Inabi Uchiha (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.

Inabi Uchiha[edit]

Medium humanoid (Uchiha), neutral good


Armor Class 16 (Natural Armor)
Hit Points 55 (10d8 + 10)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 10 (+0)

Saving Throws Dex +6, Wis +5
Skills Acrobatics +6, Deception +4, Perception +5, Stealth +6
Senses passive Perception 15
Languages Common
Challenge 10 (5,900 XP)


Chakra. Inabi has 21 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Chakra Sense. When Inabi takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 30 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.

ACTIONS

Multiattack. Inabi can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 2) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage. Inabi may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Transformation (1+ Chakra). Inabi becomes identical to a person, creature or non-magical object he a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 16 Investigation check realize that he is transformed. If the creature saw his 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). Inabi's movement speed doubles, and his movement does not provoke attacks of opportunity.

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

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., three targets. Hit: 10 (2d6 + 4) fire damage and the target is set on fire. At the start of its turn, it 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.

Great Fireball (8 Chakra). Ranged Spell Attack: +8 to hit, range 150 ft., one target. Hit: 38 (8d6 + 4) modifier fire damage.

Great Fire Annihilation (14 Chakra). Every creature in a 30 foot wide, 60 foot line must make a DC 16 Dexterity saving throw, taking 25 (6d6 + 4) fire damage on a failure, or half as much damage on a success. The targets cannot benefit from Evasion. For 1 minute (concentration), as a bonus action, you can deal an additional 6 (2d6) fire damage in the area.

Fire Dragon Flame Bullet (22 Chakra). Every creature in a 150 ft. long, 10 ft. wide line must make a DC 16 Dexterity saving throw, taking 304 (10d6 + 4) fire damage and catching on fire for 1 minute on a failure. On a success, they take half as much damage and are not ignited. At the start of its turn, it takes 10 (2d10) fire damage. At the end of each of its turns, a creature must make a 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.

Uchiha Style: Dance of the Sun Halo (8 Chakra). Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 6 (2d4 + 2) bludgeoning damage and 18 (4d6 + 4) fire damage.

Violent Whirlwind (1 Chakra). Each creature in a 5 foot wide, 30 foot line must make a DC 16 Strength saving throw, taking 8 (1d8 + 4) bludgeoning damage and pushed 15 feet away on a failure.

Wind Wall (3+ Chakra). Inabi and his allies within 10 ft. gain a +2 bonus to AC and creatures attempting to attack from the other size of this radius have disadvantage. He can expend 2 additional chakra to expand the radius by 5 feet.

Uchiha Return (9 Chakra). As a reaction while Inabi's sharingan is active when a creature uses a jutsu within 5 feet, he makes a Jutsu Spell Casting check (Proficiency Bonus + Intelligence Modifier) versus the caster's Jutsu Save DC. On a success, they must attempt a DC 16 Dexterity saving throw, taking full damage of the jutsu on a failure, or half as much on a success.

Air Bullet (8 Chakra). Each creature in a 5 foot wide, 15 foot line must make a DC 16 Constitution saving throw. On a failure, the creatures take 18 (3d8 + 4) thunder damage and are pushed 40 ft away. If it collides with a creature or object, both take an additional 4 (1d8) bludgeoning. They take half as much damage on a success.

Spiraling Wind Sphere (2 Chakra). Ranged Spell Attack: +8 to hit, range 15 ft., one target. Hit: 2 (1d4) thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight, and can be used as an action or bonus action.

Sharingan (1 Chakra). As a bonus action, Inabi gains the following:

  • A +2 bonus to AC
  • Advantage on Wisdom and Dexterity saving throws.
  • Advantage on Perception checks.
  • Inabi automatically detects visual illusions and genjutsu and has advantage on saving throws against them.
  • Inabi must spend 1 chakra at the end of each of his turns to maintain this effect.

Coercion Sharingan (7 Chakra). While Inabi is benefiting form his sharingan, one creature within 100 ft. who he can see the eyes of and is not blinded must make a DC 16 Charisma saving throw. On a failure, they are frightened for 1 minute (concentration), and they are knocked prone. As an action, the target can repeat the saving throw. Inabi may spend 5 chakra to remove the target's immunity to the frightened condition.

Mind Body Rupture (8 Chakra). While Inabi is benefiting form his sharingan, one creature within 100 ft. who he can see the eyes of and is not blinded must make a DC 16 Wisdom saving throw. On a failure, they must spend 2 (1d2) additional chakra on any jutsu they cast. They may retry this saving throw at each of their turns, ending this effect early on a success.

REACTIONS

Substitution (3+ Chakra). When Inabi is hit by an attack and would take damage, he decreases the damage by 15 (1d10 + 10) 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. Inabi can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Demonic Illusion: Mirror Heaven and Earth (9 Chakra). When Inabi is targeted by genjutsu or an illusion spell by a creature within 40 ft., they are subject to the spell or genjutsu's effect instead, using the same save DC or attack roll.

Sharingan Dodge. When Inabi is benefitting from sharingan, he imposes disadvantage on one attack against him. Inabi can use this 3 times, regaining all uses at the end of a short rest.

Replication. When a creature Inabi can see uses a feature while his sharingan is active, he copies it, becoming able to use the feature in the exact same manner. If the feature is a class feature that must be activated in some way but does not have limited uses (i.e. making an Extra Attack, moving more than their standard movement speed using Unarmored Movement, or adding Foe Slayer's damage), Inabi may use it in the same manner for an amount of chakra equal to twice the level it was gained at. Inabi can not gain features with a limited number of uses that don't use a standard currency, features that are always active, or features from non-humanoid creatures. Inabi may have up to 3 of these features memorized at a time. Inabi may only use memorized features while his sharingan is active.

Inabi.png
[Source]

Inabi Uchiha was a respected member of the Hidden Leaf Village Police Force. Alongside Yashiro Uchiha, he was part of the task force sent to interrogate Itachi Uchiha on his absence from the clan meeting and the disappearance of his close friend Shisui Uchiha. When the interaction turned violent, he was stopped by Itachi's father Fugaku. When the Uchiha Massacre began, unlike Yashiro, he bravely stood his ground, dying moments before he could launch a fireball at Itachi in retaliation for his wife's death.



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