Generic Kekkei Genkai Shinobi (Shinobi World Supplement)

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Generic Kekkei Genkai Shinobi[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

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: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d3 + 4) 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 3 (1d3 + 2) 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 they submerged, they rise to the surface of the liquid at a rate of 60 feet per round.

Body Flicker (3 Chakra). The jonin's movement speed doubles, and their movement does not provoke attacks of opportunity.

All of these Shinobi have one Kekkei Genkai and can use one of the selcted nature.

Quicklime Congeal (4 Chakra). Ranged Spell Attack: +12 to hit, range 25 ft., one target. Hit: 10 (2d4 + 5) magical bludgeoning damage and the target becomes restrained for 1 minute. They may attempt a DC 20 Strength saving throw at the end of each of their turns, ending this effect early on a success.

Ash Stone Seal (11 Chakra). One instance of Quicklime Congeal gains a +2 bonus to its DC and must be concentrated on. this shinobi may grant the target disadvantage on the Strength saving throw to escape the jutsu as a reaction for 2 chakra.

Rubber Defense (8 chakra) as an action, you create a short tube of vulcanized rubber on yourself or a creature within range. The target gains a +5 bonus to AC and immunity to lightning damage and are restrained. If the target is unwilling, they must attempt a Dexterity saving throw to avoid this effect. The tube has 10 hit points, 12 AC, and a damage reduction of 5. You may end this effect early as an action, and this effect ends automatically when the tube is reduced to 0 hit points.

Secret Technique: Flight of the Obliterating Water (6+ chakra) Any creatures of your choice within the area without at least three-quarters cover take 1d4 magical piercing damage. Affinity adds half as much damage to this jutsu.

Ice Peak Crumbling (6+ chakra) As an action, you erect a miniature mountain range of ice spikes from below one creature within range. The target must attempt a Dexterity saving throw. On a failure, they take 2d6 cold damage and are pushed 20 feet into the air until the end of your next turn as the force carries them, though they can still act. On a success, they take half as much damage.

Thousand Flashes Beheading Dance (3 chakra) When you make an attack with a light melee weapon, you focus Ice Style's infamous light-speed chakra reflections into thousands of attacks. On a hit, you deal damage equal to the attack roll. If you have affinity in Ice Style, this jutsu deals additional damage equal to your Dexterity and Intelligence modifiers instead of your unarmed damage die.

Laser Circus (10-20 chakra) As an action, you create a bright halo of Storm Style chakra around your hand, spending half this jutsu's total cost. As an action on your next turn if you did not become incapacitated for the other half of this jutsu's total cost, the halo splits into numerous beams. All creatures within range must attempt a Constitution saving throw, taking 8d8 lightning damage on a failure. On a success, they take half as much damage. You may create an additional line that does not overlap for every 10 additional chakra points spent.

Light Pillar (4 chakra) As an action, you make an extremely bright light that appears to emanate from your body. Each creature in the area must make a Constitution saving throw or be blinded for 1 minute. At the end of each of its turns, a creature can repeat the Constitution saving throw. On a success, it is no longer blinded.

Light Fang (1 chakra) As an action, you generate a sharp thin stream of light from your mouth. Each creature in the area must make a Constitution saving throw, taking 1d10 + your Intelligence modifier piercing or radiant damage on a failure.


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