Jigen (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.


Medium humanoid (Otsutsuki), neutral evil

Armor Class 27 (Natural Armor)
Hit Points 266 (41d8 + 82)
Speed 90 ft.

8 (-1) 22 (+6) 14 (+2) 22 (+6) 15 (+2) 8 (-1)

Saving Throws Dex +17, Int +17, Cha +10
Skills Acrobatics +17, Arcana +17, History +17, Intimidation +10, Perception +13, Sleight of Hand +17
Senses passive Perception 23
Languages Common
Challenge 37 ( XP)

Chakra. Jigen has 92 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Chakra Sense. When Jigen 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 Jigen'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. Jigen 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. Jigen can make 4 unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 26 (8d4 + 6) magical bludgeoning damage.

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

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +17 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Jigen's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Jigen 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 Jigen 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: +17 to hit, reach 5 ft., one target. Hit: 26 (8d4 + 6) magical bludgeoning damage. Jigen may fly up to 30 feet before making this attack.

Magic Lantern Body (10 Chakra). Jigen 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.

100% Extraction. As a bonus action, Jigen gains the following until he ends these effects as an action:

  • HIs AC gains a +3 bonus.
  • His movement speed increase by +30 feet.
  • His jutsu's attack and damage rolls gain a +3 bonus.
  • He has advantage on Dexterity and Wisdom saving throws.
  • He loses a total of 12 hit points 'or' chakra points, or a mix of his choice of the two, at the end of each of his turns, but he may not go below 0 chakra when losing chakra in this way.

Karma Rift (10 Chakra). While his Karma is active, Jigen 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, Jigen gains a flying speed equal to his movement speed. Jigen must spend 1 chakra at the end of each of his turns to maintain this effect.

Sukunahikona (5 Chakra). Jigen 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 26 Dexterity saving throw, taking 16 (2d8 + 7) magical bludgeoning damage on a failure, or half as much on a success. Jigen 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 Jigen 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. Jigen may only end the effects of this jutsu on up to two object as an action, upon which he may make a thrown attack with a range of 20/40 ft. regardless of the weight or size of the object. On a hit, the target takes 16 (2d8 + 7) 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, Jigen regains 26 (8d4 + 6) 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 Jigen 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. Jigen 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 Jigen 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. Jigen may increase the number of chakra points absorbed by 1d4 for every 2 additional chakra points spent.


Once a simple novice monk with no more to his name than his daily meditations, Jigen was suddenly attacked by a strange alien on the verge of death. When the attacker mysteriously disappeared, hiding within his body, Jigen unknowingly became his host. As the energy in his body began to wane, and as the Karma he was unknowingly implanted with began to take hold, the man who Jigen was began to fade, becoming nothing more than a living machine for Isshiki to pilot. However, while his new body was plenty powerful, it was not strong enough to manifest the entirety of his power, and if he tried to fully reincarnate or forgot to periodically drain the ten-tails in one of his dimensions for chakra, he would begin to crumble to dust.

Creating the organization Kara, Isshiki used Jigen's body to command a widespread force, though few in number, to gather information on suitable hosts and other Otsutsuki. Using Kara's clandestine abilities, he began experimenting on new uses of Karma alongside Amado, eventually successfully implanting a second true Karma on an orphan, Kawaki, though his 15 other subjects died painful deaths. While his end goal was to sacrifice Jigen and himself to his ten-tails and reincarnate in Kawaki's body, extenuating circumstances forced Isshiki to fully manifest in Jigen's body.

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