Shikamaru, Sasuke Recovery Mission (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 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.

Shikamaru Nara[edit]

Medium humanoid (Nara), neutral good


Armor Class 16 (Natural Armor)
Hit Points 31 (9d8 - 9)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 9 (-1) 17 (+3) 12 (+1) 12 (+1)

Saving Throws Dex +6, Int +6
Skills Acrobatics +6, Insight +4, Perception +4, Stealth +6
Senses passive Perception 14
Languages Common
Challenge 7 (2,900 XP)


Chakra. Shikamaru has 13 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Shikamaru is targeted by an area effect that lets him make a Wisdom or Intelligence 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. Shikamaru can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Shadow Master. When Shikamaru spends chakra to maintain a jutsu labeled Hiden, he may reduce its cost by 2 (minimum 0). Shikamaru may use this feature 4, regaining all uses at the end of a long rest.

Shadow Chain. While Shadow Possession is active, Shikamaru can cast it again from the space of any creature affected, using their space for the beginning of its range.

ACTIONS

Multiattack. Shikamaru makes two unarmed strike or kunai attacks.

Unarmed Strike. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shikamaru may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit.

Transformation (1+ Chakra). Shikamaru 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 a DC 14 Investigation check realize that he is transformed. If the creature saw his 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). Shikamaru's movement speed doubles, and his movement does not provoke attacks of opportunity.

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

Hiden: Shadow Possession (2 Chakra). One creature in a straight line with a range of 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness from Shikamaru attempt a DC 14 Dexterity saving throw. On a failure, it becomes restrained, and mimics his actions while restrained in this way. The target can attempt a DC 14 Strength saving throw at the end of each of its turns, ending this effect early on a success. Shikamaru must spend 1 chakra at the beginning of each of his turns to maintain this effect. If circumstances change so that the target is outside of this jutsu's range, Shikamaru must spend twice as much chakra, or the target has advantage on the saving throw. If the target is beyond twice this Jutsu's range, it ends immediately.

Hiden: Shadow Strangle (3 Chakra). As a bonus action while a creature is under the effects of Shadow Possession, the target must attempt a DC 14 Dexterity saving throw. On a success, it must hold its breath. On a failure, it immediately begins suffocating. This Jutsu ends if Shadow Possession ends. The target may attempt a DC 14 Strength saving throw at the end of each of its turns, taking 7 (1d8 + 3) magical bludgeoning damage on a failure, or ending this effect early and taking half as much damage on a success.

Hiden: Shadow Network (4 Chakra). Shikamaru places a ball of shadows in one fist-sized or larger area of darkness he can touch that lasts for 1 minute. When a creature comes within 10 ft. in bright light, 20 ft. in dim light, or 40 ft. in darkness of the ball, he may target them with Shadow Possession as a bonus action or reaction without spending chakra.

Hiden: Ninja Art: Shadow Sewing (2 Chakra). As a bonus action or reaction to a creature making a d20 roll, one creature within 30 ft. in bright light, 60 ft. in dim light, or 120 ft. in darkness must attempt a DC 14 Dexterity saving throw. On a failure, they take 9 (1d12 + 3) necrotic damage and have disadvantage on the roll. On a success, they take half as much damage. Shikamaru can use Shadow Possession immediately after using this Jutsu for an additional 8 chakra, which includes the cost of the Jutsu itself, without using any form of action.

REACTIONS

Substitution (3+ Chakra). When Shikamaru is hit by an attack and would take damage, he decreases the damage by 12 (1d10 + 7) 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. Shikamaru can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Hiden: Shadow Possession (4 Chakra). When Shikamaru is targeted by an attack from a creature within a straight line with a range of 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness, the attacker must attempt a DC 13 Dexterity saving throw. On a failure, it becomes restrained, and mimics his actions while restrained in this way. The target can attempt a DC 13 Strength saving throw at the end of each of its turns, ending this effect early on a success. Shikamaru must spend 1 chakra at the beginning of each of his turns to maintain this effect. If circumstances change so that the target is outside of this jutsu's range, Shikamaru must spend twice as much chakra, or the target has advantage on the saving throw. If the target is beyond twice this Jutsu's range, it ends immediately.

Shikamaru_Chunin_Part_I.png
[Source]

Following the Chunin Exams, Shikamaru was the only member of his twelve-strong class to be given the rank of Chunin, having shown tactical thinking and care for his teammates. Being summoned by the Fifth Hokage, he was informed of Sasuke's defection and tasked with collecting a team capable of bringing him back in absence of the Hidden Leaf Village's chunin and jonin, who were busy ensuring the Hidden Mist, Cloud, and Stone Villages didn't view their weakened states as weak enough to conquer. Given half an hour to collect a team of genin, he quickly gathered Naruto, Choji, Kiba, and Neji before setting off.

Leaving Choji and Neji behind to fight Jirobo and Kidomaru respectively, confident that they would be able to win their battles and catch up. Continuing to track Sasuke, Kiba was later separated from the group by Sakon and Ukon, leaving Naruto and himself the only ones chasing Tayuya however, just when the two had her cornered, a fifth member of the Sound Four arrived, taking Sasuke's "coffin" with him. Knowing Naruto's limited genjutsu resistance, Shikamaru ordered him to leave him behind. After a long battle, Shikamaru was just barely able to begin strangling Tayuya with his shadows, but his chakra was unable to compete against her transformed state. Resigned to death, he was only saved by Temari of the Hidden Sand Village, crushing Tayuya under a crumbling forest.

Returning to the Leaf, Shikamaru kept watch over his teammates, many of whom had only survived by a thread. Feeling unable to continue as a shinobi, having nearly lost his friends on a mission he lead that was a failure in the end, Shikaku reminded him that he could either quit and have his friends die without him, or continue and potentially lead them to life. Shortly after, Tsunade informed him that both Choji and Neji had pulled through their procedures, and that Naruto and Kiba's injuries were minor in comparison. Reinvigorated, Shikamaru continued to act as a leader, often working as an emissary between the Sand and Leaf and improving his own skills over the following three years.



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