Tenten (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 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 14 (Natural Armor)
Hit Points 123 (19d8 + 38)
Speed 65 ft.

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

Saving Throws Str +7, Con +7
Skills Athletics +7, History +7, Investigation +7, Insight +5, Persuasion +6
Senses passive Perception 10
Languages Common
Challenge 15 (13,000 XP)

Chakra. Tenten has 37 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: +7 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 2) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +7 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: +6 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: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) magical bludgeoning damage + 5 (2d4) force damage and the target must succeed a DC 14 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: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) magical bludgeoning damage and a creature must succeed a DC 15 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: +7 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: +7 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.


Now fully dedicated to fuinjutsu and weapon combat, Tenten quickly mastered numerous techniques others would find impossible to master. After the second deaths of the reanimated Gold and Silver brothers, she recovered the Treasured Tools of the Sage of Six Paths. While their chakra drain ultimately shortened her time on the battlefield, they turned her into an even more formidable force than she already was. Later in life these legendary tools would decorate the walls of her shop.

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