Naruto, Six Paths (Shinobi World Supplement)

Naruto Uzumaki

Medium humanoid (Uzumaki), chaotic good


Armor Class 19 (Natural Armor)
Hit Points 232 (31d8 + 93)
Speed 70 ft. (80 ft. in Initial Release, 100 ft. in Tailed Release)


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 17 (+3) 14 (+2) 12 (+1) 14 (+2)

Saving Throws Con +11, Cha +10
Skills Acrobatics +12, Animal Handling +9, Athletics +10, Performance +10, Persuasion +10
Senses passive Perception 11
Languages Common
Challenge 28 (120,000 XP)


Chakra. Naruto has 115 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Red Chakra. Some of Naruto's features grant him "red chakra". If his own chakra is less than his red chakra, he must attempt a DC 12 Constitution saving throw at the end of each of his turns. On a failure, he gains 1 level of exhaustion. If he is in Initial Release, the DC becomes 14. If he is in Tailed Release, the DC becomes 16. If he is in Kurama Chakra Mode or Tailed Beast Mode, the DC becomes 18. These special "red" chakra are counted separately from his normal chakra. He can use this chakra on one Jutsu or spread them across multiple, but he can not spend these points and his own normal chakra points on the same jutsu. This chakra can extend above his chakra point maximum, and is lost at the end of a short rest.

Six Paths Sage Mode. Some of Naruto's features grant him "senjutsu chakra". At the end of each of his turns inside initiative that he does not meditate, 2 senjutsu chakra becomes normal chakra. He does not lose senjutsu chakra in this way outside of initiative. Naruto can spend senjutsu chakra as if it were normal chakra. A creature may have a number of senjutsu chakra points equal to a quarter of their chakra point maximum or Wisdom score, whichever is higher unless they have this feature, in which they may have a number equal to their chakra point maximum. If this limit is exceeded, they become petrified and identical to the Sage Creature of the source of the senjutsu until they lose the senjutsu (in this case, a large toad). While Naruto has a number of senjutsu chakra equal to half his normal chakra, he gains the following:

  • Naruto's reach increases by +5 ft.
  • Naruto's first attack each day against any creature has advantage.
  • Proficiency in Dexterity (+12) and Wisdom (+9) saving throws.
  • Naruto's attack and damage rolls gain a +1 bonus.
  • On a miss, Naruto's unarmed strikes deal half as much damage.
  • Naruto's unarmed strikes deal an additional 12 (2d10) damage.
  • Naruto may use Sage Mode without spending exclusively or additional senjutsu chakra (recharge 5-6).
  • Naruto gains proficiency in Dexterity (+11) and Wisdom (+8) saving throws.
  • Naruto gains 30 feet of Truesight.
  • Naruto gains a flying speed equal to his movement speed.
  • Naruto gains a damage threshold of 30.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (6d4 + 4) bludgeoning damage.

Kunai. Thrown Weapon Attack: +12 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Naruto 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.

Transformation (1+ Chakra).Naruto becomes identical to a person, creature or non-magical object he 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 a DC 18 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). Naruto's movement speed doubles, and his movement does not provoke attacks of opportunity.

Substitution (3+ Chakra). When Naruto is hit by an attack and would take damage, he decreases the damage by 28 (1d10 + 23) 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. Naruto can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Rasengan (10 Chakra). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) bludgeoning damage + 11 (2d10) force damage and the target must succeed a DC 18 Strength saving throw. On a failure, they are pushed 20 feet away from Naruto.

Giant Rasengan (12+ Chakra). Naruto creates a 10 ft. radius Rasengan thats edge is 5 ft. in front of him. On his next turn, as an action, all creatures in this range are targeted by a Rasengan attack. Naruto may spend 5 additional chakra to increase this jutsu's range by 5 feet.

Planetary Rasengan (25 Chakra). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (10d10 + 1) force damage, and the target must attempt a DC 18 Strength saving throw. On a failure, they are pushed 60 feet away from Naruto. Naruto must prepare this action as an action on the turn before using this jutsu.

Twin Rasengan (10+ Chakra). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (3d10+2) force damage and the target is pushed 5 feet away from Naruto. Naruto may make 1 additional attack up to the number of hands he has for every 5 additional chakra spent.

Rasenshuriken (20 Chakra). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (8d4+2) thunder damage and 15 (6d4) piercing damage. Naruto and the target must make a DC 18 Constitution saving throw, taking 9 (2d8) piercing damage and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Summoning Jutsu (4+ Chakra). Naruto summons one of the Toads of Mount Myuboku underneath him, spending an amount of chakra equal to twice the summoned creature's CR.

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

Hidden Chakra. When Naruto has less than half his maximum chakra, he gains 23 red chakra. He may use this twice, regaining all uses at the end of a long rest.

Initial Release. As a bonus action, Naruto enters Initial Release. This reveals him as a Jinchūriki to anyone that can see him and anyone who can detect magic or see chakra may make a DC 12 Insight check, and he gains the following benefits:

  • The cost of all Jutsu Naruto knows are reduced in chakra costs by 1, except for Jutsu that only cost 1 chakra.
  • Naruto's movement speed increases by +10 ft.
  • At the start of each of his turns, Naruto regains 3 hit points.
  • Naruto gains advantage on Strength and Dexterity checks and saving throws.
  • This state ends if you choose to do so as an action, or if he is knocked unconscious.
  • Naruto loses 1 chakra and gains 2 red chakra at the end of each of his turns.

Tailed Release. While Initial Release is active, Naruto gains the following:

  • Naruto's unarmed strikes deal an additional 1d4 slashing damage.
  • Naruto's movement speeds increase by +20 ft.
  • Naruto regains an additional 3 hit points (total 6) at the beginning of each of his turns.
  • Naruto can activate Hidden Chakra as a bonus action, and can use red chakra in tandem with his own.
  • Naruto loses 2 chakra and gains 4 red chakra at the end of each of his turns.

Kurama Chakra Mode. While in Tailed Release, Naruto gains the following:

  • Naruto gains a damage reduction of 5.
  • Naruto may gift a creature he can touch up to 3 chakra or red chakra as a bonus action.
  • Naruo sheds bright light for 10 feet and dim light for another 10 feet.
  • Naruto gains 1 additional use of Hidden Chakra. This is only granted on his first use of this feature, regaining this use at the end of a long rest.
  • Naruto may create up to 9 hands for an equal number of chakra points that last until the end of this feature.
  • Naruto loses 3 chakra and gains 6 red chakra at the end of each of his turns.

Tailed Beast Mode. As a full turn action, Naruto becomes identical to Kurama, keeping his actions, features, and total percentage of hit points and chakra points. He loses 3 chakra and gains 6 red chakra at the end of each of his turns.

Magnet Style Rasenshuriken (20 Chakra). Melee Weapon Attack: +12 to hit, range 60 ft., one target. Hit: 37 (14d4 + 2) bludgeoning damage. The target must make a DC 18 Constitution saving throw, becoming restrained for 5 minutes and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. They may retry this saving throw to escape being restrained.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Blue Fire Rasenshuriken (20 Chakra). Melee Weapon Attack: +12 to hit, range 60 ft., one target. Hit: 52 (20d4 + 2) fire damage. The target must make a DC 18 Constitution saving throw, taking 9 (2d8) fire damage and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Deep-Sea Rasenshuriken (20 Chakra). Melee Weapon Attack: +12 to hit, range 60 ft., one target. Hit: 52 (20d4 + 2) cold damage. The target must make a DC 18 Constitution saving throw, becoming stunned until the beginning of their next turn and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Lava Style Rasenshuriken (20 Chakra). Melee Weapon Attack: +12 to hit, range 60 ft., one target. Hit: Their maximum hit points are decreased by 52 (20d4 + 2) hit points. The target must make a DC 18 Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Vapor Style Rasenshuriken (20 Chakra). Melee Weapon Attack: +12 to hit, range 60 ft., one target. Hit: 52 (20d4 + 2) fire damage. The target must make a DC 18 Constitution saving throw, taking 11 (4d4) additional damage (once per creature) from all sources for 1 minute and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. They may retry this saving throw at the end of each of their turns to end the additional damage effect.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Bubbling Rasenshuriken (20 Chakra). Melee Weapon Attack: +12 to hit, range 60 ft., one target. Hit: 52 (20d4 + 2) acid damage. The target must make a DC 18 Constitution saving throw, decreasing their AC by -2 (once per creature) and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. They may retry this saving throw at the end of each of their turns to end the AC decrease effect.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Insectoid Rasenshuriken (20 Chakra). Melee Weapon Attack: +12 to hit, range 60 ft., one target. Hit: 47 (20d4 + 2) poison damage. The target must make a DC 18 Constitution saving throw, becoming poisoned for 1 minute and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. They may retry this saving throw at the end of each of their turns to stop being poisoned.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Inky Rasenshuriken (20 Chakra). Melee Weapon Attack: +12 to hit, range 60 ft., one target. Hit: 47 (18d4 + 2) thunder damage. The target must make a DC 18 Constitution saving throw, becoming blinded for 1 minute and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. They may retry this saving throw at the end of each of their turns to stop being blinded.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Overwhelming Rasenshuriken (20 Chakra). Melee Weapon Attack: +12 to hit, range 60 ft., one target. Hit: 72 (28d4 + 2) thunder damage. The target must make a DC 18 Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

While in Sage Mode, this Jutsu gains a range of 60 feet, and he automatically succeeds the Constitution saving throw.

Tailed Beast Bomb (20 Chakra). All creatures in a 10 ft. by 60 ft. line or 20 ft. radius 60 ft. from Naruto must succeed a DC 18 Dexterity saving throw. On a failure, they take 57 (10d10 + 2) force damage, are pushed to the closest edge of the area, and fall prone. On a success, they take half as much damage. This jutsu ignores evasion.

Sage Mode. As a full turn action, Naruto becomes blind and prone until the beginning of his next turn, and 4 points of Naruto's normal chakra becomes senjutsu chakra. If a clone is dispelled while being effected by this action, any chakra it would have granted Naruto is instantly converted into senjutsu chakra.

Sage Art. As part of another jutsu, Naruto either fulfills its cost with senjutsu, or spends an additional amount of senjutsu chakra equal to 1/4 of its cost, doubling the range or damage of, grants a creature disadvantage against any 1 saving throw it incurs, or grants himself advantage on any 1 saving throw it incurs.

REACTIONS

Substitution (3+ Chakra). When Naruto is hit by an attack and would take damage, he decreases the damage by 33 (1d10 + 28) 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. Naruto can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Truth Seeking Orb. When Naruto would take damage, he diverts said damage to his 6 truth-seeking orbs. Each orb has 50 hit points. Once destroyed, an orb is lost forever.

Naruto preparing to fight Madara, Source [].

On the verge of death due to Madara extracting Kurama from his body in order to ascend to the state of Ten-Tails' Jinchuriki, Naruto, along with his rival Sasuke found themselves face-to-face with a strange old man. Explaining both his own origin, the origin of the Ten-Tails, and the deeper spiritual origin of the two shinobi in front of him, he granted each of them half of his chakra. For Naruto, this granted him Six Paths Sage Mode and his Truth-Seeking Orbs, while it granted Sasuke his Rinnegan. After their victory and rediscovered unity, Naruto would go on to only increase his mastery with Six Paths Sage Mode and Kurama Chakra Mode in his adulthood.


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gollark: I've decided to switch to having 32 registers, so there should be room for useful* features like the metaprogramcounter.
gollark: It does mean that you need self-modifying code to subtract non-constant numbers, but such is the price of such elegance.
gollark: This is how I merged `MOV` (in the sense of "set register to fixed value") and `ADD`.
gollark: See, there are exactly 16 registers, one of which, r0, always contains 0, and one of which, rf, is the program counter, and many of the instructions take a 4-bit value representing which register to pull from.
gollark: <@!330678593904443393> You would pass it 6 register indices.
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