Pain, Asura Path (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.

Asura Path of Pain[edit]

Medium humanoid (Path of Pain), lawful good

Armor Class 18 (Natural Armor)
Hit Points 153 (18d8 + 72)
Speed 60 ft.

10 (+0) 14 (+2) 18 (+4) 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 18 (20,000 XP)

Chakra. The Asura Path has 10 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Endurance. When the Asura Path 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. The Asura Path 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.

Chakra Sense. When the Asura Path 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. The Asura Path 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. The Asura Path may make 1 additional attack for every additional chakra point spent.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, the Asura Path 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). The Asura Path 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). The Asura Path's movement speed doubles, and her movement does not provoke attacks of opportunity.

Chakra Detection. As a bonus action, the Asura Path 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.

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

Weaponsmith Asura (2+ Chakra). As a bonus action, the Asura Path 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, or 1 minute passes. The Asura Path 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, the Asura Path 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.


Substitution (3+ Chakra). When the Asura Path is hit by an attack and would take damage, he decreases the damage by 21 (1d10 + 16) 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. The Asura Path can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.


During Jiraiya's travels, he met a wandering puppeteer from the Hidden Sand Village. After trading ideas as fellow wanderers, they parted ways. Years later, the puppeteer was confronted by Pain, who sought another strong body. Becoming the Asura Path, Pain's second strongest path, the Asura Path killed both Jiraiya himself, as well as Kakashi Hatake during Pain's assault on the Hidden Leaf Village before being defeated by Naruto.

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