Shinno (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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 (Hiruko), neutral evil

Armor Class 18 (Natural Armor)
Hit Points 123 (19d8 + 38)
Speed 60 ft.

24 (+7) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 13 (+1)

Saving Throws Dex +8, Con +8
Skills Athletics +13, Deception +7, Perception +6, Persuasion +7
Senses passive Perception 16
Languages Common
Challenge 17 (18,000 XP)

Chakra. Shinno has 35 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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


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

Unarmed Strike. Melee Spell Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (4d4 + 7) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +13 to hit, range 30/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage. Shinno may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Shinno 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.

Transformation (1+ Chakra). Shinno becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and he can not recreate a magical effect. Creatures must make a DC 14 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). Shinno's movement speed doubles, and his movement does not provoke attacks of opportunity.

Healing Jutsu (1-34 Chakra). One creature Shinno can touch regains a number of hit points equal to chakra spent.

Chakra Control. As a bonus action, Shinno reduces his next jutsu's cost by 4. He may do this a number once, regaining use at the end of a long rest.

Medical Mode. Shinno gains the following until he ends this effect as a bonus action:

  • At the start of his turn, he regains 10 hit points.
  • At the start of his turn, he can expend up to 2 hit dice, adding his Constitution modifier to each die and regaining an amount of hit points equal to the result.
  • He loses 2 chakra at the end of each of his turns.

Body Revival (6 Chakra). While Medical Mode is active, Shinno gains the following until Medical Mode ends:

  • At the beginning of each of Shinno's turns, he may either gain a +5 bonus to his damage reduction and damage threshold until the beginning of his next turn, or regains 10 hit points.
  • His unarmed strikes deal an addition 3 (1d4) damage.
  • He must spend 1 additional chakra point at the end of each of his turns.

Darkness Wave (5+ Chakra). All creatures in a 90 ft. cone must succeed a DC 14 Constitution saving throw. On a failure, they take 3 (1d4 + 1) necrotic damage. On success, they take half as much damage. This damage can not be reduced by any means. Shinno may deal an additional 2 (1d4) damage for every additional chakra point spent on this jutsu.

Revival Fist (10 Chakra). Shinno gains full cover in one direction of his choice. Until the beginning of his next turn, he can not take reactions. At the beginning of his next turn, Every creature in a 15-foot cone must to attempt a DC 14 Dexterity saving throw. On a failure, they take 16 (3d8 + 3) necrotic damage.

Revival Fist (10 Chakra). Until the beginning of his next turn, he can not take reactions. At the beginning of his next turn, he makes an unarmed strike against one creature within 5 feet. On a hit, they take 25 (5d8 + 3) necrotic damage.


Substitution (3+ Chakra). When Shinno is hit by an attack and would take damage, she decreases the damage by 6 (1d10) + her CR 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. Shinno can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Shinn%C5%8D_Infobox.png Nikutai_Kassei.png
Shinno [before] (above) and [after] (below) using Body Revival.

A shinobi from the Land of the Sky, Shinno often presented himself as an ex-shinobi doctor in order to infiltrate shinobi villages for means to awaken the Zero-Tails to turn his small nation into an empire. While typically successful in his ruse, Orochimaru had once seen through it, sharing their research freely. As his plan neared completion, he revealed the truth, resulting in Naruto, Sakura, and Hinata attempting to apprehend him. While able to deal with Naruto on his own, the arrival of Sasuke, who came searching for the secrets of his medical ninjutsu for Orochimaru, forced him to retreat and merge fully with the Zero-Tails. However, even the full power of the Zero-Tails, Naruto's Nine-Tails chakra and Sasuke's Cursed Mark were more than enough to defeat him by fully releasing the beast from his body, killing him.

Variant: Zero-Tails Shinno

After merging with the Zero-Tails, Shinno gained a large amount of chakra, granting him the following feature:

Negative Emotion Absorption. While there is a creature with the frightened condition within 45 feet of Shinno, he regains 1 chakra point at the beginning of each of his turns. This can happen multiple times on a single turn with multiple frightened creatures.

Additionally, he gains the following actions:

Hidden Chakra. When Shinno has less than half his maximum chakra, he gains 17 red chakra. He may use this one, regaining all uses at the end of a long rest.

Shadow Arms (4 Chakra). When Shinno makes an unarmed stirke, he makes 1 additional unarmed strike attack.

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