Sakumo (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.

Sakumo Hatake[edit]

Medium humanoid (Hatake), lawful neutral

Armor Class 20 (Natural Armor)
Hit Points 90 (20d8)
Speed 70 ft.

10 (+0) 18 (+4) 10 (+0) 18 (+4) 12 (+1) 8 (-1)

Saving Throws Dex +10, Int +10
Skills Acrobatics +10, Deception +5, Insight +7, Perception +7, Sleight of Hand +10, Stealth +10
Senses passive Perception 17
Languages Common
Challenge 18 (20,000 XP)

Chakra. Sakumo has 41 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

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

Afterglow. Once per turn when Sakumo has advantage on any one attack roll, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 14 (4d6) damage.

Vanish. Sakumo can't be tracked by non-magical means, unless he chooses to leave a trial. In addition, while lightly obscured, he can expend 2 chakra to become invisible. He remains invisible until he is no longer lightly obscured, makes an attack, or casts a jutsu.


Multiattack. Sakumo can make 3 unarmed strike, White Light Chakra Sabre, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 4) magical bludgeoning damage.

White Light Chakra Sabre. Melee or Thrown Weapon Attack: +11 to hit, reach 5 ft. or Thrown (20/60), one target. Hit: 16 (4d4 + 5) magical slashing damage. Counts as critical on a roll of 19 or 20.

Killing Intent. Any creatures of Sakumo's choice that can see or hear him must succeed a Charisma saving throw or become frightened of you for 1 minute. While frightened of you by any means, creatures must attempt a DC 18 Charisma saving throw at the beginning of each of their turns. On a failure, his killing intent overtakes their reasoning and they must make 1 attack of their choice against themself. This does not consume their action. Sakumo may do this once, regaining all uses at the end of a long rest.

Kunai. Thrown Weapon Attack: +10 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.

Transformation (1+ Chakra). Sakumo becomes identical to a person, creature or non-magical object he a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make an Investigation check realize that he is transformed. If the creature saw him 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). Sakumo's movement speed doubled, and his movement does not provoke attacks of opportunity.

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

Headhunter (6 Chakra). Sakumo 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 Strength saving throw at the end of each of their turns, ending this effect early in a success.

Body Elimination Jutsu (5 Chakra). Sakumo touches a creature that has 1 or fewer hit points, enveloping their body in blue, fire-like chakra. If the creature was alive, they are killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash.

White Light Blade (2 Chakra). Melee or Thrown Weapon Attack: +14 to hit, reach 5 ft. or Thrown (20/60), one target. Hit: 19 (4d4 + 8) magical slashing damage. Counts as critical on a roll of 19 or 20.


Substitution (3+ Chakra). When Sakumo is hit by an attack and would take damage, he decreases the damage by 24 (1d10 + 18) 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. Sakumo can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.


The legendary White Fang of the Leaf, Sakumo Hatake's fame is said to have been greater than even the Sannin. When his wife died shortly after the birth of their son, Sakumo proudly provided for his son. His ability to gauge a shinobi's strength with a glance is unmatched, being among the few to truly recognize Might Duy's hidden talent, and was able to kill the children of Chiyo of the Hidden Sand, the then head of their Puppet Division, in one-on-two combat. On one particular mission, however, Sakumo would be forced to make an impossible choice: to save the lives of his closest friends, or to complete a mission with potential to end the Second Shinobi World War. Ultimately choosing the later, he was met with dishonor, which led to depression and ultimately suicide.

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