 foot square wall that is 3 inches thick anywhere within 5 feet of him that grants three-quarters cover and has 13 hit points, and 12 AC. Nagato may create an additional wall within 5 feet of itself or one other Multi Mud Wall he can touch for every 5 additional chakra points spent.

Mental Resistance (12 Chakra). One creature Nagato touches becomes resistant to genjutsu. When a creature casts a genjutsu on the target, this jutsu ends and they must attempt a DC 19 Charisma saving throw. On a failure, the genjutsu fails and they are frightened of the target for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Magic Lantern Body (10 Chakra). Nagato projects an image of himself in the location of 1 creature or object whose range he knows the location of down to a 30-foot range within 5 miles of him for 1 hour (concentration). The mirage is a transparent silhouette, save for his eyes which are perfectly recreated, that refracts various colors. He can see and hear through this mirage, but he can not interact with the world around it.


Substitution (3+ Chakra). When Nagato 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. Nagato can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Multi Mud Wall (5+ Chakra). When Nagato is targeted by an attack or Dexterity saving throw, he creates a 5 foot square wall that is 3 inches thick anywhere within 5 feet of him that grants three-quarters cover and has 13 hit points, and 12 AC. Nagato may create an additional wall within 5 feet of itself or one other Multi Mud Wall it can touch for every 5 additional chakra points spent.


Becoming the new leader of the Akatsuki, Nagato converted Yahiko's body into his first and most powerful conduit of his power; the Deva Path, creating a new alias: Pain. Acting mostly in the shadows through the Deva Path, fulfilling Nagato's wishes for Yahiko to still be their leader, Nagato dedicated his Akatsuki to creating weapons out of the Tailed Beasts for the Five Great Nations to use to completely destroy themselves in one final war, which he viewed as the only way to assure the eternal peace Jiraiya wanted. Using the Deva Path to kill Hanzo in cold revenge, becoming the village head and "god" of the Hidden Rain Village. Years later, when the Akatsuki had few members remaining but only required the Eight and Nine-Tails to complete their plot, Jiraiya attempted to gather information on them from within the Hidden Rain Village. Realizing that he had no other options, he used his Six Paths of Pain to kill Jiraiya and escalated his plan, attacking the Hidden Leaf Village directly. After a long fight with many losses, Naruto confronted Nagato directly. Despite everything he had done to the jinchuriki, Naruto did not attack Nagato. While he found Nagato's plan to be a reasonable conclusion, he disagreed with his methods, instead presenting a plan to destroy the cycle of hatred in the shinobi world rather than the world itself. Using the last of his power to resurrect the Leaf shinobi he had killed, he wished Naruto luck on his mission, having realized Naruto was the child of prophesy he had believed himself to be.

Variant: Healthy Nagato

Heavily drained from years of using all six of his paths, Nagato was unable to use many of the Six Paths of Pain's abilities with his own body. However, in his prime, and later during the Fourth Shinobi World War when he was resurrected by Kabuto alongside Itachi to capture Killer B and Naruto. While at full strength, Nagato gains the following actions:

Summoning Rinnegan (4+ Chakra).Nagato summons one Rinnegan summon, another Path of Pain, or Konan within 5 ft. of him or underneath him, spending an amount of chakra equal to the summoned creature's CR. If a non-humanoid is summoned, they are controlled by Nagato, act on his turn and use his actions, but have their own movement speed. Alternatively, he may spend 3 chakra on his turn to grant 1 summon its own actions for that turn. The summons gain a copy of his Rinnegan, granting Nagato the ability to see through their eyes.

Four-Armed Asura (2 Chakra). Nagato summons up to 4 additional arms anywhere on his body that last for 1 minute (concentration). These arms are fully prehensile and act exactly as his existing arms do.

Weaponsmith Asura (2+ Chakra). As a bonus action, Nagato recreates a perfect copy of a non-magical weapon that he is proficient in within one of his arms. He cannot be disarmed of this weapon and it only disappears if he dismisses it at will, he is incapacitated, 1 minute passes, or he loses concentration. Nagato can spend an additional 1 chakra at the time of summoning this weapon to extend its reach by 5 feet.

Flaming Arrow of Amazing Ability (5 Chakra). Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 19 (3d8 + 5) magical bludgeoning damage. If this attack hits a structure or object, the hit is a critical hit.

Flaming Arrow Warhead (5 Chakra). Ranged Spell Attack: +11 to hit, range 60 ft., six targets. Hit: 7 (1d4 + 5) magical bludgeoning damage.

Reinforced Asura (5 Chakra).For 1 minute (concentration), Nagato gains a +2 bonus to his AC.

Chakra Propulsion Cannon (10 Chakra). Every creature in a 100 ft. line must succeed a DC 19 Dexterity saving throw. On a failure, they take 19 (4d6 + 5) force damage. On a success, they take half as much damage.

Deva Path: Shinra Tensei (5+ Chakra). As an action, or as a reaction for 5 additional chakra when he is targeted by an attack, every creature within a 5 ft. radius must succeed a DC 19 Strength saving throw or take 12 (2d6 + 5) force damage and be pushed to the edge of this jutsu's range. For every additional chakra point spent, this jutsu deals an additional 3 (1d6) damage and its range increases by 5 feet. If more than 20 chakra is spent, objects take double damage. Nagato may not use a Deva Path jutsu again until the beginning of his next turn.

Deva Path: Banshō Ten'in (2+ Chakra). Any creature of Nagato's choice within a 10 ft. radius must succeed a DC 19 Strength saving throw or be pulled towards him. Nagato can increase this jutsu's range by 5 feet for every additional chakra point spent. Nagato can stop pulling a creature at any range (i.e. stop them 10 feet from him instead of 5 feet). After casting this jutsu, he can not use any Deva Path jutsu again until the beginning of his next turn.

Deva Path: Chibaku Tensei (30+ Chakra). Nagato launches a black sphere within 1 mile of himself that becomes an up to 160 foot sphere as it rips up parts of the terrain. All creatures within 60 feet of the sphere must succeed a DC 19 Strength saving throw. On a failure, they are drawn to the closest area of the sphere and are restrained. All creatures within 10 + 5 per additional chakra point spent feet of the sphere must retry this saving throw at the end of each of their turns for 1 hour. This effect ends early if it impacts the ground, as detailed later, the sphere, which has an AC of 26 and has 30 hit points is destroyed, or Nagato ends it early. It is immune to Psychic and Poison damage but vulnerable to force damage. Nagato may move the sphere up to 1 mile in any direction up to 5 miles from him as an action, or cause it to impact the ground directly beneath it. Upon impact, creatures restrained by the Chibaku Tensei must succeed a DC 19 Strength saving throw or take 36 (8d6 + 5) bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a DC 19 Dexterity saving throw or take 43 (10d6 + 5) bludgeoning damage from the impact. On a success, creatures take half damage.

Absorption Soul Technique (20 Chakra). One creature within 5 feet must succeed a DC 19 Wisdom saving throw or take 23 (4d8 + 5) psychic damage on a failed save, and half as much on a success. On a failure, Nagato learns a portion of the creature's deepest secrets, as determined by your DM. A creature reduced to 0 hit points by this technique dies instantly.

Jigokudo (25 Chakra). All creatures Nagato is grappling, must succeed a DC 19 Wisdom saving throw or become paralyzed. While the creature is paralyzed, Nagato may question it at will. If the creature lied during its interrogation, it must succeed a DC 19 Deception check. On a failure, they take 32 (6d8 + 5) psychic damage and they are no longer paralyzed. If the creature answered truthfully, they gain 1 level of exhaustion and are no longer paralyzed. A creature reduced to 0 hit points by this technique dies instantly. A creature that does not share a language with Nagato is immune to this effect.

Jigokudo Healing (25 Chakra). Nagato targets one creature within 10 feet. At the beginning of Nagato's next turn, the creature regains 70 hit points, and any conditions that were previously affecting it end. Any lost limbs are regained and the creature is otherwise returned to a perfect physical state.

Seal Jutsu Absorption (3+ Chakra). One creature within 5 ft. must succeed a DC 19 Constitution saving throw. On a failure, their total chakra points are reduced by 7 (2d6), and Nagato regains a number of chakra points equal to the amount absorbed.

Reactive Seal Jutsu Absorption (3+ Chakra). As a reaction when Nagato is targeted by a jutsu that is not Taijutsu, the jutsu's chakra is reduced by 5 (2d4), and he regains an equal amount of chakra reduced. If this would reduce the jutsu's chakra below its minimum cost, the jutsu fails, and the jutsu's caster regains the remaining chakra points. Otherwise, the jutsu loses any additional effects from increasing its cost for a number of chakra points equal to the number absorbed. If a jutsu's base cast has multiple projectiles (i.e. a single Lightning Ball), each projectile counts as a different jutsu with a cost equal to its base cost divided by the number of projectiles. Nagato may increase the number of chakra points absorbed by 2 (1d4) for every 2 additional chakra points spent.

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