Minato (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.

Minato Namikaze[edit]

Medium humanoid (Namikaze), chaotic good

Armor Class 21 (Natural Armor)
Hit Points 110 (20d8 + 20)
Speed 100 ft. (110 ft. in Initial Release, 135 ft. in Tailed Release)

10 (+0) 20 (+5) 12 (+1) 18 (+4) 12 (+1) 15 (+2)

Saving Throws Dex +11, Int +10
Skills Acrobatics +11, Animal Handling +7, Athletics +6, Performance +8, Persuasion +8
Senses passive Perception 11
Languages Common
Challenge 20 (25,000 XP)

Chakra. Minato has 41 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Red Chakra. Some of Minato's features grant him "red chakra". If his own chakra is less than his red chakra, he must attempt a DC 12 Constitution saving throw at the end of each of his turns. On a failure, he gains 1 level of exhaustion. If he is in Initial Release, the DC becomes 14. If he is in Tailed Release, the DC becomes 16. If he is in Kurama Chakra Mode, the DC becomes 18. These special "red" chakra are counted separately from his normal chakra. He can use this chakra on one Jutsu or spread them across multiple, but he can not spend these points and his own normal chakra points on the same jutsu. This chakra can extend above his chakra point maximum, and is lost at the end of a short rest.

Senjutsu Chakra. Some of Minato's features grant him "senjutsu chakra". At the end of each of his turns inside initiative that he does not meditate, 2 senjutsu chakra becomes normal chakra. He does not lose senjutsu chakra in this way outside of initiative. Minato can spend senjutsu chakra as if it were normal chakra. A creature may have a number of senjutsu chakra points equal to a quarter of their chakra point maximum or Wisdom score, whichever is higher unless they have this feature, in which they may have a number equal to their chakra point maximum. If this limit is exceeded, they become petrified and identical to the Sage Creature of the source of the senjutsu until they lose the senjutsu (in this case, a large toad). While Minato has a number of senjutsu chakra equal to half his normal chakra, he gains the following:

  • Minato gains 20 feet of truesight.
  • Minato deals an additional 5 (1d10) damage with unarmed strikes.
  • Minato's reach increases by +5 ft.
  • Minato's first attack against a creature each day has advantage.
  • Proficiency in Dexterity (+11) and Wisdom (+7) saving throws.
  • Minato's attack and damage rolls gain a +1 bonus.


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

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +11 to hit, range 30/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Minato 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.

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

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

Summoning Jutsu (20+ Chakra). Minato summons one Toad of Mount Myoboku or Rashōmon within 30 ft. of him, spending an amount of chakra equal to twice the summoned creature's CR.

Rasengan (10 Chakra). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 25 (2d10 + 4d4 + 4) bludgeoning damage + 11 (2d10) force damage and the target must succeed a DC 18 Strength saving throw. On a failure, they are pushed 20 feet away from Minato.

Twin Rasengan (10+ Chakra). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 31 (3d10 + 4d4 + 4) force damage and the target is pushed 5 feet away from Minato. Minato may make 1 additional attack up to the number of hands he has for every 5 additional chakra spent.

Reaper Death Seal (20 Chakra). Both Minato and one creature within 15 ft. become paralyzed, and they must attempt a death saving throw at the beginning of each of their next turns until they succeed or fail 3 times, regardless of their current hit points. Regardless of the outcome, Minato dies instantly and the target loses their ability to cast spells and jutsu. At the end of a long rest, they may attempt a DC 18 Wisdom or Intelligence saving throw. After 3 successes, they regain their ability to cast spells and jutsu. Creatures killed by this jutsu must have their souls freed from a mask bound to the reaper’s soul, of which only one exists, before they can be resurrected by any means.

Flying Raijin (10 Chakra). Minato places a Flying Raijin Seal anywhere he can touch.

Flying Raijin Teleport (2 Chakra). As a bonus action or a reaction to being targeted by an attack, spell effect, or mild annoyance, Minato teleports to a Flying Raijin Seal.

Revolving Flying Raijin (5 Chakra). As a bonus action or a reaction to being targeted by an attack, spell effect, or mild annoyance while Minato is within 5 ft. of a Flying Raijin Seal that is not on himself, he teleports to a Flying Raijin Seal, and a creature within 5 ft. of the selected seal is placed at his previous location.

Flying Raijin Slash (6 Chakra). As a bonus action or a reaction to being targeted by an attack, spell effect, or mild annoyance while Minato teleports to a Flying Raijin Seal and makes an unarmed strike with advantage.

Flying Raijin — Second Step (7+ Chakra). As a bonus action or a reaction to being targeted by an attack, spell effect, or mild annoyance, Minato teleports to a Flying Raijin Seal and uses one jutsu of his choice. Minato may spend an additional 3 chakra to grant himself advantage on the jutsu's attack roll, or grant the target disadvantage on its saving throw.

Flying Raijin: Guiding Thunder (15 Chakra). Minato places a Flying Raijin: Guiding Seal anywhere he can touch.

Shadow Clone (4+ Chakra/Clone). Minato creates up to 5 clones. The clones have 5 hit points each, and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. Minato controls them and they act on the same initiative as him. They last until they are reduced to 0 hit points, they expend all of their chakra, Minato dismisses them at will, or Minato falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).

  • Clones have no range limit as to how far away they can be.
  • Any effects affecting Minato when the clone is created carries over to the clone.
  • A clone carries a copy of all his equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, Minato is aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching his clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If he has an exhaustion level of 2 while his clone clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

Eight Trigrams Sealing Style (20 Chakra). As an action, Minato must first write a seal on a humanoid using ink. This seal lasts for 12 days or until it is removed as an action. As an action, Minato targets one non-humanoid, construct, undead, or plant creature and a humanoid with the seal within 15 feet. You must then succeed a DC 25 Constitution saving throw. On a failure, Minato gains three levels of exhaustion. On a success, Minato gains 1 level of exhaustion and the creature is sealed inside the humanoid, which is unconscious for 1d10 hours. After a creature has been sealed, the only way to remove the seal is with this Jutsu.

Sage Meditation. As a full turn action, Minato becomes blind and prone until the beginning of his next turn, and 4 points of Minato's normal chakra becomes senjutsu chakra. If a clone is dispelled while being effected by this action, any chakra it would have granted Minato is instantly converted into senjutsu chakra.

Sage Art. As part of another jutsu, Minato either fulfills its cost with senjutsu, or spends an additional amount of senjutsu chakra equal to 1/4 of its cost, doubling the range or damage of, grants a creature disadvantage against any 1 saving throw it incurs, or grants himself advantage on any 1 saving throw it incurs.

Hidden Chakra. When Minato has less than half his maximum chakra, he gains red chakra equal to his CR. He may use this once, regaining all uses at the end of a long rest.

Tailed Beast Shockwave (4+ Chakra). Each creature within a 5 ft. radius must succeed a DC 18 Strength saving throw or take 4 (1d8) force damage and be pushed to the edge of this jutsu’s range. Minato can add an additional 5 (1d8) damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage. Minato may spend 4 additional chakra separate from the previous effects to use this as a reaction, causing the ranged attacks it may be made in response to to miss in addition to its normal effects.

Tailed Beast Bomb (20 Chakra). All creatures in a 10 ft. by 60 ft. line or 20 ft. radius 60 ft. from Minato must succeed a DC 18 Dexterity saving throw. On a failure, they take 59 (10d10 + 4) modifier force damage, are pushed to the closest edge of the area, and fall prone. On a success, they take half as much damage. This jutsu ignores Evasion.

Initial Release. As a bonus action, Minato enters Initial Release. This reveals him as a Jinchūriki to anyone that can see him and anyone who can detect magic or see chakra may make an Insight check, and he gains the following benefits:

  • The cost of all Jutsu Minato knows are reduced in chakra costs by 1, except for Jutsu that only cost 1 chakra.
  • Minato's movement speed increases by +10 ft.
  • At the start of each of his turns, Minato regains 1 hit points.
  • Minato gains advantage on Strength and Dexterity checks and saving throws.
  • This state ends if you choose to do so as an action, or if he is knocked unconscious.
  • Minato loses 2 chakra and gains 2 red chakra at the end of each of his turns.

Tailed Release. While Initial Release is active, Minato gains the following:

  • Minato's unarmed strikes deal 18 (5d4 + 5) magical slashing damage.
  • Minato regains 2 hit points.
  • Minato can activate Hidden Chakra as a bonus action, and can use red chakra in tandem with his own.
  • Minato loses 4 chakra and gains 4 red chakra at the end of each of his turns.

Kurama Chakra Mode. While in Tailed Release, Minato gains the following:

  • Minato gains a damage reduction of 5.
  • Minato may gift a creature he can touch up to 3 chakra or red chakra as a bonus action.
  • Minato sheds bright light for 10 feet and dim light for another 10 feet.
  • Minato gains 1 additional use of Hidden Chakra. This is only granted on his first use of this feature, regaining this use at the end of a long rest.
  • Minato may create up to 9 hands for an equal number of chakra points that last until the end of this feature.
  • Minato loses 6 chakra and gains 6 red chakra at the end of each of his turns.


Substitution (3+ Chakra). As a reaction when Minato is hit by an attack and would take damage, he decreases the damage by 29 (1d10 + 23) 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. Kakashi can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Flying Raijin: Guiding Thunder Teleport (15 Chakra). When a Flying Raijin: Guiding Thunder Seal would be within a jutsu, Minato teleports it, causing it to appear with its source at one Flying Raijin Seal or Flying Raijin: Guiding Thunder Seal of his choice.


A student of Jiraiya of the Sannin, Minato Namikaze came from a relatively unknown clan. Believing he would be the Child of Prophecy, he received special training, even mastering Sage Mode, and forming a close relationship with Kushina Uzumaki. Years later, after they graduated and became ninja, Kushina was kidnapped by Hidden Cloud shinobi. Despite platoons of shinobi being deployed to recover the last of the Uzumaki clan, only Minato noticed the strands of red hair Kushina left behind to mark their path. Minato, acting alone, rescued her from her captors. On their way back to Konoha, Minato confessed his admiration for her hair and her strength, causing Kushina – who had previously believed Minato "unreliable" and even "girly" – to fall in love with him.

In his adult life, Minato led Kakashi Hatake, Obito Uchiha, and Rin Nohara as Team Minato, developing and teaching numerous techniques to his students, mainly the Rasengan. Despite never knowing the first two Hokage, he had unwittingly combined some of their strongest techniques into his toolbox, ultimately becoming the unstoppable Yellow Flash, earning a "run on sight" order from all other villages during the Third Shinobi World War. It was in this time that he was contacted by Hiruzen Sarutobi, the Third Hokage, who offered him the honor of being the Fourth Hokage. While he was initially reluctant, with his wife's encouragement he took the office with pride. When Madara Uchiha attacked the Hidden Leaf Village, stealing the Nine-Tails from his wife to use as a weapon, he used his authority to order all other shinobi to evacuate, freeing the beast from his enemy's sharingan's control and being among only a handful of shinobi to be able to injure him. While he was ultimately successful in repelling his attack, he would die later that night, sealing the beast and a small portion of his and Kushina's chakra in their newborn son, and trapping his own and half of the Nine-Tails' soul using the Reaper Death Seal. Inside the Reaper, he had plenty of time to befriend him, ultimately mastering his power should he ever be resurrected in his village's time of need.

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