Fire Style Genin (Shinobi World Supplement)
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Fire Style Genin
Medium humanoid (Human), any alignment
Saving Throws Dex +6, Int +5
Chakra. The genin has 10 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Multiattack. The genin can make 2 unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Shuriken (0-3 Chakra). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 4 (1d3 + 3) slashing damage. The genin may make 1 additional attack for every additional chakra point spent. The genin may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 2 (1d3 + 1) piercing damage on a hit.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kakashi 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.
Transformation (1+ Chakra). The genin becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 12 Investigation check realize that they are transformed. If the creature saw them 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). The genin's movement speed doubles, and their movement does not provoke attacks of opportunity.
Rope Escape (6 Chakra). When the genin attempts a d20 roll to attempt to remove an object from their person, including escaping the restrained condition from a physical restraint, they automatically roll a 20.
Basic Clone (3 Chakra). Any creature that can see the genin must attempt a DC 14 Intelligence saving throw. On a failure, attacks against the genin have disadvantage, and the genin has advantage on any saving throws the creature forces them to attempt. On a success, they are no longer effected by this jutsu until it is recast. Creatures with blindsight, truesight, or that can sense magic or chakra automatically succeed this saving throw. You must spend 1 chakra at the end of each of your turns to maintain this effect.
Flame Whirlwind (1 Chakra). Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 6 (1d8 + 2) fire damage.
Exploding Flame Shot (4 Chakra). Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 9 (2d6 + 2) fire damage and at the start of its turn, the target takes 3 (1d6) fire damage. At the end of each of its turns, the target must make a DC 14 Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire. The genin may make 3 of these attacks each time they use this jutsu, spending 4 total chakra.
Substitution (3+ Chakra). When the genin is hit by an attack and would take damage, they decrease the damage by 11 (1d10 + 5) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. The genin can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.
After graduating the academy, shinobi officially become genin, being separated into four-man teams overseen by one jonin, and typically begin training in use of their chakra nature. Fire Style natures are most common in the Hidden Leaf. Once a genin passes a multistage shinobi capacity test known as the Chunin Exams, they ascend to the rank of chunin.