Shiranami (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search
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 (Tsuchigumo), lawful evil

Armor Class 19 (Natural Armor)
Hit Points 117 (18d8 + 36)
Speed 80 ft.

8 (-1) 16 (+3) 14 (+2) 16 (+3) 14 (+2) 10 (+0)

Saving Throws Dex +9, Cha +6
Skills Acrobatics +9, Arcana +9, Deception +6, Perception +8, Stealth +9
Senses passive Perception 18
Languages Common
Challenge 18 (20,000 XP)

Chakra. Shiranami has 51 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Shiranami is targeted by an area effect that lets him make a Intelligence or Wisdom 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. Shiranami can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.


Multiattack. Shiranami makes 3 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shiranami 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.

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

Body Flicker (3 Chakra). Shiranami's movement speed doubles, and his movement does not provoke attacks of opportunity.

Transformation (1+ Chakra). Shiranami becomes identical to a person, creature or non-magical object he has a complete visual image of for 1 hour (concentration). This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 17 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.

Transparent Escape (6 Chakra). Shiranami becomes invisible until the end of his next turn.

Fury (100 Chakra). Every creature within a 5 mile radius must attempt a DC 17 Constitution saving throw. On a failure, they take 113 (20d10 + 3) force damage. On a success, they take half as much damage.

Leaf Gust (8 Chakra). Shiranami makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Shiranami's choice.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Shiranami's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage. Shiranami may fly up to 30 feet before making this attack.

Peregrine Falcon Drop (2 Chakra). Shiranami leaps up to 20 feet into the air, grabbing one creature he could grapple. The target must make a DC 16 Strength saving throw. On a failure, they take 12 (2d8 + 3) magical bludgeoning damage as he and the target return to the ground. On a success, they take half as much damage.

Infinite Embrace (35 Chakra). Shiranami and any amount of creatures that use their reaction that can use chakra within 5 ft. of one creature within 5 ft. of Shiranami contribute any amount of this jutsu's cost, so long as it reaches its requirement. The target must attempt a DC 17 Strength saving throw, becoming restrained and incapacitated, and they lose 11 (3d6) chakra points at the end of each of their turns for 1 minute (concentration). They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth (25 Chakra). Shiranami draws a seal on one willing or incapacitated creature he can see over the course of 1 minute. Any chakra spent creating this seal can not be regained until the seal disappears. As a bonus action while a creature bearing this seal is within 15 feet of Shiranami, they gain 2 senjutsu chakra at the end of each of their turns for 1 minute. If they spend any of this chakra, this effect immediately ends. Once this effect ends, the seal disappears. Any chakra gained in this way is lost at the end of their next long rest.

Word Bind (5 Chakra). One creature within 30 feet is effected by one of the following unless they spend this jutsu's cost:

  • Manipulate - the target is charmed by Shiranami until the end of his next turn. While charmed in this way, they are controlled by him on their turn, but can only use features he has.
  • Destroy - they take 13 psychic damage.
  • Weight - they take 8 non-magical bludgeoning damage, their movement speed is decreased by 10 feet, and they weigh 1.5x as much.
  • Explode - every creature within 10 feet of the target take 8 non-magical bludgeoning damage. Any creature within this area may spend the chakra to resist this jutsu.


Substitution (3+ Chakra). When Shiranami is hit by an attack and would take damage, he decreases the damage by 23 (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. Shiranami can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.


Even as a child, Shiranami was believed to have surpassed his father, Hato, in raw skill, being more comparable to En no Gyoja than any of his students. However, what he had in skill, he lacked in duty and honor, killing his father during the Third Shinobi World War in order to steal the secrets to Fury for no better reason that power and money. After he kidnapped Hotaru, Gyoja's own daughter, to further his power, Naruto Uzumaki and Utakata confronted him, defeating him and his team of bandits, and returning Tsuchigumo Village to the ways of honor.

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.

Back to Main Page5e HomebrewCampaign SettingsShinobi World

Home of user-generated,
homebrew pages!