Pakura (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 (Pakura), neutral good

Armor Class 19 (natural armor)
Hit Points 88 (16d8 + 16)
Speed 55 ft.

12 (+1) 18 (+4) 12 (+1) 16 (+3) 11 (+0) 12 (+1)

Saving Throws Dex +9, Int +8
Skills Acrobatics +9, Athletics +6, Insight +5, Nature +8, Perception +5, Persuasion +6, Sleight of Hand +9
Senses passive Perception 15
Languages Common
Challenge 16 (15,000 XP)

Chakra. Pakura has 48 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Specialized Chakra. Pakura has 12 specialized chakra points which she can expend on jutsu labeled Magnet Style. All chakra points are regained at the end of a long rest.

Evasion. When Pakura is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

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


Multiattack. Pakura makes three unarmed strike attacks.

Unarmed Strike. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Pakura may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Transformation (1+ Chakra). Pakura 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 16 Investigation check to realize that she is transformed. If the creature saw her 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). Pakura's movement speed doubles, and her movement does not provoke attacks of opportunity until the end of her turn.

Scorch Style: Demon Lantern (1 Chakra). Ranged Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) fire damage.

Scorch Style: Incinerating Flare (12 Chakra). All creatures in a 10 ft. radius up to 40 ft. from Pakura must attempt a DC 17 Constitution saving throw. On a failure, they take 23 (4d8 + 4) modifier fire damage and gain a level of exhaustion on a failure. On a success, they take half as much damage.

Scorch Style: Great Blaze Ball (20 Chakra). Ranged Spell Attack: +9 to hit, range 100 ft., one target. Hit: 39 (6d10 + 4) fire or slashing damage. Additionally, targets must attempt a DC 17 Constitution saving throw. On a failure, they become blinded for 1 minute, have their movement speed reduced to 0 until the end of their next turn, and take 4 (1d8) thunder damage. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Scorch Style: Extremely Steaming Murder (32 Chakra). Pakura creates three Scorch Style chakra orbs that last for 1 minute (concentration). Each orb can make one Scorch Style: Extremely Steaming Murder Strike attack before it is destroyed. Pakura may use this as a bonus action.

Scorch Style: Extremely Steaming Murder Strike. Ranged Spell Attack: +11 to hit, range 100 ft., one target. Hit: 31 (4d12 + 4) radiant, fire, or slashing damage and they gain 1 exhaustion level. A creature reduced to 0 hit points by this dies instantly, and any non-magical equipment of their disintegrates. Additionally, targets must attempt a DC 19 Wisdom saving throw. On a failure, they become frightened for 1 minute and take 5 (1d8 + 1) piercing damage. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Scorch Style Aura. As a bonus action, Pakura begins exuding dangerous chakra up to a number of feet equal to the amount of chakra spent at the beginning of each subsequent turn x 5. This effect ends if she stops spending chakra. Any creatures that end their turn in this area take 3 (1d6) fire damage. Any attacks made against Pakura by creatures inside this area have disadvantage, and if she is subject to a saving throw caused by a creature inside this area, she has advantage.

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


Substitution (3+ Chakra). When Pakura is hit by an attack and would take damage, she decreases the damage by 21 (1d10 + 16) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Pakura can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Pakura initiating Extremely Steaming Murder, [Source].

A hero of the Hidden Sand Village, Pakura's might was renowned thanks to her mastery of the Scorch Style kekkei genkai. She stands by a strong moral code that often conflicted with the requirements of a ninja, including avoiding fighting or killing children, whether or not they are enemy shinobi, and holding a strong loyalty to friends, family, and her village. Her fighting style prioritizes overwhelming force and instant death. In her final mission, she was sent as an ambassador to the Hidden Mist Village. After being betrayed by the other ambassadors, her death was blamed on the Hidden Stone Village by the Fourth Kazekage in order to further the feud between the two villages.

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