Indra (Shinobi World Supplement)

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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.

Indra Otsutski[edit]

Medium humanoid (Uchiha), lawful evil

Armor Class 25 (Natural Armor)
Hit Points 210 (28d8 + 84)
Speed 85 ft.

10 (+0) 16 (+3) 16 (+3) 24 (+7) 12 (+1) 9 (-1)

Saving Throws Dex +11, Int +15
Skills Acrobatics +11, Deception +7, History +15, Intimidation +7, Investigation +15, Perception +9, Persuasion +7, Stealth +11
Senses passive Perception 19
Languages Common
Challenge 27 (105,000 XP)

Chakra. Indra has 65 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Dying Breath. At the beginning of each of Indra's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.

Mangekyō Sharingan. Indra benefits from the following:

  • Advantage on Wisdom and Dexterity saving throws.
  • Advantage on Perception checks.
  • Indra automatically detects visual illusions and genjutsu and has advantage on saving throws against them.
  • After using Amaterasu or Hinokagutsuchi or spends chakra to maintain Susano'o, Indra must attempt a DC 16 Constitution saving throw. On a failure, he takes 8 (3d4) psychic damage and gains 1 level of gradual blindness. For every other failure of this saving throw before a long rest, he gains 1 level of exhaustion. The DC on this saving throw increases by 1 after every time he makes it. At the beginning of every 5 days, he may roll a Constitution saving throw with a DC of 18. On a success, the DC of the Mangekyō saving throw decreases by 3 to a minimum of 16. On a failure, nothing happens.

Chakra Sense. When Indra takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Silent Killing. Once per turn when Indra has advantage on any one attack roll that uses Dexterity, he may deal an additional 14 (4d6) damage.


Multiattack. Indra can make 3 (5 while Complete-Body Susanoo is active) unarmed strike, Susanoo Strike, or Susanoo Katana attacks.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (5d4 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +11 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Indra 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.

Skeletal Susano'o. Indra becomes Large and gains 30 temporary hit points. Indra must spend 2 chakra points at the end of each of his turns to maintain this effect.

Humanoid Susano'o. Indra becomes Huge and gains 45 temporary hit points. Indra can allow creatures of his choice into his space, causing any attacks that would target them to target him instead, however, the creature cannot affect anything outside of his space from within. If Indra and another creature are both occupying his space, they may contribute the benefits of any feature that has a duration and would target themselves, such as Second Stage or Sage Mode, to Indra instead. When Indra moves by any means, he may choose to cause all creatures within his space to move in the exact same manner. This may be used as a bonus action while Skeletal Susano'o is active. Indra must spend 2 chakra points at the end of each of his turns to maintain this effect.

Armored Susano'o. Indra gains the effects of Humanoid Susano'o, a 10 ft. bonus to his reach, and 60 temporary hit points. This may be used as a bonus action while Skeletal Susano'o or Humanoid Susano'o is active.

Complete-Body Susano'o. Indra gains the effects of Armored Susano'o, a 60 ft. flying speed, and 90 temporary hit points, he may make 2 additional attacks when he takes the Attack action, and he becomes Gargantuan. Additionally, Indra may give a creature that he can touch other than himself the benefits of Susano'o instead, though Indra must fulfill Susano'o's chakra cost. Only 1 creature may benefit from Indra's Susano'o at a time.

Indra Susano'o. Until Indra ends this feature as a bonus action or Susano'o ends, his Blaze Style jutsu deal twice as much damage, his flying speed increases by 60 ft., and he must spend 4 additional chakra at the end of each of his turns. This may only be used while Susano'o is active.

Susano'o Strike. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) magical bludgeoning damage. On a successful hit, Indra can attempt to grapple a creature with advantage. This can only be used while any Susano'o is active.

Susano'o Crush. A creature that Indra is grappling must succeed a DC 23 Constitution saving throw or take 24 (4d8 + 7) magical bludgeoning damage. This can only be used while any Susano'o is active.

Susano'o Katana. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 27 (2d12 + 14) fire damage. This can only be used while Humanoid Susano'o, Armored Susano'o, or Complete-Body Susano'o is active. Indra may spend 2 chakra when he makes this attack to grant this attack a +2 bonus to attack and damage rolls.

Amaterasu (4 Chakra). One creature within 60 ft. must attempt a DC 24 Dexterity saving throw. If it fails, it takes 19 (2d10 + 8) fire damage and at the start of its turn, it takes 5 (1d10) fire damage. This can only affect one creature at a time. Indra may cast this as part of another jutsu, changing its range to the other jutsu's.

Hinokagutsuchi (2 Chakra). When Indra casts Amaterasu, it deals twice as much damage, and if they succeed, they still take 5 (1d10) fire damage at the end of each of their turns for 1 minute (concentration) unless they have Evasion.

Transformation (1+ Chakra). Indra 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 23 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). Indra's movement speed doubled, and his movement does not provoke attacks of opportunity.

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

Basic Clone (3 Chakra). Any creature that can see Indra must attempt a DC 23 Intelligence saving throw. On a failure, attacks against him have disadvantage, and he has advantage on any saving throws the creature forces him 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. Indra must spend 1 chakra at the end of each of your turns to maintain this effect.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Indra makes two unarmed strikes

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Indra's choice.

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

Healing Jutsu (1-54 Chakra). One creature Indra can touch regains a number of hit points equal to chakra spent.

Chakra Control. As a bonus action, Indra reduces his next jutsu's cost by 7. He may do this 7 times, regaining all uses at the end of a short rest.

Coercion Sharingan (7 Chakra). One creature within 100 ft. who Indra can see the eyes of and is not blinded must make a DC 23 Charisma saving throw. On a failure, they are frightened for 1 minute (concentration), and they are knocked prone. As an action, the target can repeat the saving throw. Indra may spend 5 chakra to remove the target's immunity to the frightened condition.

Complete Control (10 Chakra). One creature within 100 ft. who Indra can see the eyes of and is not blinded must make a DC 23 Strength saving throw. On a failure, as a reaction at the beginning of each of their turns for 5 chakra, Indra may control the creature and communicate telepathically with them until the end of their next turn. Indra may use this jutsu for 1 minute. Creatures controlled by Fugaku can only use class and background features that he has and spend a number of chakra equal to half their maximum. They may retry this saving throw at the end of each of their turns, ending this effect on a success.


Substitution (3+ Chakra). When Indra is hit by an attack and would take damage, he decreases the damage by 32 (1d10 + 27) 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. Indra can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Replication. When a creature Indra can see uses a feature while his sharingan is active, he copies it, becoming able to use the feature in the exact same manner. If the feature is a class feature that must be activated in some way but does not have limited uses (i.e. making an Extra Attack, moving more than their standard movement speed using Unarmored Movement, or adding Foe Slayer's damage), Indra may use it in the same manner for an amount of chakra equal to twice the level it was gained at. Indra can not gain features with a limited number of uses that don't use a standard currency, features that are always active, or features from non-humanoid creatures. Indra may have up to 7 of these features memorized at a time. Indra may only use memorized features while his sharingan is active.

Sharingan Dodge. Indra imposes disadvantage on one attack against him. Indra can use this 7 times, regaining all uses at the end of a short rest.


Eldest son of the Sage of Six Paths, Indra's talent allowed him to stand side-by-side with his father, even as a child, spending many peaceful days with his younger brother Asura. However, his ingenuity brought a startling discovery: rather than connecting one's spiritual energy to that of others, more strength and versatility could come from connecting spiritual energy to one's own physical energy in a technique that would become the first true ninjutsu. This new ability brought with it a new sect of Ninshu who believed that peace could be achieved better through personal improvement than communal living. However, despite having numerous followers, he had few to no friends, though he would occasionally confide in a strange being who seemed to be the only other with both the ability and desire to forward his new ability. This "friend" even revealed to him the secrets of the Sharingan, promising that with its power he could even surpass his father. However, with his newfound focus on purely increasing his power, he became cold and distant, even to his family. As Hagoromo's age began to take its toll on him, he sent the two out to villages beyond his reach to bring peace to them in order to determine a successor. Indra returned almost immediately, and with Asura nowhere in sight, the citizens of the Land of Ancestors believed Indra's ascension was inevitable. However, after years had passed, Asura returned with an entourage of friends, and was even engaged to Kanna, a woman from one of the clans he was sent to pacify. At the same time, word had come from Indra's domain of harsh martial law, and the complete obliteration of dissidents. Seeing only his mother's brutal nature in Indra's heart, Hagoromo named Asura the successor to Ninshu, enraging Indra. In search for power, he murdered his closest followers, awakening the Mangekyō Sharingan. With his newfound power, he attacked the Land of Ancestors in hopes of destroying Ninshu, but rather than facing Hagoromo, he was confronted by Asura. Defeated by his weak younger brother, Indra went into hiding, forming a secret society to advance ninjutsu. When it became clear that Hagoromo was to die soon, Indra invaded his home in the cover of night to pay his respects, but nevertheless promised to destroy Ninshu. After his death, he refused to pass onto the Pure Lands, instead reincarnating himself in a constant feude with his brother that would only be stopped a thousand years later.

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