Naruto, War Arc (Shinobi World Supplement)

Naruto Uzumaki

Medium humanoid (Uzumaki), chaotic good


Armor Class 21 (Natural Armor)
Hit Points 187 (25d8 + 75)
Speed 65 ft. (75 ft. in Initial Release, 90 ft. in Tailed Release)


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

Saving Throws Con +10, Cha +9
Skills Acrobatics +11, Animal Handling +8, Athletics +9, Performance +9, Persuasion +9
Senses passive Perception 11
Languages Common
Challenge 23 (50,000 XP)


Chakra. Naruto has 95 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, 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.

Senjutsu Chakra. 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 gains 20 feet of truesight.
  • Naruto deals an additional 1d10 damage with unarmed strikes.
  • Naruto's reach increases by +5 ft.
  • Naruto's first attack each day against any creature has advantage.
  • Proficiency in Dexterity (+11) and Wisdom (+9) saving throws.
  • Naruto's attack and damage rolls gain a +1 bonus.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (5d4 + 4) bludgeoning damage.

Kunai. Thrown Weapon Attack: +11 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 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). 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: +11 to hit, reach 5 ft., one target. Hit: 12 (2d10+1) bludgeoning damage + 11 (2d10) force damage and the target must succeed a DC 16 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: +11 to hit, reach 5 ft., one target. Hit: (10d10 + 1) force damage, and the target must attempt a DC 16 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: +11 to hit, reach 5 ft., one target. Hit: 18 (3d10+1) 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: +10 to hit, reach 5 ft., one target. Hit: 21 (8d4+1) thunder damage and 15 (6d4) piercing damage. Naruto and the target must make a DC 16 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 2 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 +15 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 4 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 6 chakra and gains 6 red chakra at the end of each of his turns.

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 18 (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.

Naruto unleashing Kurama Chakra Mode, Source [].

As the Fourth Shinobi World War dawned, Naruto and Killer B were the primary targets of the invading white zetsu army. Rather than allowing them to fight on the front line as the two fighters wished, they were moved to an obscure island in the Land of Lightning under the guise of training each others' jinchuriki powers. Defeating the beast inside him with assistance from the sealed, conscious chakra of his mother, Naruto was able to use the near-complete power of Kurama. Capable of battling even the Fourth Raikage, he was granted time on the battlefield on the basis that very few people could even attempt to stop him. Even with this great strength, it would take the power of something beyond life itself to stand a chance against the greatest threat the shinobi world had ever seen.


Back to Main Page 5e Homebrew 5e Creatures

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.

Back to Main Page 5e Homebrew Campaign Settings Shinobi World

gollark: Is nebula blue/purple or green/redness determined by biome? None of my CB desert nebulae are turning out red/green.
gollark: According to my poll on the forums, chronos are the most popular xenowyrm by a wide margin, nobody likes the darker red coppers (but the green ones are slightly more popular than the rainbow ones) and all zyumorphs are pretty generally liked.
gollark: If it weren't for the cave/wild dragons all dragons would be Terrafreaky.
gollark: We should all aspire to, like Terrafreaky, breed our dragons everywhere.
gollark: Terrafreaky is in everything.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.