Fire Style Jonin (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.

Fire Style Jonin[edit]

Medium humanoid (Human), any alignment


Armor Class 19 (Rudimentary Jacket)
Hit Points 77 (14d8 + 14)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 13 (+1)

Saving Throws Dex +8, Int +8, Wis +6
Skills Acrobatics +8, Deception +6, Perception +6, Stealth +8, Survival +6
Senses passive Perception 16
Languages Common
Challenge 13 (10,000 XP)


Chakra. The jonin has 27 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When the jonin 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. The jonin can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. The jonin can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) magical bludgeoning damage.

Shuriken (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 4 (1d3 + 3) slashing damage. The jonin may make 1 additional attack for every additional chakra point spent. The jonin 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.

Shuriken Shadow Clone (1 Chakra). When the jonin makes a shuriken attack, they may instantly create a copy of the weapon thrown. This weapon disappears at the end of their turn.

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

Rope Escape (6 Chakra). When the jonin 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 jonin must attempt a DC 16 Intelligence saving throw. On a failure, attacks against the jonin have disadvantage, and the jonin 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.

Transformation (1+ Chakra). The jonin 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 16 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 jonin's movement speed doubles, and their movement does not provoke attacks of opportunity.

Flame Whirlwind (1 Chakra). Ranged Spell Attack: +8 to hit, range 30 ft., one target. Hit: 8 (1d8 + 4) fire damage.

Exploding Flame Shot (4 Chakra). Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 11 (2d6 + 4) 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 16 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 jonin may make 3 of these attacks each time they use this jutsu, spending 4 total chakra.

Great Fireball (8 Chakra). Ranged Spell Attack: +8 to hit, range 150 ft., one target. Hit: 35 (8d6 + 4) fire damage. Additionally, each creature in a 10-foot radius of the target must make a DC 16 Dexterity saving throw, taking this damage on a failure, and taking half as much damage on a success.

Phoenix Sage Fire (8 Chakra). The jonin creates a fireball that occupies a 5 ft. cube that lasts for 1 minute (concentration). Each fireball has 5 hit points, and can not act in any way other than moving, but is otherwise mechanically identical to the jonin. If a fireball is no longer within 60 ft. of the jonin, it automatically is destroyed. The jonin may concentrate on 3 casts of this jutsu at a time. The jonin may move this fireball up to 30 ft. at the end of each of their turns, and it moves in relation to them automatically when they move. The first time the fireball enters a creature's space on each of the jonin's turns, and each time a creature passes through or ends their turn within the fireball, they must attempt a DC 16 Dexterity saving throw. On a failure, the target takes 15 (3d6 + 4) fire damage. On a success, they take half as much damage.

Five Fire Gods' Fan Flames (14 Chakra). Each creature in a 30 ft. radius of the jonin must make a DC 16 Dexterity saving throw, taking 41 (6d8 + 4) fire damage on a failure, or taking half as much damage on a success. The area targeted by this jutsu counts as heavily obscured until the end of the jonin's next turn.

Fire Dragon Flame Bullet (22 Chakra). Each creature in a 150 ft. long, 10 ft. wide line must make a DC 16 Dexterity saving throw, taking 43 (10d6 + 4) fire damage and catching on fire on a failure. On a success, they take half as much damage. At the start of each of their turns, it takes 11 (2d10) fire damage. At the end of each of its turns, a creature must make a DC 16 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.

Explosive Seal (1+ Chakra). The jonin creates an explosive seal on one surface they can touch.

Paralysis Seal (2+ Chakra). The jonin creates a paralysis seal on one surface they can touch.

Sealing Seal (5+ Chakra). The jonin creates a sealing seal on one surface they can touch.

Healing Seal (1+ Chakra). The jonin creates a healing seal on one surface they can touch.

Transparent Escape (6 Chakra). The jonin becomes invisible until the end of their next turn.

Body Elimination (5 Chakra). One creature the jonin can touch that has 1 or fewer hit points is killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash.

Shadow Clone (4+ Chakra/Clone). The jonin creates up to five clones. Each clone has 5 hit points and the chakra spent creating it (this applies to things that would reduce the cost). The clones can take actions as normal, but do not benefit from the Extra Attack feature. The jonin controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, the jonin dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, the jonin regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to the jonin, including equipment, features, and any effects affecting the jonin when they create the clone. Any charges, such as from features or magic items, are shared between all clones and the jonin. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.

Fire Style Shadow Clone (2 Chakra). When the jonin creates a shadow clone, they may visibly imbue them with Fire Style Chakra. Clones under this effect automatically deal 7 (1d6 + 4) fire damage to any creature that hits them with a melee attack. This also causes you to not regain the base chakra spent to create the clone.

REACTIONS

Substitution (3+ Chakra). When the jonin is hit by an attack and would take damage, they decrease the damage by 15 (1d10 + 10) 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 jonin can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

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Various Leaf Village jonin before the 4th Shinobi World War, Source [[1]].

Jonin are chunin who have become so exceptional that they have earned the notice of their respective Kage and received enough commendations from civilians and other shinobi. Jonin primarily take A-Rank missions, and are the only shinobi authorized to take S-Rank missions, lead teams of genin, and even learn forbidden jutsu.



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