Tenten, Young (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 (human), neutral good

Armor Class 13 (Natural Armor)
Hit Points 26 (4d8 + 8)
Speed 40 ft.

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

Saving Throws Str +3, Con +4
Skills Athletics +3, History +4, Investigation +4, Insight +2, Persuasion +3
Senses passive Perception 10
Languages Common
Challenge 4 (1,100 XP)

Chakra. Tenten has 15 chakra points which she can expend. All chakra points are regained at the end of a long rest.


Unarmed Strike. Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Quarterstaff. Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

Kunai. Thrown Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Tenten 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.

Wire Strings Manipulation Technique. As a bonus action, Tenten's kunai attacks ignore 1/2 and 3/4 cover until the end of her turn.

Leaf Great Flash (10 Chakra). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: The target moves 30 ft. in a direction of Tenten's choice.

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

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Tenten gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If she casts this Jutsu while submerged in a liquid, the Jutsu carries her to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

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

Dynamic Entry (4 Chakra). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) magical bludgeoning damage + 5 (2d4) force damage and the target must succeed a DC 12 Dexterity saving throw or be pushed 20 feet in a direction of Tenten's choice. Tenten may move up to 40 ft. before making this attack as part of his action.


From a young age in the Academy, Tenten aspired to be just like Tsunade of the Sannin. However, no matter how hard she tried, she failed at every practical application of medical ninjutsu. It was in this time of turmoil that she discovered her true calling: kenjutsu, fighting with weapons, and fuinjutsu, complex jutsu revolving around storing and trapping objects and creatures using extradimensional spaces that few shinobi can even use, much less master. Alongside her teammates in Team 3, Neji Hyuga, the black sheep of the Hyuga clan, and Rock Lee, the boy who could only use taijutsu, Tenten grew along her own path, becoming a shinobi feared in ways few others are.

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