Shizune (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 (human), neutral good

Armor Class 15 (Natural Armor)
Hit Points 40 (9d8)
Speed 45 ft.

14 (+2) 12 (+1) 11 (+0) 12 (+1) 10 (+0) 14 (+2)

Saving Throws Str +6, Int +5
Skills Athletics +6, Intimidation +6, Medicine +4, Persuasion +6, Sleight of Hand +5
Senses passive Perception 10
Languages Common
Challenge 9 (5,000 XP)

Chakra. Shizune has 18 chakra points which she can expend. All chakra points are regained at the end of a long rest.

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


Multiattack. Shizune can make 2 unarmed strike or 3 kunai attacks.

Unarmed Strike. Ranged Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage. Shizune may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit.

Transformation (1+ Chakra). Shizune 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, and she can not recreate a magical effect. Creatures must make an DC 13 Investigation check 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). Shizune's movement speed doubles, and her movement does not provoke attacks of opportunity.

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

Healing Jutsu. One creature Shizune can touch regains a number of hit points equal to chakra spent up to two times her CR.

Chakra Control. As a bonus action, Shizune reduces her next jutsu's cost by 1/4 her CR. She may do this a number of times equal to her Intelligence modifier.

Mystical Palm Jutsu. Shizune has 10d6 she can use on this action. As a bonus action, Shizune can heal one creature she can see within 60 feet of her, spending one die from the pool. She must roll the dice she spends, add them together, and restore a number of hit points equal to the total. This die pool regains all expended dice when you finish a long rest.

Surgical Precision (8 Chakra). For 1 minute (concentration), Shizune's unarmed strikes deal an additional 3 (1d6) force damage. On a hit, the target must succeed a DC 13 Constitution saving throw or have disadvantage on attack rolls, saves, and checks that use either Strength or Dexterity, her choice, until the end of their next long rest or until greater restoration or a similar effect is cast on them.

Four-Corner Sealing Barrier (60 Chakra). Up to four willing creatures including Shizune within a 10 ft. radius fuel any amount of their chakra into a single seal, so long as the total amount matches its cost. After focusing their chakra for 1 minute, the seal extends to its full size, where the four creatures select a single creature within 60 feet. The creature must succeed three Dexterity saving throws using the highest spell save DC among the creatures (13 for Shizune) or they are teleported to a pocket dimension.

Ninja Art: Poison Fog (10 Chakra). Shizune exhales a 15 ft. radius cloud of thick purple gas up to 30 ft. from her that lasts for 1 minute (concentration). For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 feet. When this jutsu is cast, and again when they end their turn in this cloud, any creatures within the cloud must attempt a DC 13 Constitution saving throw. On a failure, they become poisoned until the end of their next turn. While poisoned in this way, they are paralyzed and take 3 (1d4 + 1) poison damage at the beginning of each of their turns.


Substitution (3+ Chakra). When Shizune is hit by an attack and would take damage, she decreases the damage by 16 (1d10 + 10) 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. Shizune can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.


After the death of her uncle, Dan Kato, left Tsunade of the Sannin traumatized and disillusioned with her village, Shizune joined her, being trained as a skilled medical nin. Though her combat skills were significantly lacking, her application of medical ninjutsu in combat is unrivaled for her rank, even against fighters like Kabuto Yakushi.

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