Yomi (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), lawful neutral

Armor Class 18 (Natural Armor)
Hit Points 104 (19d8 + 19)
Speed 60 ft.

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

Saving Throws Con +7, Int +9
Skills Acrobatics +9, Arcana +9, Medicine +6, Persuasion +7
Senses passive Perception 10
Languages Common
Challenge 17 (18,000 XP)

Chakra. Yomi has 41 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Yomi is targeted by an area effect that lets him make a Constitution 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. Yomi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.


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

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Thrown Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Yomi may make one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit.

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

Initial Release. As a bonus action, Yomi enters Initial Release, granting him the following benefits:

  • The cost of all jutsu Yomi knows are reduced in chakra costs by 1, except for jutsu that only cost 1 chakra.
  • Yomi's movement speed increases by +10 ft.
  • Yomi's reach increases by +5 ft.
  • At the start of each of his turns, Yomi regains 1 hit point.
  • Yomi gains advantage on Strength and Dexterity checks and saving throws.
  • This state ends if Yomi chooses to do so as an action, or if he is knocked unconscious.
  • Yomi loses 2 chakra and 2 hit points, and gains 2 red chakra at the end of each of his turns.

Raise Ghost Army (10 Chakra). While Initial Release is active, Yomi creates one ghost soldier anywhere within 10 feet that lasts for 1 minute (concentration). Any conditions that affect Yomi are applied to any ghost soldiers created by this jutsu.

Transformation (1+ Chakra). Yomi 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, and he can not recreate a magical effect. Creatures must make an DC 16 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). Yomi's movement speed doubles, and his movement does not provoke attacks of opportunity for 10 minutes.

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

Chakra Transfer Technique (1+ Chakra). One creature that Yomi 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.

Inspiring Words (1 Chakra). As a bonus action, one creature within 30 feet of Yomi that can hear him gains a +2 bonus to their attack and damage rolls until the end of their next turn.

Healing Jutsu (1-22 Chakra). One creature Yomi can touch regains a number of hit points equal to chakra spent.

Chakra Control. As a bonus action, Yomi reduces his next jutsu's cost by 3 chakra. He may do this up to 3 times, regaining all uses at the end of a short rest.

Mystical Palm Jutsu. Yomi has a pool of 12 d6s he can use on this action, which are regained at the end of a long rest. As a bonus action, Yomi can heal one creature he can see within 60 feet of him, spending up to 3d6 from the pool. He must roll the dice he spends, add them together, and restore a number of hit points equal to the total.

Strengthening Prescription: Chakra Injection (5+ Chakra). One willing creature within 30 feet gains a number of chakra points equal to the chakra points spent on this jutsu - 5. This chakra can extend above the target's maximum, and he may grant them the ability to cast 3 jutsu of the same nature that Yomi knows until they lose any chakra he granted them, but they must spend at least 1 chakra he granted them on this jutsu. If he has Affinity in the granted jutsu's chakra natures, the target benefits from Affinity as well. 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.

Secret Anesthesia (5 Chakra). Ranged Spell Attack: +8 to hit, range 30 ft., one target. Hit: 4 poison damage. If they or a creature touching them do not remove the poison as an action, Yomi may cause them become paralyzed for 1 minute as a bonus action until the poison is removed.

Dark Medicine (15 Chakra). One creature within 5 feet must attempt a DC 16 Dexterity saving throw, becoming grappled on a failure. As an action on his next turn, he may force the target to attempt a DC 16 Strength saving throw, becoming poisoned on a failure. As an action on his next turn while they are poisoned in this way, he may force the target to attempt a DC 16 Constitution saving throw. On a failure, they are dropped to 0 hit points instantly. If the target succeeds any of this jutsu's saving throws or leaves this jutsu's range, this jutsu immediately ends. This jutsu leaves no perceivable marks.


Substitution (3+ Chakra). When Yomi is hit by an attack and would take damage, he decreases the damage by 22 (1d10 + 17) 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. Yomi can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Rivaling Wills (3-7 Chakra). When a creature Yomi can see becomes restrained or stunned, or is forcefully moved, he casts one jutsu that can be cast as an action or bonus action on the target, but he can not take a bonus action on his next turn unless he spends 4 additional chakra.


Yomi is a medical nin from the Land of Demons who comes from a long line of shinobi dedicated to the resurrection of the demon Moryo. Gathering his own "Gang of Four" consisting of Kusuna, Setsuna, Gitai, and Shizuku, he invaded the shrine containing Moryo's soul, sealing it within himself before sending his soldiers on a mission to kill Shion, the one person who would be able to defeat Moryo. While Shion's defeat was an objective, the attack primarily worked to distract her, allowing him to ambush her at the shrine containing Moryo's body after the Gang of Four was defeated. In the process of sealing Moryo from within Yomi's body, the demon's body was unveiled, allowing Moryo to throw Yomi's body to the side and emerge in its full form, killing Yomi in the process.

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