Mai (Shinobi World Supplement)

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Mai Uzumaki[edit]

Medium humanoid (Uzumaki), lg


Armor Class 18 (Natural Armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 16 (+3) 11 (+0) 12 (+1)

Saving Throws Str +7, Con +9
Skills Arcana +9, Athletics +7, History +9, Insight +6, Medicine +6, Nature +9, Persuasion +7
Senses passive Perception 10
Languages Common
Challenge 18 (20,000 XP)


Chakra. Creature has 51 chakra points which they can expend. All chakra points are regained at the end of a long rest.

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

Chakra Sense. When Mai takes the search action, she may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 60 feet. She sees a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by her. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

ACTIONS

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

Unarmed Strike. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Mai 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.

Healing Jutsu. One creature Mai can touch regains a number of hit points equal to chakra spent up to three times her CR.

Chakra Control. As a bonus action, Mai reduces her next jutsu's cost by 1/4 her CR. She may do this a number of times equal to her Intelligence modifier.

Mystical Palm Jutsu. Mai has 21d6 she can use on this action. As a bonus action, Mai can heal one creature she can see within 60 feet of her, spending up to 3 dice from the pool. She must roll the dice she spends, add them together, and restore a number of hit points equal to the total. This die pool regains all expended dice when you finish a long rest.

Four-Corner Sealing Barrier (60 Chakra). Up to four willing creatures including Mai within a 10 ft. radius fuel any amount of their chakra into a single seal, so long as the total amount matches its cost. After focusing their chakra for 1 minute, the seal extends to its full size, where the four creatures select a single creature within 60 feet. The creature must succeed three Dexterity saving throws using the highest spell save DC among the creatures (17 for Mai) or they are teleported to a pocket dimension.

Adamantine Attack Chains (4+ Chakra). As a bonus action, Mai reach increases by 5 ft. until the end of her turn. She may increase this reach by an additional 5 ft. for every 2 additional chakra spent.

Adamantine Sealing Chains (15 Chakra). Ranged Spell Attack: +6 to hit, range 100 ft., one target. Hit: 26 (5d8 + 2) psychic damage and is grappled by Mai for 1 minute (concentration) or until they win the grapple contest. Jinchuriki grappled by this Jutsu are not able to access their Subclass features for its duration. Tailed Beasts that are affected by this Jutsu are paralyzed for the duration. As an action, Mai can deal 11 (2d8 + 2) psychic damage to affected creatures.

Chakra Transfer (4+ Chakra). One creature within 5 ft. of Mai becomes immune to chakra sense, but can not use jutsu for 1 hour (concentration). Mai may target one additional creature within range for every 4 additional chakra spent.

Medical Mode. Tsunade gains the following until she becomes uncionsious or ends it as a bonus action:

  • At the start of each of her turns, she regains 10 hit points.
  • At the start of each of her turns, she can expend up to 3 hit dice, adding +3 to each die and regaining an amount of hit points equal to the result.
  • She loses 2 chakra at the end of each of her turns.

Water Gun (1 Chakra). Ranged Spell Attack: +8 to hit, range 20 ft., one target. Hit: 8 (1d8 + 4) magical piercing damage.

Water Prison (4 Chakra). One creature the Mai can touch must make a DC 15 Dexterity saving throw. On a failure, they are restrained and begin suffocating for 1 minute (concentration). At the end of each of its turns, the target can make a DC 15 Strength saving throw. On a success, the target is no longer restrained or suffocating. If the Mai is no longer touching the creature, they lose concentration on this jutsu.

Falling Rain Needles (8 Chakra). Any pre-existing rain within a 30 ft. radius is filled with chakra for 1 minute (concentration). Any creature that ends their turn touching the rain takes 20 - their AC slashing damage.

Water Spikes (7 Chakra). One creature within 15 ft. must succeed a DC 15 Dexterity saving throw or take 16 (3d6 + 5) piercing damage. If you and the target can touch the same water source, including rainfall, you may extend this jutsu's range.

Summoning Jutsu (4+ Chakra). Mai summons one of the Snakes of Ryūchi Cave underneath her, spending an amount of chakra equal to twice the summoned creature's CR.


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