Branch (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.

Branch[edit]

Medium humanoid (Orochimaru), lawful neutral


Armor Class 14 (Natural Armor)
Hit Points 21 (6d8 - 6)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 8 (-1) 16 (+3) 11 (+0) 12 (+1)

Saving Throws Int +5, Wis +2
Skills Arcana +5, Deception +3, History +5, Insight +2
Senses passive Perception 10
Languages Common
Challenge 4 (1,100 XP)


Chakra. Branch has 12 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Chakra Sense. When Branch takes the search action, she may also attempt a DC 13 Arcana check to locate living creatures and magical effects within 90 feet. He see 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 him. 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.

White Snake. Branch counts as one size smaller while squeezing.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Branch may make 1 additional attack for every additional chakra point spent. Branch may spend 2 additional chakra to allow her to spend any number of chakra points on these additional attacks, but may only make 1 attack against each creature within range.

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

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Branch 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 Branch 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.

Coiling Around (2 Chakra). While Branch is grappling a creature, the target must make a DC 13 Strength saving throw. On a failure, they take 4 (1d4 + 2) bludgeoning damage and can not attempt to escape the grapple until the beginning of his next turn. On a success, they take half as much damage.

Wicked Gong Mouth (3 Chakra). As a bonus action, Branch makes an unarmed strike against every creature and object below him before he reaches an object larger than a 5 ft. cube that he can not break through with the attack. On a hit or miss, every targeted creature is moved 5 ft. away from where they were targeted in a direction of their choice.

REACTIONS

Substitution (3+ Chakra). When Branch is hit by an attack and would take damage, he decreases the damage by 9 (1d10 + 4) 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. Branch can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Wicked Gong Mouth (3 Chakra). When Branch begins falling, he makes an unarmed strike against every creature and object below him before he reaches an object larger than a 5 ft. cube that he can not break through with the attack. On a hit or miss, every targeted creature is moved 5 ft. away from where they were targeted in a direction of their choice.

Shortly after the end of the Fourth Shinobi World War, Orochimaru began searching for ways to clone himself, having no other way of producing offspring. In one of his earlier experiments, he severed one of the heads produced by his Eight-Headed Serpent technique, which quickly regenerated. While it almost immediately began to rot, Orochimaru was able to save it. While it remained motionless for years, it eventually coalesced into an identical clone of a younger version of himself, though it never truly recovered. Only able to remain active for roughly 1 hour total each day, taking the form of a small, black snake while unconscious or resting, his development was heavily stunted, resulting in Orochimaru seeking out other ways to clone himself.



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