Onoki (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 (Human), lawful neutral

Armor Class 18 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 60 ft.

8 (-1) 14 (+2) 16 (+3) 18 (+4) 16 (+3) 13 (+1)

Saving Throws Dex +8, Int +10, Wis +9
Skills Acrobatics +8, Deception +7, Intimidation +7, Investigation +10, Perception +9, Stealth +8
Senses passive Perception 19
Languages Common
Challenge 18 (20,000 XP)

Chakra. Onoki has 31 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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


Multiattack. Onoki 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.

Lightweight Boulder (2+ Chakra). As a bonus action, Onoki can divide one object's weight by the amount of chakra spent. Onoki 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 Onoki 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). Onoki creates a 30 ft. long, 10 ft. wide, 50 ft. deep or smaller fissure. Each creatures in the area must make a DC 18 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 18 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 15 (3d6 + 4) force damage and is pushed to the top.

Rock-Tatami (5 Chakra). Onoki 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 18 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 14 (4d4 + 4) 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). Onoki 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 18 Dexterity saving throw or take 11 (2d6 + 4) piercing damage for each pillar that hits it.

Rock Gun (4-12 Chakra). All creatures in a 10 ft. radius up to 30 ft. from Onoki must succeed a DC 18 Dexterity saving throw or take 18 (4d6 + 4) magical bludgeoning damage and become restrained. Onoki may spend 2 additional chakra to increase this jutsu and the boulder‘s range by 5 feet.

Rock Weapon (3 Chakra). Onoki's attacks deal an additional 2 (1d4) magical bludgeoning damage.

Super Fist Rock Technique (10 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) magical bludgeoning damage, 9 (2d8) force damage, and they are knocked prone.

Earth Golem (7 Chakra). Onoki creates an earth golem anywhere within 10 feet of him.

Headhunter (6 Chakra). Onoki gains a burrowing speed equal to his movement speed +5 feet until the beginning of his next turn. If he hits a creature with an unarmed strike while burrowing, he may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a DC 18 Strength saving throw at the end of each of their turns, ending this effect early in a success.

Detachment of the Primitive World Technique (25 Chakra). As a lengthy distracting action Onoki 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 79 (10d6 + 44) force damage. If Onoki 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.


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

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


Successor to the Second Tsuchikage, Onoki was deeply affected by he and his master's encounter with Madara Uchiha. Combined with his teaching from the First Tsuchikage, he gradually receded his forces to purely internal or espionage operations, taking every death from the Third Shinobi World War deeply. Throughout his rule, he would regularly engage in hostilities through mercenary groups like the Akatsuki, despite one of its members being a criminal of his own nation.

Over the decades of his rigid, inactive rule, Onoki gained the legendary title of Fence-Sitter, becoming a better known name for him than even Third Tsuchikage. Attending the Five Kage Summit guarded by Akatsuchi and his granddaughter Kurotsuchi, he took the most amount of convincing to form the Allied Shinobi Forces, though he eventually came to see the benefit of international cooperation. Despite being the strongest in the Hidden Stone, the combined might of he, Tsunade, Gaara, A, and Mei Terumi was nothing but a warm up for Madara Uchiha, only surviving through the combined efforts of Tsunade, Orochimaru, and Karin. As the war came to a close with the rise of Kaguya Otsutsuki, Onoki evacuated the warzone, trusting in Naruto and Sasuke's combined power.

After seeing the error of his ways, Onoki stepped down as Tsuchikage, naming his granddaughter Kurotsuchi as the Fourth Tsuchikage, though not before experimentation that eventually resulted in the creation of Ku and the Akuta.

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