Fire Style Chunin (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search
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 class 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 is not follow traditional CR.

Fire Style Chunin[edit]

Medium humanoid (Human), any alignment

Armor Class 18 (Rudimentary Jacket)
Hit Points 45 (10d8)
Speed 45 ft.

10 (+0) 16 (+3) 10 (+0) 16 (+3) 12 (+1) 13 (+1)

Saving Throws Dex +7, Int +7, Wis +5
Skills Acrobatics +7, Deception +5, Perception +5, Stealth +7, Survival +5
Senses passive Perception Expression error: Unexpected number.
Languages Common
Challenge 10 (5,900 XP)

Chakra. The chunin has 20 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When the chunin 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. The chunin can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.


Multiattack. The chunin can make 2 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

Shuriken (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 4 (1d3 + 3) slashing damage. The chunin may make 1 additional attack for every additional chakra point spent. The chunin may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 2 (1d3 + 1) piercing damage on a hit.

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

Rope Escape (6 Chakra). When the chunin attempts a d20 roll to attempt to remove an object from their person, including escaping the restrained condition from a physical restraint, they automatically roll a 20.

Basic Clone (3 Chakra). Any creature that can see the chunin must attempt a DC 14 Intelligence saving throw. On a failure, attacks against the chunin have disadvantage, and the chunin has advantage on any saving throws the creature forces them to attempt. On a success, they are no longer effected by this jutsu until it is recast. Creatures with blindsight, truesight, or that can sense magic or chakra automatically succeed this saving throw. You must spend 1 chakra at the end of each of your turns to maintain this effect.

Transformation (1+ Chakra). The chunin becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 14 Investigation check realize that they are transformed. If the creature saw them 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). The chunin's movement speed doubles, and their movement does not provoke attacks of opportunity.

Flame Whirlwind (1 Chakra). Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 12 (1d8 + 2d4 + 3) fire damage.

Exploding Flame Shot (4 Chakra). Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 15 (2d6 + 2d4 + 3) fire damage and at the start of its turn, the target takes 3 (1d6) fire damage. At the end of each of its turns, the target must make a DC 14 Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire. The chunin may make 3 of these attacks each time they use this jutsu, spending 4 total chakra.

Great Fireball (8 Chakra). Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 34 (8d6 + 2d4 + 3) fire damage. Additionally, each creature in a 10-foot radius of the target must make a Dexterity saving throw, taking this damage on a failure, and taking half as much damage on a success.

Phoenix Sage Fire (8 Chakra). The chunin creates a fireball that occupies a 5 ft. cube that lasts for 1 minute (concentration). Each fireball has 5 hit points, and can not act in any way other than moving, but is otherwise mechanically identical to the chunin. If a fireball is no longer within 60 ft. of the chunin, it automatically is destroyed. The chunin may concentrate on 3 casts of this jutsu at a time. The chunin may move this fireball up to 30 ft. at the end of each of their turns, and it moves in relation to them automatically when they move. The first time the fireball enters a creature's space on each of the chunin's turns, and each time a creature passes through or ends their turn within the fireball, they must attempt a Dexterity saving throw. On a failure, the target takes 18 (3d6 + 2d4 + 3) fire damage. On a success, they take half as much damage.

Five Fire Gods' Fan Flames (14 Chakra). Each creature in a 30 ft. radius of the chunin must make a DC 14 Dexterity saving throw, taking 35 (6d8 + 2d4 + 3) fire damage on a failure, or taking half as much damage on a success. The area targeted by this jutsu counts as heavily obscured until the end of the chunin's next turn.

Explosive Seal (1+ Chakra). The chunin creates an explosive seal on one surface they can touch.

Paralysis Seal (2+ Chakra). The chunin creates a paralysis seal on one surface they can touch.


Substitution (3+ Chakra). When the chunin is hit by an attack and would take damage, they decrease the damage by 15 (1d10 + 10) and teleport 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 chunin can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Various Leaf Village chunin before the 4th Shinobi World War, Source [[1]].

After intense training, a Fire Style Genin might pass the Chunin Exams, thus gaining the rank of Chunin. Chunin typically undertake C-Rank and B-Rank missions, and often become academy teachers later in life. Along with a flak jacket, and often but not necessarily a new forehead protector, chunin are granted the opportunity to oversee official shinobi events in their village, and carry a palpable respect among civilians and most chunin. With luck, and lots of training, a chunin may exceed all expectations, rising to the rank of Jonin.

Back to Main Page5e Homebrew5e 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 Page5e HomebrewCampaign SettingsShinobi World]

Home of user-generated,
homebrew pages!