Kurenai Yūhi (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 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.

Kurenai Yūhi[edit]

Medium humanoid (Yūhi), chaotic good

Armor Class 16 (Natural Armor)
Hit Points 77 (14d8 + 14)
Speed 65 ft.

12 (+1) 16 (+3) 12 (+1) 18 (+4) 12 (+1) 12 (+1)

Saving Throws Int +9, Wis +6
Skills Acrobatics +8, Nature +9, Perception +6, Sleight of Hand +8, Stealth +8
Senses passive Perception Expression error: Unexpected number.
Languages Common
Challenge 14 (11,500 XP)

Chakra. Kurenai has 39 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Discernment. When Kurenai is targeted by an area effect that lets her make a Intelligence or Wisdom saving throw to take only half damage, such as Shade Style: Judgement or the Rinnegan's Human Path's Absorption Soul Technique, she instead takes no damage if he succeeds on the saving throw, and only half damage if she fails the save.

Ninja Speed. Kurenai can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Chakra Sense . Kurenai can detect chakra in a rudimentary fashion. She can make an Arcana check, and sense within 60ft, any creature with a chakra signal, as long as heavy walls, or dense metals aren't separating herself and her would be targets.

Genjutsu Master. When Kurenai has a target under Genjutsu, they must make a DC 16 Wisdom Saving Throw, at the end of each of their turns. On a failure, they take 6 Psychic damage.


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

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Kurenai may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Genjutsu (5-12 Chakra). One creature within 20 ft. that is not blind must make a DC 18 Wisdom saving throw. This can extend to 70 ft. for +3 chakra, and can become a radius that only affects non-deafened, instead of non-blind, creatures for +2 chakra. On a failure, they are effected by one of the following.

  • The target is blinded. Costs 7 chakra.
  • The target is deafened. Costs 5 chakra.
  • The target is frightened. Costs 6 chakra.
  • The target is affected by the confusion spell. Costs 8 chakra.
  • The target is restrained. Costs 8 chakra.
  • The target is paralyzed. Costs 12 chakra.

Any effect lasts for a minute, but the target may retry the save at the end of each turn.

Hair Camouflage (2 Chakra). Kurenai becomes immune to one instance of the restrained condition that is not from genjutsu each round for 1 minute.

Transformation (1+ Chakra). Kurenai becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and she can not recreate a magical effect. Creatures must make an DC 18 Investigation check realize that she 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). Kurenai's movement speed doubles, and her movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kurenai can move across liquid surfaces as if they were solid. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round.

Substitution (3+ Chakra). As a reaction when Kurenai is hit by an attack and would take damage, she decreases the damage by 19 (1d10 + 14) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Kurenai can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Evil Sealing Method (25 Chakra). Kurenai surrounds a creature's Cursed Mark, a Kurama Clan Prodigy's Kekkei Genkai mark, or a similar feature (with the key elements being awakening on a failed saving throw and the feature only affecting the user for potentially more than 1 turn) with a barrier of chakra only accessible by the creature themself. They can activate said feature as a bonus action, they gain a +2 bonus to saving throws incurred by their use of the feature, and it no longer activates automatically.

Kurenai in her Jonin attire, Source [[1]].

One of the Jonin of the the Hidden Leaf Village, Kurenai is a Genjutsu specialist and leader of Team 8, consisting of herself, Hinata Hyuga, Kiba Inuzuka, and Shino Aburame. She became the wife of the late Asuma Sarutobi shortly before his death, and is the mother of their daughter Mirai Sarutobi. Kurenai eventually retired, but she is still a shinobi to be reckoned with, as her genjutsu specializations have yet to falter, even if her body eventually will.

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