Orochimaru (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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 (Orochimaru), chaotic good

Armor Class 21 (Natural Armor)
Hit Points 110 (20d8 + 20)
Speed 60 ft.

12 (+1) 20 (+5) 12 (+1) 20 (+5) 12 (+1) 11 (+0)

Saving Throws Dex +11, Int +11
Skills Acrobatics +11, Arcana +11, Deception +6, Insight +7, Intimidation +6, Sleight of Hand +11, Stealth +11
Senses passive Perception 11
Languages Common
Challenge 20 (25,000 XP)

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

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

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

White Snake. Orochimaru counts as one size smaller while squeezing. Creatures Orochimaru is grappling become restrained.


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

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (4d4 + 5) magical bludgeoning damage.

Sword of Kusanagi. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 11 (1d10 + 6) magical slashing damage.

Sword of Kusanagi: Longsword of the Sky. As a bonus action, Orochimaru moves the Sword of Kusanagi 15 ft. in any direction, maintaining control over it so long as it is within his movement speed and following typical disarming rules.

Sword of Kusanagi (2 Chakra). As a bonus action Orochimaru returns the Sword of Kusanagi to him regardless of how far it is from him or if it is being used or worn by a creature, becoming stunned until the end of his turn.

Kunai. Thrown Weapon Attack: +11 to hit, range 30/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Orochimaru 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). Orochimaru 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). Orochimaru's movement speed doubled, and his movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Orochimaru 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). Orochimaru summons any number of Rashōmon or Snakes of Ryūchi Cave within 30 ft. or him, spending an amount of chakra equal to twice the summoned creature's CR.

Sound Wave Jutsu (5 Chakra). Ranged Spell Attack: +9 to hit, 30 ft. radius. Hit: The target becomes paralyzed until the end of Orochimaru's next turn. Any objects within range take an amount of thunder damage equal to the attack roll. This jutsu's attack roll is contested with the creature's jutsu DC (or 6 + their proficiency bonus + their Intelligence modifier if they don't have one) rather than their AC.

Transportation Jutsu Formula: Underworld Turnover (20 Chakra). Orochimaru creates a 20 ft. radius eyeball-like sphere around himself. All creatures inside the sphere become unconscious until they are targeted by the basic Yin Style technique. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 7 (2d6) bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it.

Five Elements Seal (25 Chakra). One restrained or willing creature Orochimaru can touch has their chakra point maximum decreased by 12 points, or they lose access to their highest unlocked feature in one non-dojutsu implantable subclass of his choice. This jutsu may be cast on the same creature multiple times, but can only be affected by each effect once. This can only be undone by a cast of this jutsu or the Creation of All Things jutsu.

Gathering of the Snakes (5 Chakra). When Orochimaru loses a body part but it is not completely destroyed (i.e. having an arm cut off, being blown in half by an Explosive Style jutsu, not being shredded by a Rasengan or incinerated by Blaze Style), he reattaches it. This does not restore hit points or heal the body part, only functionality.

Chakra Absorbing Snakes (8 Chakra). One creature within 20 ft. must attempt a DC 19 Dexterity saving throw, becoming restrained on a failure. They may attempt a DC 19 Strength saving throw at the end of each of their turns, ending this effect early on a success. On a failure and when they use jutsu, they lose 2 (1d4) chakra, and Orochimaru regains an equal number of chakra points or increase the DC of the next saving throw of this kind they must make by an equal number.

Twin Snakes Mutual Death (20 Chakra). One creature within 20 ft. 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, Orochimaru dies instantly and they have disadvantage on Strength and Dexterity checks. At the end of a long rest, they may attempt a DC 19 Constitution or Intelligence saving throw. After 3 successes, they lose the disadvantage.

Many Hidden Shadow Snake Hands (4 Chakra). One creature Orochimaru is grappling must attempt a DC 19 Strength saving throw. On a failure, they become poisoned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success.

Eight-Headed Serpent (3 Chakra). Orochimaru becomes Huge, he gains a +3 bonus to AC, his unarmed strikes deal twice as much damage, his reach increases to 30 ft., and if he hits with a melee weapon attack, he can use a bonus action to attempt grapple the target with advantage. While grappling a creature in this way, he can attempt to crush them as an action. They must make a DC 19 Strength saving throw. On a failure, they take his unarmed strike's damage. On a success, they take half as much damage. Orochimaru must spend 3 chakra at the end of each of his turns to maintain this effect.

Hashirama Regeneration (5 Chakra). As a bonus action, Orochimaru regains 6 (1d10 + 1) hit points.

Surgical Precision (8 Chakra). For 1 minute (concentration), Orochimaru's unarmed strikes deal an additional 3 (1d6) force damage. On a hit, the target must succeed a DC 19 Constitution saving throw or have disadvantage on attack rolls, saves, and checks that use either Strength or Dexterity, his choice, until the end of their next long rest or until greater restoration or a similar effect is cast on them.

Gale Palm (5 Chakra). Orochimaru doubles a creature's jump distance, and allowing them to move their jump distance as part of his action.

Alternate Gale Palm (5 Chakra). As a bonus action, Orochimaru doubles the ranges of any thrown weapons he attacks with until the end of his turn.

Killing Intent. Any creatures of Orochimaru's choice that can see or hear him must succeed a DC 19 Charisma saving throw or become frightened of you for 1 minute. While frightened of you by any means, creatures must attempt a DC 19 Charisma saving throw at the beginning of each of their turns. On a failure, his killing intent overtakes their reasoning and they must make 1 attack of their choice against themself. This does not consume their action. Sakumo may do this once, regaining all uses at the end of a long rest.

Living Corpse Reincarnation (30 Chakra). Orochimaru's body dies instantly as his mind invades the mind of another humanoid within 15 feet. They must succeed a DC 20 Charisma saving throw. On a failure, he takes control of their body. On a success, his mind lays dormant within theirs. He loses any racial features related to his old body’s physique, such as Powerful Build, and gain his host's. He loses any Dōjutsu his old body had, and gains any his new body has. During a long rest, he can attempt a DC 10 saving throw to retain any proficiencies or Jutsu his host had. He must succeed a separate save for each proficiency or Jutsu. This can only be used once, regaining use after 3 years. After 3 years of using this Jutsu, he permanently loses 10 maximum hit points. If his hit point maximum is 0, he dies instantly. After moving to a new body, his maximum hit points return to normal.

Earth Style Shadow Clone (4+ Chakra/Clone). Orochimaru 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. Orochimaru 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, Orochimaru dismisses them at will, or Orochimaru 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.
  • Orochimaru can spend 2 chakra to cause clones to start with 15 hit points.
  • Any effects affecting Orochimaru 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, Orochimaru 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, Orochimaru 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, Orochimaru 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, Orochimaru gains three levels of exhaustion. On a success, Orochimaru 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.

Impure World Reincarnation (15+ Chakra/Target). Orochimaru targets an amount of living humanoids that are paralyzed, restrained, or unconscious within 15 ft. of him. They are killed instantly and become another dead humanoid, the DNA of which Orochimaru must have, in every way. The creature is resurrected and restored to its maximum hit points. This counts as casting true resurrection for the sake of overcoming limitations. After being resurrected in this manner, their type becomes Undead, they regain 10 hit points at the end of each of their turns even if they are at 0 hit points, their maximum chakra points are reduced by 1/4, any non-jutsu damage they deal is reduced by 1d4, if the campaign uses the #Chakra Exhaustion


Substitution (3+ Chakra). When Orochimaru is hit by an attack and would take damage, he decreases the damage by 26 (1d10 + 20) and teleports up to 25 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. Orochimaru can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Many Hidden Shadow Snake Hands. When Orochimaru is targeted by a ranged attack, he contests a Sleight of Hand check with the attack roll. On his success, the attack fails.



After graduating from the Academy, the orphan Orochimaru was placed alongside Jiraiya and Tsunade Senju on Team Hiruzen where he stood out as a once-in-a-generation prodigy. Even as a child he was twisted as his desire to master all jutsu in order to forget, or even undo, the loss of his parents forced him to delve further into the dark world of forbidden jutsu.

In the Second Shinobi War, Team Hiruzen continued to fight together without their master, forming the "Three Way Deadlock". In their fight with Hanzo the Salamander, they proved such a threat to two Kage-level opponents that he deemed them the Legendary Sannin. Afterwords, when Orochimaru presented the idea of mercy killing the Ame orphans, his relationship with Jiraiya hit a breaking point, causing the team to go their separate ways, with Orochimaru acting as outside assistance to Root, at one point orchestrating the most recent Eight-Tails attack on the Hidden Cloud Village.

When it was discovered that Orochimaru had been experimenting on living prisoners, many of whom were from the Hidden Leaf Village and children in order to further his study in forbidden jutsu, now intent on finding the secret to immortality, Hiruzen came face-to-face with him along with an ANBU escort. Orochimaru destroyed his laboratory without a second thought, retreating to one of his numerous secret hideouts. On his way out of the village, he was confronted by Jiraiya, but ultimately defeated him in battle.

Many years later, he joined the Akatsuki hoping to learn whatever jutsu they had, though this was ultimately cut short when he attacked Itachi Uchiha in an attempt to acquire his Mangekyou Sharingan. As a plan B, he formed the Hidden Sound Village, orchestrating an attack against the Hidden Leaf Village that left him armless, but ultimately gained him an in with Sasuke Uchiha.

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