Naruto, Six Paths (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.

Naruto Uzumaki[edit]

Medium humanoid (Uzumaki), chaotic good


Armor Class 22 (Natural Armor)
Hit Points 263 (31d8 + 124)
Speed 70 ft. (80 ft. in Initial Release, 100 ft. in Tailed Release)


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 18 (+4) 15 (+2) 12 (+1) 14 (+2)

Saving Throws Con +12, Cha +10
Skills Acrobatics +12, Animal Handling +9, Athletics +10, Performance +10, Persuasion +10
Senses passive Perception 11
Languages Common
Challenge 28 (120,000 XP)


Chakra. Naruto has 116 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Six Paths Chakra. Naruto has 50 additional chakra points which he can expend, which can not be regained normally. If he spends all of this chakra, he loses his Truth-Seeking Orb reaction and the bottom 4 bullet points of Six Paths Sage Mode, its bonus damage is reduced to 6 (1d10), and his Natural Chakra Sense range is halved.

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

Dying Breath. At the beginning of each of Naruto's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.

Red Chakra. Some of Naruto'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. If he is in Initial Release, the DC becomes 14. If he is in Tailed Release, the DC becomes 16. If he is in Kurama Chakra Mode or Tailed Beast Mode, the DC becomes 18. 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. Whenever normal chakra is reduced and red chakra is gained, the amount of normal chakra lost is halved.

Six Paths Sage Mode. Some of Naruto'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. Naruto 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 Naruto has a number of senjutsu chakra equal to half his normal chakra, he gains the following:

  • Naruto's reach increases by +5 ft.
  • Naruto's attacks against creatures without a passive Arcana of 15 or higher have advantage.
  • Proficiency in Dexterity (+12) and Wisdom (+9) saving throws.
  • Naruto's attack and damage rolls gain a +1 bonus.
  • On a miss, Naruto's unarmed strikes deal half as much damage.
  • Naruto's unarmed strikes deal an additional 12 (2d10) damage.
  • Naruto may use Sage Mode without spending exclusively or additional senjutsu chakra (recharge 5-6).
  • Naruto gains a flying speed equal to his movement speed.
  • Naruto gains 30 feet of Truesight.
  • Naruto gains a damage threshold of 30.

Nature Chakra Sense. While in Sage Mode, Naruto may take the search action as a bonus action. When Naruto takes the search action, he may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 60 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.

Negative Emotion Sense. When Naruto takes the search action while Tailed Release, Kurama Chakra Mode, or Tailed Beast Mode is active, he may also attempt a DC 15 Charisma saving throw to locate living creatures that are evil or are hostile toward another creature within 120 feet. He learns their location that moment and whether they are evil or hostile. 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. Additionally, this counts as chakra sense for anything that would effect traditional chakra sense.

Truth Seeking Orb. As a reaction when Naruto would take damage, he diverts said damage to his 6 truth-seeking orbs. Each orb has 50 hit points. Once destroyed, an orb is lost forever.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (6d4 + 4) bludgeoning damage.

Kunai. Thrown Weapon Attack: +12 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Naruto 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.

See Naruto's Jutsu

  • DC - 18
  • Attack bonus - +10


NTCM_and_SPSM.png
Naruto preparing to fight Madara, Source [[1]].

On the verge of death due to Madara extracting Kurama from his body in order to ascend to the state of Ten-Tails' Jinchuriki, Naruto, along with his rival Sasuke found themselves face-to-face with a strange old man. Explaining both his own origin, the origin of the Ten-Tails, and the deeper spiritual origin of the two shinobi in front of him, he granted each of them half of his chakra. For Naruto, this granted him Six Paths Sage Mode and his Truth-Seeking Orbs, while it granted Sasuke his Rinnegan. After their victory and rediscovered unity, Naruto would go on to only increase his mastery with Six Paths Sage Mode and Kurama Chakra Mode in his adulthood.


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