Isshiki (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.

Isshiki Otsutsuki[edit]

Medium humanoid (Otsutsuki), neutral evil

Armor Class 30 (Natural Armor)
Hit Points 299 (46d8 + 92)
Speed 120 ft.

8 (-1) 24 (+7) 14 (+2) 24 (+7) 15 (+2) 8 (-1)

Saving Throws Dex +18, Int +18, Cha +10
Skills Acrobatics +18, Arcana +18, History +18, Intimidation +10, Perception +18, Sleight of Hand +18
Senses passive Perception 30
Languages Common
Challenge 40 ( XP)

Chakra. Isshiki has 98 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Otsutsuki Chakra. Isshiki has 50 additional chakra points which he can expend. These chakra points can be regained as a bonus action for 5 chakra point not granted by this feature.

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

Otsutsuki Speed. Isshiki has advantage on Dexterity and Wisdom saving throws.

Byakugan. Isshiki can see in 360 degree vision in a 15 foot radius, can not be surprised while conscious, and can see through objects that would not block his Chakra Sense.

Chakra Sense. When Isshiki takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 60 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 2 feet of stone, 2 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt.

Dying Breath. At the beginning of each of Isshiki'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.

Lasting Form. Isshiki can can hold his breath for twice as long, suffocate for twice as long without dropping to 0 hit points, can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur.


Multiattack. Isshiki can make 4 unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 30 (8d4 + 10) magical bludgeoning damage.

Six Paths Senjutsu (19-24 Chakra). As a bonus action, or as a reaction for 5 additional chakra points, Isshiki becomes immune to all damage and the effects of any jutsu, spells, or features that cost chakra that he does not cast until the beginning of his next turn. This immunity is ignored by taijutsu, senjutsu, non-magical effects and attacks, and jutsu that use chakra granted by Six Paths Power; and he gains resistance to damage that would otherwise ignore immunity.

Palm Bottom (1+ Chakra). Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: the target is stunned until the end of their next turn. For every additional chakra point spent, the target takes an additional 2 force damage.

Chakra Disruption (2 Chakra). One creature within 5 ft. must attempt a DC 26 Constitution saving throw. On a failure, the target cannot cast spells of 1st level or higher or use any Jutsu feature that uses chakra until the end of Isshiki's next turn. However, it may continue to concentrate on spells or Jutsu that it cast before being affected by Chakra Disruption.

Heavy Palm (1 Chakra). As a bonus action after hitting with an unarmed attack, the target must succeed a DC 22 Constitution saving throw or be stunned until the end of Isshiki's next turn.

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

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +21 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Isshiki's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Isshiki gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Isshiki casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +21 to hit, reach 5 ft., one target. Hit: 15 30 (8d4 + 10) magical bludgeoning damage. Isshiki may fly up to 30 feet before making this attack.

Magic Lantern Body (10 Chakra). Isshiki projects an image of himself in the location of 1 creature or object whose range he knows the location of down to a 30-foot range within 5 miles of him for 1 hour (concentration). The mirage is a transparent silhouette, save for his eyes which are perfectly recreated, that refracts various colors. He can see and hear through this mirage, but he can not interact with the world around it.

Karma Rift (10 Chakra). While his Karma is active, Isshiki teleports himself to a space within 1000 ft. that he can see, visualize, or know the distance and direction of the space. Alternatively, he may double this cost to jump to such a space within another dimension, or to Kawaki regardless of distance. He can bring objects along if the weight doesn't exceed his carrying capacity. He can also bring one willing creature within 5 feet of him of his size or smaller.

Otsutsuki Flight (4 Chakra). As a free action, Isshiki gains a flying speed equal to his movement speed. Isshiki must spend 1 chakra at the end of each of his turns to maintain this effect.

Natural Chakra Suppression. As a free action, Isshiki can not be sensed by chakra sense, but he can not cast jutsu, though he can maintain them, for 1 minute (concentration).

Sukunahikona (5 Chakra). Isshiki shrinks an object that is up to 20 square feet in size that is up to 60 ft. from him to an imperceptibly tiny size. He may end this effect as a bonus action, upon which any creatures occupying the same space as a shrunk object must attempt a DC 27 Dexterity saving throw, taking 21 (2d8 + 12) magical bludgeoning damage on a failure, or half as much on a success. Isshiki may shrink himself as well, granting him a +10 bonus to Stealth checks and Dexterity saving throws, but doing so halves his movement speeds by 24 inches. Any creatures or objects contained within the object are shrunk as well, with other creatures suffering the same movement speed penalty he does, and become unshrunk when the original item does, even if it is no longer contained within it. If a shrunk object or creature unshrinks when it contains an unshrunk object, the unshrunk object does not change size.

Daikokuten (2 Chakra). When Isshiki uses Sukunahikona, he stores the shrunk item within an extradimensional space where time doesn't flow, though creatures can still move. Sukunahikona can effect these objects indefinitely. Isshiki may only end the effects of this jutsu on up to two object as an action, upon which he may make a thrown attack (+21) with a range of 20/40 ft. regardless of the weight or size of the object. On a hit, the target takes 20 (2d8 + 11) magical bludgeoning damage in addition to the attack's normal damage (105 (30d6) for his disruption cubes, 2 (1d4) for his rods).

Force of Will (1/day). As a bonus action, Isshiki regains 30 (8d4 + 10) chakra points or twice as many hit points, or increases his chakra or hit point maximum by an equal amount until the end of his next long rest.


Substitution (3+ Chakra). When Isshiki is hit by an attack and would take damage, he decreases the damage by 42 (1d10 + 37) 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. Isshiki can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Karma Seal Jutsu Absorption (3+ Chakra). When Isshiki is targeted by a jutsu that is not Taijutsu while his Karma is active, the jutsu's chakra is reduced by 5 (2d4), and he regains an equal amount of chakra reduced. If this would reduce the jutsu's chakra below its minimum cost, the jutsu fails, and the jutsu's caster regains the remaining chakra points. Otherwise, the jutsu loses any additional effects from increasing its cost for a number of chakra points equal to the number absorbed. If a jutsu's base cast has multiple projectiles (i.e. a single Lightning Ball), each projectile counts as a different jutsu with a cost equal to its base cost divided by the number of projectiles. Isshiki may increase the number of chakra points absorbed by 1d4 for every 2 additional chakra points spent.


1000 years ago, two beings of immense power descended from the heavens, Isshiki and his partner Kaguya. The two had been given orders to plant a ten-tails on Earth, drain it of its power, and harvest its subsequent chakra fruits. However, when the time came for Isshiki to sacrifice Kaguya to the beast to create the God Tree, he was betrayed. Blindsided by one of her powerful attacks, Isshiki barely escaped with his life while Kaguya sacrificed the lower half of his body. Attacking a novice monk by the name of Jigen, Isshiki began a 1000 year plan to resurrect himself and become more powerful than a single chakra fruit would have allowed.

Days before his resurrection would be complete, his new vessel went missing following the crash of the stealth blimp being used to transport him. Amid the investigation, he discovered that another boy also bore a Karma, and that the two had become close, putting Kawaki further out of his reach but advancing his Karma in the process. After a brief fight with Naruto and Sasuke in Jigen's body in an attempt to reclaim Kawaki, he was forced to retreat and rest. As his underlings sent in their mission reports, he confronted Koji Kashin, revealing that he knew Koji had been the one to crash the stealth blimp. As Koji attacked him, Isshiki was forced to draw out more power from Jigen's body than he was prepared for, forcing him to fully manifest his power, reincarnating in the unworthy vessel. Officially out of time, he returned to the Hidden Leaf Village, challenging Naruto and Sasuke again and completely destroying them. However, in a last ditch effort, Naruto awakened a truly forbidden technique: Baryon Mode. Shrinking Isshiki's remaining lifespan of three days down to minutes, Isshiki desperately tried to reimplant his Karma onto Kawaki, with it having been removed when he was taken into the Leaf by Amado, only to learn that the Kawaki he had gone to was only a shadow clone, and thus unsuitable for a Karma. With no other body to resurrect in, his soul ordered Code, his most loyal underling, to carry on his legacy and the Otsutsuki's ways.

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