Suisei (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 beast (wolf), lawful neutral

Armor Class 19 (Natural Armor)
Hit Points 123 (19d8 + 38)
Speed 65 ft.

10 (+0) 16 (+3) 14 (+2) 16 (+3) 14 (+2) 12 (+1)

Saving Throws Dex +9, Wis +8
Skills Acrobatics +9, Animal Handling +8, Arcana +9, Deception +7, Investigation +9, Medicine +8, Nature +9, Perception +8, Persuasion +7, Sleight of Hand +9, Stealth +9, Survival +8
Senses passive Perception 18
Languages Common
Challenge 19 (22,000 XP)

Chakra. The Suisei has 64 senjutsu chakra points which they can expend. All chakra points are regained at the end of a long rest.

Keen Sense. The Suisei has advantage on Wisdom (Perception) checks that rely on smell.

Canine. The Suisei has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.

Ninja Speed. The Suisei can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical services.

Discernment. When the Suisei is targeted by an area effect that lets them make a Wisdom or Intelligence saving throw to take only half damage, such as fireball, they instead takes no damage if they succeed on the saving throw, and only half damage if they fail the save.

Natural Energy Scent. The Suisei knows the direction, but not exact location, of every creature within 130 feet. Additionally, the Suisei has a +1 bonus to any d20 rolls they add their Dexterity modifier to.

Nature Chakra Sense. The Suisei may take the search action as a bonus action. When it takes the search action, it may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 30 feet. It sees a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by it. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Wolf Sage Art. Creatures have disadvantage against any saving throws caused by jutsu the Dosei casts.


Multiattack. The Suisei makes two attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (4d4 + 1d10 + 3) magical slashing damage.

Dance of the Dust Cloud (2 Chakra). The Suisei uses its front paws to create a large cloud of dust. All friendly creatures in a 10 ft. radius can make a Stealth check with advantage as a reaction.

Chakra Fang (2+ Chakra). Melee Spell attack +9 to hit, reach 10 ft., one creature. Hit 23 (5d4 + 1d10 + 3) magical piercing damage. For each chakra point spent above 2, the Suisei may deal an additional 3 (1d4) damage.

Body Flicker (3 Chakra). The Suisei's movement speed doubles, and their movement does not provoke attacks of opportunity until the end of their turn.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, the Suisei can move across liquid surfaces as if they were solid for 10 minutes. If they are submerged, they rise to the surface of the liquid at a rate of 60 feet per round.

Tracking Technique (7 Chakra). As a bonus action, the Suisei can see invisible creatures and has advantage on Survival checks until the end of their turn.

Fur of Invisibility (5 Chakra). The Suisei has advantage on Stealth checks for 1 minute.

Chakra Transfer Technique (1+ Chakra). One creature the Suisei touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest.

Flame Attack (10 Chakra). Melee Spell Attack: +12 to hit, reach 10 ft., one target. Hit: The target is caught on fire for 1 minute. At the start of its turn, it takes 17 (2d10 + 6) fire damage.

True Fire of Samadhi (10 Chakra). When the Suisei uses Flame Attack, they must concentrate on it, but its fire can not be extinguished by any means while they are concentrating on it and the target automatically fails the saving throw to avoid damage.

Flame Capture (10 Chakra). When the Suisei uses Flame Attack, may they may target a creature within twice their reach, and the target is thrown up to twice this jutsu's remaining reach or restrained until they succeed the saving throw to end Flame Attack.

Phoenix Form (16 Chakra). For 1 minute (concentration), the Suisei gain the following benefits:

  • They are immune to fire damage and have resistance to cold damage.
  • They gain a +2 bonus to their AC and their unarmed strikes' attack and damage rolls.
  • Any creatures of their choice that ends their turn within 5 feet of them takes 8 (1d10 + 3) fire damage.
  • At the end of each of their turns, they take 5 (1d10) fire damage that ignores immunity and resistance, and one creature within 5 feet regains 8 (1d10 + 3) hit points. This creature can be the Suisei themself.
  • As an bonus action, the Suisei can create a 15-foot line of fire that persists until the end of their next turn. Every creature in the line must make a DC 20 Dexterity saving throw. They take 15 (2d8 + 6) fire damage on a failed save, or half as much damage on a successful one.


Substitution (3+ Chakra). When the Suisei is hit by an attack and would take damage, they decrease the damage by 24 (1d10 + 19) and teleports up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. The Suisei can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Design Note: This character is not from official content. This description and stat block are intended to flesh out the world.

The Suisei are a class of 5 sage wolves who live on the surface of the great lake at the center of Okuriokami Oasis. They act as the direct advisers to the Golden Wolf Sage and chief summons of the oasis. Due to Hitaiyo's historically reclusive nature, their word is considered law, though should one put themself before those they're supposed to protect, they would answer directly to the great sage. Their reflective silver fur is considered one of the most valuable non-weaponized materials in the world.

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