Tenten, Boruto (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 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.


Medium humanoid (human), neutral good

Armor Class 18 (Natural Armor)
Hit Points 156 (24d8 + 48)
Speed 70 ft.

14 (+2) 14 (+2) 14 (+2) 16 (+3) 11 (+0) 12 (+1)

Saving Throws Str +8, Con +8
Skills Athletics +8, History +9, Investigation +9, Insight +6, Perception +6, Persuasion +7, Sleight of Hand +8
Senses passive Perception Expression error: Unexpected number.
Languages Common
Challenge 20 (25,000 XP)

Chakra. Tenten has 47 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Endurance. When Tenten is targeted by an area effect that lets her make a Constitution saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

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


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

Unarmed Strike. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (4d4 + 2) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage. Tenten may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit.

Wire Strings Manipulation Technique. As a bonus action, Tenten's kunai attacks ignore 1/2 and 3/4 cover until the end of her turn.

Leaf Great Flash (10 Chakra). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: The target moves 30 ft. in a direction of Tenten's choice.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Tenten's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of her next turn.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Tenten 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 she casts this Jutsu while submerged in a liquid, the Jutsu carries her to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

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

Dynamic Entry (4 Chakra). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) magical bludgeoning damage + 5 (2d4) force damage and the target must succeed a DC 16 Dexterity saving throw or be pushed 20 feet in a direction of Tenten's choice. Tenten may move up to 40 ft. before making this attack as part of his action.

Binding Meteor. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) magical bludgeoning damage and a creature must succeed a DC 16 str saving throw or be knocked prone and restrained for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. Only 2 creatures can be subject to this effect at the same time, and this action can't be used while at this maximum.

Binding Meteor Slam (10 Chakra). One creature within 30 ft. that is restrained by Binding Meteor must contest their Strength (Athletics) check with Tenten's. If they fail, they take are moved anywhere within 30 ft. of Tenten and take 45 (10d8) magical bludgeoning damage.

Binding Meteor Barrage (10 Chakra). Ranged Weapon Attack: +8 to hit, range 40/80 ft., one target. Hit: 54 (12d8) magical bludgeoning, piercing, or slashing damage. This does not have disadvantage from the target being prone.

Segmented Iron Dome. Tenten summons a 15 ft. radius iron dome with her at the center that is immune to all damage. It is impassable, and counts as full cover. She may unsummon this dome as an action.

Bashosen (4 Chakra). Ranged Spell Attack: +8 to hit, range 30/60 ft., one target. Hit: 13 (2d10 + 2) damage and roll 1d6. On a 1, she deals magical bludgeoning damage; on a 2, she deals fire damage; on a 3, she deals lightning damage; on a 4, she deals cold damage; on a 5, she deals thunder damage; on a 6, reroll.

Twin Rising Dragon (30 Chakra). Tenten summons a maximum of 12 simple weapons of her choice that hover around her for 1 minute, after which they disappear.

Twin Rising Dragon: Slash. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 5 (1d10) per Twin Rising Dragon weapon used. Any weapons used in this action are destroyed.

Twin Rising Dragon: Hold. Tenten spends two Twin Rising Dragon weapons to force creature within 60 ft. must succeed a DC 16 Strength saving throw or be restrained for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Twin Rising Dragon: Burn. Tenten places explosive tags on up to 3 Twin Rising Dragons weapons. When a tagged weapon successfully hits with Twin Rising Dragon: Slash or is used on Twin Rising Dragon: Hold and the target fails the saving throw, they take an additional 9 (2d8) fire damage.

Twin Rising Dragon: Resummon. Tenten regains half her maximum Twin Rising Dragon weapons.


After the Fourth Shinobi World War, Tenten took the Treasured Tools of the Sage of Six Paths back to the Hidden Leaf Village and decided to settle down, opening a shop after her hobby of collecting ninja tools reached an absurd threshold. Despite primarily being a shopkeeper in a time of peace, her skills haven't waned in the slightest, instead growing greater than ever before.

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