Delta (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.

Delta[edit]

Medium humanoid (human), lawful neutral


Armor Class 27 (Natural Armor)
Hit Points 234 (36d8 + 72)
Speed 65 ft.


STR DEX CON INT WIS CHA
8 (-1) 26 (+8) 14 (+2) 22 (+6) 14 (+2) 12 (+1)

Saving Throws Wis +11, Cha +10
Skills Acrobatics +17, Arcana +15, Deception +10, Medicine +11, Persuasion +10, Stealth +17
Senses passive Perception 12
Languages Common
Challenge 30 (155,000 XP)


Chakra. Delta has 84 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Evasion/Discernment. When Delta is targeted by an area effect that lets her make a Dexterity, Intelligence, or Wisdom 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. Delta can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Dying Breath. At the beginning of each of Delta's turns that she is unconscious, she may ignore the condition and immediately take a turn. At the end of her turn, she gains 1 level of exhaustion. If she was unconscious from having 0 hit points, she does not make a death saving throw at the beginning of that turn, and she regains the unconscious condition and gains a failed death saving throw at the end of her turn.

Type-1 Leg Implant. Delta may spend 2 chakra at will to grant herself a flying speed equal to her movement speed. She must spend 1 chakra at the end of each of her turns to maintain this effect. While this is active, if a creature is directly below her and within half her movement speed, Delta may spend 2 chakra to grant them disadvantage on any Fire Style jutsu saving throws, and cause any Fire Style jutsu attack rolls against them to have advantage.

Type-1 Artificial Eyes. Delta's eyes may store up to 30 chakra points, and any chakra stored is lost at the end of a long rest. If her eyes would gain more chakra than their maximum, she can not use her Chakra Sense, ''Cellular Destruction Beam, or Imperfect Absorption until the end of her next long rest.

Microscopic Scientific Ninja Tools. At will for 2 chakra, Delta may create any one piece of equipment, three thrown weapons or projectiles, or up to 20 GP of any other item that is no larger than a 5 foot cube. Items created in this way can not be magical, and have an AC of 18 and 20 hit points. If Delta creates a second item in this way, the first item disappears, crumbling to dust.

Chakra Sense. When Delta takes the search action, she may also attempt a DC 15 Arcana check to locate living creatures and magical effects within 60 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.

Ferocious Fist. Whenever Delta would roll a 1 on an unarmed strike attack roll, she may instead count the roll as a 2.

Silent Killing. Once per turn when Delta has advantage on any one weapon attack roll that uses Dexterity, she may deal an additional 14 (4d6) damage.

ACTIONS

Multiattack. Delta makes three attacks with her unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 23 (6d4 + 8) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +17 to hit, range 30/60 ft., one target. Hit: 10 (1d4 + 8) piercing damage. Delta may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Delta makes two unarmed strikes

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +19 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Delta's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Delta 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 Delta 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 her have disadvantage.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Delta's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of her next turn.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +19 to hit, reach 5 ft., one target. Hit: 25 (6d4 + 10) magical bludgeoning damage. Delta may fly up to 30 feet before making this attack.

Lion Combo (2 Chakra). The target must attempt a DC 27 Strength saving throw. On a failure, they take 14 ((6d4 + 8 / 2) + 2) magical bludgeoning damage and are pushed 20 feet into the air until the end of Delta's next turn. On a success, they take half as much damage.

Peregrine Falcon Drop (2 Chakra). Delta leaps up to 20 feet into the air, grabbing one creature she could grapple. The target must make a DC 27 Strength saving throw. On a failure, they take 19 (2d8 + 10) magical bludgeoning damage as she and the target return to the ground. On a success, they take half as much damage.

Heavenly Foot of Pain (12 Chakra). One creature within 5 feet and every creature except Delta within 5 feet of them must attempt a DC 27 Strength saving throw. On a failure, the original target takes 25 (6e4 + 10) magical bludgeoning damage, creatures within the radius take half as much damage, and all creatures fall prone. On a success, a creature takes half as much damage as they would have taken had they failed.

Dynamic Entry (4 Chakra). Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) magical bludgeoning damage + 5 (2d4) force damage and the target must succeed a DC 27 Dexterity saving throw or be pushed 20 feet in a direction of Delta's choice. Delta may move up to 40 ft. before making this attack as part of her action.

Magic Lantern Body (10 Chakra). Delta projects an image of herself in the location of 1 creature or object whose range she knows the location of down to a 30-foot range within 5 miles of her for 1 hour (concentration). The mirage is a transparent silhouette, save for her eyes which are perfectly recreated, that refracts various colors. She can see and hear through this mirage, but she can not interact with the world around it.

Drone (3 Chakra). As a bonus action, Delta creates one drone bee puppet that acts on her turn and uses her action, bonus action, and reaction, but has its own movement speed and is controlled by her until she returns it to her implant as a bonus action, regaining the 3 chakra. She may see and hear through the drone as if it were your own eyes and ears.

Cellular Destruction Beam (2 Chakra). As a bonus action or reaction when a creature within 60 ft. regains hit points, they regain 25 (7d4 + 2) fewer hit points, or take half as much damage.

Self Destruct (2 Chakra). Delta's movement speed halved, and at the beginning of each of each of her turns until she is reduced to 0 hit points or ends this effect as an action, all creatures in a 10 foot radius of her, including herself, must attempt a DC 23 Dexterity saving throw. On a failure, they take 17 (3d6 + 6) fire damage. On a success, they take half as much damage.

REACTIONS

Substitution (3+ Chakra). When Delta is hit by an attack and would take damage, she decreases the damage by 35 (1d10 + 30) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Delta can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Imperfect Absorption (4+ Chakra). When Delta is targeted by a spell or Jutsu that deals damage that is not taijutsu, the jutsu's chakra is reduced by 5 (2d4), and an equal amount of chakra is stored within her eyes. If this would reduce the jutsu's chakra below its minimum cost, the jutsu fails, and the jutsu's caster regains the remaining chakra points. Otherwise, the jutsu loses any additional effects from increasing its cost for a number of chakra points equal to the number absorbed. If a jutsu's base cast has multiple projectiles (i.e. a single Lightning Ball), each projectile counts as a different jutsu with a cost equal to its base cost divided by the number of projectiles. Delta may increase the number of chakra points absorbed by 2 (1d4) for every 2 additional chakra points spent.

If this jutsu reduced a jutsu's cost to 0, she may spend chakra stored in her eye to cast it using her spell attack modifier and save DC. If the jutsu can have additional chakra spent, she may only spend chakra stored in her eye, and this is the only way to spend chakra stored in her eye.

Delta%27s_Appearance.png
[Source].

The first fully artificial shinobi, Delta was created by Amado to prove the strength of scientific ninja tools. As one of the most loyal Inners of Kara, she was used as a scout to find candidates for their Karma experiments. Years later, when she was frustrated with the time Koji Kashin was taking to recover the only success of the experiment, she was given authorization to support him, coming together at the gates of the Leaf Village. However, before she could reach Kawaki, she was confronted by the strongest shinobi in the Leaf; Naruto Uzumaki. While she appeared to have the advantage for most of the fight, in reality Naruto was greatly holding back in order to protect his children, now including the newly adopted Kawaki, and attempting to take her in alive. Programmed to not accept surrender, she self-destructed, uploading her consciousness to her drone and returning to base. When Amado and Koji defected, Delta attempted to stop them only to be remotely deactivated by her creator, who had destroyed her other backup bodies and took her only remaining one, reprogramming her in the Leaf Village to be loyal to them instead. While she initially assisted in holding off Code alongside Shikamaru, she was overcome by Ada's ability, though she technically remained loyal to the Leaf.



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