Asuma (Shinobi World Supplement)
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Medium humanoid (Sarutobi), chaotic good
Saving Throws Dex +8, Int +7, Cha +7
Chakra. Asuma has 31 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Evasion. When Asuma is targeted by an area effect that lets him make a Dexterity 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. Asuma can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Multiattack. Asuma can make 3 unarmed strike, Flying Swallow, or kunai attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) bludgeoning damage.
Flying Swallow. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (5d4 +3) fire damage.
Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Asuma 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.
Welcoming Approach: Thousand-Armed Murder (12 Chakra). As a bonus action, Asuma creates an angelic, thousand-armed being from his chakra. Until the beginning of his next turn, when he takes the attack action, he can not make ranged or weapon attacks, but his unarmed strikes gain an additional 15 feet of reach and he may attack 3 additional times.
Burning Ash (14 Chakra). Asuma exhales a 20 foot sphere of ash anywhere within 30 feet. The cloud spreads around corners and is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. As a bonus action, for 1 chakra point, he can move the cloud 15 feet in any direction. If the cloud comes in contact with fire, it ignites. The cloud is destroyed, and very creature within the cloud must attempt a DC 15 Dexterity saving throw, taking 54 (8d10 + 4d4) fire damage on a failure.
Transformation (1+ Chakra).Asuma 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). Asuma's movement speed doubles, and his movement does not provoke attacks of opportunity.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, Asuma 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.
Substitution (3+ Chakra). When Asuma is hit by an attack and would take damage, he decreases the damage by 19 (1d10 + 14) 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. Asuma can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
One of the Jonin of the the Hidden Leaf Village and one of the legendary Twelve Guardian Ninja along side long-time friend Chiriku, Asuma is an intelligent and charismatic jack-of-all trades and leader of Team 10, consisting of himself, Ino Yamanaka, Shikamaru Nara, and Choji Akimichi. He became the husband of the Kurenai Yūhi shortly before his death at the hands of Hidan of the Akatsuki, and is the father of their daughter Mirai Sarutobi.