Jinchuuriki, Variant (5e Race)

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Jinchuuriki[edit]

At first glance, the girl was nothing special. She was neither thin nor brawny. She was not tall, nor was she short. She wore no armor but simple but well-made traveling leathers and carried a simple but full pack. In fact, but for her dark red hair, she was completely unremarkable. She didn't even carry any visible weapons, a choice that likely played no small part in her current predicament.

"Oi girly," the bandits' captain drawled as his men surrounded her. "How 'bout ye drop all yer valuables nice an' easy an' we don' sell ye to them pointy ears in the Underdark, sound good?"

The girl paused, surveying the group of bandits with clear disdain.

"You should run away," the girl told them, her voice strangely calm for a young woman facing down a group of brigands. She likely hadn't frequented a house of ill repute in quite some time given how far from civilization they currently were.

There was a moment of incredulous silence before the bandits blocking her path laughed at her words. All but one, who stood stock still, seemingly frozen by the mere sight of her.

Haru was his name and, unlike his fellows, he found no humor in his situation. The world seemed to have faded around him as his eyes fixed on the strange birthmarks like shallow claw tracks slashed into her cheeks but long since healed. He could tell that they weren't natural and they stirred something in him, some half-forgotten memory from his homeland. Unlike the others he was from the south just north of the sea; a land of forests and wildfires... and ghost stories. One story told of a girl with hair like fresh blood and eyes like the sky who had marks on her face like the whiskers like a fox. The stories said that she appeared like a child, but that her rage had leveled cities and laid low the mightiest of foes. She was one of them, one of the hosts, one of the...

The girl turned, her head canting slightly in animalistic curiosity when she found him staring at her.

"Jinchuuriki," he murmured, trembling in fear.

The girl smiled in predatory delight, bearing teeth too sharp to be human as her crystal blue eyes bleed ruby red.

Haru turned and ran without a single backward glance, pursued only by the agonized screams of his former compatriots.

Physical Description[edit]

da28b1aac025921a2389bbcfc0617e939a279db5v2_hq.jpg
The Jinchuuriki of the Tailed Beasts as they appear in Naruto Shippuden by Viz Media.

Jinchuuriki are creatures used as vessels or living prisons for powerful entities. A jinchuuriki typically appears larger and healthier than a creature of their background normally would but is otherwise indistinguishable from others of their race. In fact, aside from a subtle aura of unease or otherworldliness that they can project, the only distinguishing features a jinchuuriki will possess will be a mark of the being they hold (typically a birthmark or other atypical physical feature) and the arcane mark employed to seal the entity they contain. For example, they may have oddly colored eyes or marks that look like whiskers on their skin. These qualities will become more pronounced with rage and can be passed down to offspring.

Cursed Past[edit]

Jinchuuriki literally means "the power of human sacrifice." They were first used as a means to contain demons and other evil spirits that could not be properly destroyed or banished. It was later discovered that a host could channel a fraction of their tenant's power and many sought to weaponize jinchuuriki. It is unclear how much of their tenant's power a host can actually wield but it is clear that the level of hostility between the jinchuuriki and the creature they contain directly impacts their ability to safely use their power.

Over the course of history, nations prized and sought these jinchuuriki, often committing horrendous experimental acts to try and replicate them even. Jinchuuriki are commonly thus referred to as property of the state militia where they were born. They are usually made into vessels from birth and are designated so for their synergy with the beast or their inherent abilities to control and pacify them. Countries keep them like military secrets and they are not well treated in many societies, who call them cursed beings. The creature sealed in them is often one of great destruction and jinchuuriki carry that stigma around with them. Most jinchuuriki thus never know what true love or compassion is and further isolate themselves.

Jinchuuriki in Society[edit]

Most jinchuuriki grow up in normal society and are usually kept close to people in power or those loyal to them in order to keep an eye on them; it is not uncommon for a jinchuuriki to be raised as part of a military. Whatever the case, a wise leader will go to great lengths to ensure a jinchuuriki is raised in a way to foster the jinchuuriki's loyalty. However, due to the great power and potential danger to society that a typical jinchuuriki containing a malevolent spirit can pose should the seal fail or the host loses control, they are generally feared and tend to become isolated from their people. Even the wisest and most dedicated leaders struggle to endear their people to a jinchuuriki and less diligent leaders often find themselves with a dysfunctional jinchuuriki of questionable loyalty (if they haven't wandered off entirely). Sadly, it is not uncommon for a jinchuuriki to suffer severe abuse or other discrimination in their youth and become volatile, unpredictable, and extremely dangerous as a result.

In rare cases, hosts of entities of religious significance and are raised in monasteries or other places of seclusion. These jinchuuriki are seen as objects of worship; generally as a prophet or some kind of avatar or incarnation of the being they hold or a power that being is associated with. These jinchuuriki can vary greatly in temperament. Some are humble and spend their lives working to further some greater good. Others... well, with the right cult and the right culture, you can produce almost anything. Two things they all have in common though are a deep-seated wanderlust and a skewed worldview. They have spent so much time couped up and revered that they simply cannot wait to get out into the wider world. The trick is, the wider world is a very different place and they are rarely prepared for life away from the cult that raised them. (Warning: a jinchuuriki with relations to a cult can cause serious complications. Discuss with your DM before choosing this as part of your backstory)

Building and Playing a Jinchuuriki[edit]

Luckily for adventuring parties (and dungeon masters), this means that jinchuuriki rarely have deep ties or loyalties to places and don't need overly much convincing to wander off if they aren't doing so already. In most cases, the average jinchuuriki makes an excellent frontline fighter as their abilities lend themselves to dealing and receiving damage while making an excellent distraction; to speak nothing of the destructive power they can bring to bear should they earn the favor of their inner beast. However, under the right circumstances, a jinchuuriki can be just about anything. A high constitution and a disciplined upbringing would allow a jinchuuriki to be one hell of a spell caster; some of the beings within the jinchuuriki might even be convinced to regenerate ki or provide enough power to give their host additional spell slots. Still, other beasts are decidedly vain, and may strive to make their host a vision of perfection, which can be quite the boon for a charisma focused character.

Origin
The first thing to consider when building a jinchuuriki is where they came from. What race did they grow up with? Who raised them? Were they reviled for what they held or revered for holding it back? These will be key in explaining your character's beliefs and behaviors. Additionally, a jinchuuriki typically takes their names from the races/societies to which they belong or in relation to the being they contain.
Base Race
Jinchuuriki are not a species unto themselves but members or an existing race who were forever changed when they were used in a ritual to imprison a creature of great power. This leaves some room for interpretation as to how the traits or the base race and those of the jinchuuriki should interact. If the jinchuuriki will be playing as part of a full party it would be best that the traits do not stack at all unless stated otherwise. Should the jinchuuriki be part of a small party or a particularly brutal campaign their GM may approve the use of complex traits like an elf's Fey Ancestry or a halfling's Lucky.
April Fools Option
As a jinchuuriki you gain access to the full breadth of your lineage. So, yes, you can be a canus werewolf variant whose despicable father turned them into a jinchuuriki and start the game with a 1d8 natural weapon that gets nastier each time you transform or a succubus with a crossroads demon in her gut that just can't stop buying people's souls for a favor or two. Who are we to judge?

Again, unless specified in the description or approved by your GM, the traits of your base race do not stack with those of the jinchuuriki!

Jinchuuriki Traits[edit]

Jinchuuriki are creatures of uncanny strength and constitution who function as a living prison or vessel for a powerful entity.
Ability Score Increase. Your Constitution score increases by 2 and your Strength increases by 1.
Age. Jinchuuriki come of age according to their base race but age noticeably slower. The stronger the entity they contain and the less hostile it is to its host, the longer they will live.
Alignment. Jinchuuriki have no set alignment. However, fear or reverence of the entity they contain can greatly influence this and should be accounted for during character creation.
Size. A normal Jinchuuriki is between 5'2" and 6'0". Weight may vary with base race. Your size is Medium
Speed. Your base walking speed is 30 feet
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Aura. No mortal magic is strong enough to fully contain the terrible power held within, lending a jinchuuriki an aura of power that can make those around them uncomfortable. You are proficient in Intimidation. If a creature targets you with detect magic, they gain visage of a vague impression of the creature within and must immediately make a Wisdom save against a DC equal to 8 plus your Charisma modifier. On a failed check, the creature becomes frightened until their next turn. On success, they become immune to the effects of your aura and cannot be intimidated by you for the next 24 hours.
Creature Within. Select a creature from the list of Tailed Beasts below or work with your DM to fabricate a creature appropriate to your campaign using the Inner Spirit Template provided. You gain all the traits listed for that beast. Please note that it is theoretically possible for a jinchuuriki to possess more than one creature at a time but that doing so should exponentially increase the strain to the character and the danger to those around them as interpreted by the DM. DMs, allowing this means lots of role play work for you. Players, you are effectively handing your DM a Plot Hammer. You have been warned.
Languages. You can speak, read, and write the languages of your base race.
Subrace. Technically the subraces for this race are the options listed in the Creature Within trait.


The Tailed Beasts[edit]

These are taken straight from the Naruto series to be options for your Creature Within trait. However, you are not limited to them and can make your own, as detailed toward the bottom of the race description. Be creative and bold!

Shuukaku[edit]

A one-tailed sand spirit Shuukaku takes the form of a gargantuan tanuki with arcane blue markings spiderwebbing the entirety of its body.

Innate Spellcasting. You are the embodiment for a hardy creature of the sand. You know the resistance cantrip. When you reach 3rd level, you gain more weathered powers in reation to your affinity for winds and can cast the fog cloud spell once at will. You need to finish a long rest before you can cast it again. When you reach 5th level, you can cast the gust of wind spell at will once, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.

Matabi[edit]

The two-tailed nekomata Matatabi is an enormous spirit creature composed of blue and black flames that are said to originate from the Infernal Plane.

Innate Spellcasting. The jinchuuriki who hosts this creature gains an affinity for fire. You know the control flames cantrip. When you reach 3rd level, you can cast the hellish rebuke spell at will once, regaining use after you finish a long rest. When you reach 5th level, you can also cast the flame blade spell at will once, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.

Isobu[edit]

The three-tailed kyodaigame, Isobu, is a Giant shark-like turtle demon covered in deadly thorn-like spikes.

Innate Spellcasting. Jinchuuriki hosting Isobu gain an affinity for water. You know the ray of frost cantrip. When you reach 3rd level, you can cast the shield spell at will once, regaining use after you finish a long rest. When you reach 5th level, you can also cast the barkskin spell at will once, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.

Son Gokū[edit]

The four-tailed saru, Son Goku, takes the shape of a giant red furred green skinned primate physically resembling a gorilla.

Innate Spellcasting. Those who host him gain a fire affinity, though less so than Matabi. You know the produce flame cantrip. When you reach 3rd level, you can cast the burning hands spell at will once, regaining use after you finish a long rest. When you reach 5th level, you can also cast the branding smite spell at will once, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.

Kokuō[edit]

The five-tailed irukauma, Kokuō, is a demonic horse-dolphin hybrid that favors water-based abilities.

Innate Spellcasting. As a result of housing the beast, you know the shape water cantrip. When you reach 3rd level, you can cast the ice knife spell at will once, regaining use after you finish a long rest. When you reach 5th level, you can also cast the misty step spell at will, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.

Saiken[edit]

The six-tailed namekuji, Saiken is a gargantuan blue slug that leaves a trail of acid in its wake.

Innate Spellcasting. You know the acid splash cantrip. When you reach 3rd level, you can cast the grease spell at will, regaining use after you finish a long rest. When you reach 5th level, you can also cast the melf's acid arrow spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.

Chōmei[edit]

The seven-tailed kabutomushi, Chōmei resembles an armored rhinoceros beetle and 6 wings in place of his siblings' tails.

Innate Spellcasting. Hosts to Chōmei have an affinity for wind as a result of housing the beast. You know the infestation cantrip. When you reach 3rd level, you can cast the snare spell at will, regaining use after you finish a long rest. When you reach 5th level, you can also cast the levitate spell at will, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.

Gyūki[edit]

The Eight-Tailed Oni-Ushi. The strangest shaped of the creatures is Gyūki, It possesses 8 octopus-like tentacles, humanoid-shaped torso and arms as well as an ox's head.

Innate Spellcasting. Those whom host Gyūki don't gain an affinity as a result of housing the beast. You know the poison spray cantrip. When you reach 3rd level, you can cast the color spray spell at will, regaining use after you finish a long rest. When you reach 5th level, you can also cast the spider climb spell at will, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.

Kurama[edit]

The Nine-Tailed Kitsune. Kurama is a red fox larger than most castles with razor sharp teeth and claws whose tails are said to be strong enough to sunder mountains and cause tsunami's.

Innate Spellcasting. Those whom host Kurama gain no affinity as a result of housing the beast, you know the primal savagery cantrip. When you reach 3rd level, you can cast the hunter's mark spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the scorching ray spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Empathy. A Jinchuuriki that has a deeper than normal connection to Kurama (as defined by the GM; see note) may be able to access his ability to sense the emotions of those around them by rolling their Perception against a DC equal to the Wisdom score of those around them as if they are rolling against stealth. The Jinchuuriki is aware of the location Note: this ability is only available through role-play; i.e. there are no mechanical means to obtain it and the player must earn the trust and cooperation of Kurama in order to have it.
Kyuubi Cloak: Initial Release. As bonus action, a Jinchuuriki containing Kurama may access a fraction of his power to activate the Kyuubi Cloak's Initial Release. Entering into this state reveals the character's status as a Jinchuuriki to anyone that can see them and anyone who can detect magic may make an Insight check with advantage against a DC equal to the Jinchuuriki's Wisdom score to detect what creature they contain. While in this state the Jinchuuriki's appearance becomes feral, almost demonic. Theythey gain the following abilities:

Natural Weapons: the Kyuubi Jinchuuriki gains claws, increasing their unarmed damage by a single die step (1d4 becomes 1d6, 1d6 becomes 1d8, and so on). These claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Movement Speed: your base walking speed increased by (5 x Dex)ft.

Regeneration: At the beginning of their turn, the Jinchuuriki may regenerate a number of hit points equal to 1d4+Con.

The Jinchuuriki has advantage on throws involving strength and dexterity.

Optional: In an appropriate campaign a GM may allow the Kyuubi Jinchuuriki of a class with a consumable energy (Ki, Chakra, etc.) the ability to regenerate 1d4 of said energy per turn.

A Jinchuuriki may safely use this ability for one minute (10 rounds) and may safely use it a number of times equal to the Jinchuuriki's constitution modifier after which they must complete a long rest before using the Kyuubi Cloak. If a Jinchuuriki extends the use of or activates their cloak beyond their limits, they must immediately succeed in a Wis saving throw against a DC=10 or are forced into a Tailed Release; they must repeat this roll for every round the cloak remains active. Kyuubi Cloak: Initial Release ends at will or if you are knocked unconscious. While Kyuubi Cloak: Initial Release is active, you may only cast race-specific spells.
Kyuubi Cloak: Tailed Release. As an action, a Jinchuuriki containing Kurama may access a portion of his power to activate the Kyuubi Cloak's Tailed Release. Entering into this state reveals the character's status as a Jinchuuriki to anyone that can see them and anyone who can detect magic may make an Insight check with advantage against a DC equal to the Jinchuuriki's Wisdom score to detect what creature they contain.

While in this state the Jinchuuriki's appearance becomes feral, even moreso than in the initial release and they are covered in ghostly red energies that take the phantom shape of a fox becoming more defined and solid as they manafest additional tails. They gain the following abilities:

Natural Weapons: the Kyuubi Jinchuuriki gains claws. These claws provide a bonus to hit equal to the number of tails the Jinchuuriki is currently using (Example: 3 Tails = 1d20+3+Mod) and increases their unarmed damage by a single die step (1d4 becomes 1d6, 1d6 becomes 1d8, and so on) with an additional +1d6 acid damage on hit per tail released (Example: 3 Tails = +3d6). These claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Movement Speed: your base walking speed increased by (10 x Dex)ft.

Regeneration: At the beginning of their turn, the Jinchuuriki may regenerate a number of hit points equal to 1d6(per tail)+Con; healing from all other sources are halved.

The Jinchuuriki has advantage on throws involving strength or dexterity.

Optional: In an appropriate campaign a GM may allow the Kyuubi Jinchuuriki of a class with a consumable energy (Ki, Chakra, etc.) the ability to regenerate 1d4 of said energy per turn.

Double Edge: A Jinchuuriki may safely access a number of tails equal to their constitution modifier without taking damage. Using tails in excess of their constitution negates the regeneration granted by they Kyuubi Cloak and the Jinchuuriki takes acid damage equal to 1d6 per tail in excess of their modifier (Example: Con15(+2) & 4 Tails = 2d6). Note:

Control: A Jinchuuriki may safely access a number of tails equal to their wisdom modifier. Using tails in excess forces the Jinchuuriki to make a Wis save against a DC equal to 10 plus the plus the number of tails in excess of their Wis (Example: Wis15(+2) & 4 Tails would be DC=10+2). On a failed save they are forced to release another tail. At 9 tails the Jinchuuriki is forced into Kyuubi Cloak: Full Release.

The Jinchuuriki must make a Wis save against a DC equal to 10 plus the number of tails they are using (Example: 3 Tails, DC=10+3) or if you are knocked unconscious. While Kyuubi Cloak: Tailed Release is active, you may only cast race-specific spells. A Jinchuuriki may safely use this ability for one minute (10 rounds) and may safely use it a number of times equal to the half Jinchuuriki's constitution modifier rounded down after which they must complete a long rest before using the Tailed Release.

If a Jinchuuriki has been forced into their Tailed Cloak from overusing their Initial Release, extends the use of the Tailed Cloak beyond their time limit, or activates it before completing a long rest, they must immediately roll a Wis saving throw at a disadvantage against a DC equal to 10 plus the number tails they are currently using (Example: 2 Tails, DC=10+2). On a failed roll, they release an additional tail and they must repeat this roll for every round the cloak remains active. A Jinchuuriki may spend any action to make a Wis saving throw at a disadvantage against a DC equal to 10 plus the number tails they are currently using (Example: 2 Tails, DC=10+2) to reduce the number of tails
Kyuubi Cloak: Full Release. A Jinchuuriki who accesses this form without first defeating Kurama in single combat or earning his allegiance manifests Kurama's full form for a number of rounds equal to their constitution modifier after which their hit points are reduced to 0 and Kurama is released onto the plain of existence the Jinchuuriki was on when they died. If the Jinchuuriki had defeated Kurama in single combat they may enter and exit any form of the Kyuubi Cloak at will as a bonus action. Negative effects originating from the Kyuubi cloak no longer apply. If the Jinchuuriki has convinced Kurama to ally with them they may enter and exit any form of the Kyuubi Cloak at will as a bonus action and gain access to Kurama form. Negative effects originating from the Kyuubi cloak no longer apply.

Kurama Form: The energy of the Jinchuuriki's cloak solidifies into the gargantuan form of the Kyuubi no Kitsune. Stats and abilities pending.

Inner Spirit Template[edit]

Given Name/True Name[edit]

Titles, type of being, and brief physical description.

Innate Spellcasting. The creature within should passively grant the use of a cantrip and two additional spells received at levels 3 and 5 respectively. The chosen magics should reflect the theme of the entity within the Jinchuuriki (Example: a Lust demon might grant Charm while a Spirit of the Forge might grant Heat Metal).
Unique Ability (Optional). Jinchuuriki aren't created to hold back generic demonic menaces. The creatures they house are as exceptional as they are powerful and often times some semblance of these traits get passed on to their hosts. This can be as simple as an "Iron Gut(Goat Demon)" that allows the Jinchuuriki to eat anything as if it were food and an immunity to any malady that would normally befall them (poison, disease, magic, etc.)
Affinities, Influences, & Beliefs. These should describe the essence of the spirit your Jinchuuriki contains. What elements do they favor? What traits do they represent or embody? Who are they? These should also serve as the criteria for gaining their favor or, at the very least, getting them to hate you slightly less so that their power isn't burning the life out of you every time you use more than a sliver of it.
Fractional Release. This should represent what happens when your Jinchuuriki is capable of when they access the barest fraction of their tenant's abilities. This should be comparable to a werewolf transforming or a fey's ability to perform minor miracles. Powerful but short lived.
Incramental Release. As a Jinchuuriki grows, so too does their ability to use what is within them, but to do so is to play with fire that has a mind of its own. This ability should reflect staged access to the creature within tied to and limited by the Jinchuuriki's constitution (representing their ability to withstand the power) and the relevant casting stat (Int/Wis/Cha; representing their ability to control the power) with negatives to match should they exceed their limits. The consequences to exceeding these limits should include the potential to lose control leading to possession, excessive damage, or even an unintended Full Release.
Full Release. What happens when you channel the full powers or a being that some worship as a god? This, this right here is what happens. Such is the awesome power that they are bringing to bear that either the Jinchuuriki has completed extensive role-play elements and side quests in order to tame or make peace with their tenant who is now helping their host to control their full power or this will kill them. There is no middle ground with Full Release. Either the Jinchuuriki has done the legwork to ally themselves with their tenant or they have grown powerful enough to defeat their tenant in single combat. If neither condition has been met, they get to wield the finger or god for a number of rounds equal to their constitution modifier before their HP is reduced to 0, they cinematically dissolve into ash, and their tenant is released onto the plain of existence the Jinchuuriki is occupying at the moment of their death.



Suggested Characteristics[edit]

When creating a jinchuuriki character, you can use the following tables to add flavor or depth to you Jinchuuriki.

d6 Personality Quirks (Normal is boring. What's your damage?)
1 I don't like people, they don't make sense and it makes me anxious when they pay attention to me.
2 I'm told that I'm condescending and arrogant. I say it's hard to respect people when they do nothing but disappoint you.
3 Trusting others is an alien concept and something I could never see myself doing.
4 Good people are hard to find. So when I find them, I become quickly attached and protective of those who treat me fairly.
5 Impossible is a word used by lesser beings to justify their failure and I don't have time for excuses.
6 Some say I should set my sights lower, but what the hell do they know? We remember the doers and dreamers, we don't even think to remember those that don't.
d6 Ideal (Strip your character down to a single concept. What do you see?)
1 If I want something done, it will get done. If you're in my way? Well, that's your problem.
2 I never go back on my word once I've given it. So listen carefully when I do.
3 I'm dishonest, and a dishonest man you can always trust to be dishonest. Honestly.
4 Normal people are just so... useless. I swear the only way to get anything done is to do it myself.
5 Kindness and mercy are meant for children, everything else and everyone else is fair game.
6 I am the only thing that is real. All else exists for my entertainment.
d6 Drive (Everyone has some reason to go on. What drives you?)
1 Someone saved me when I was at my lowest, it's time I paid it forward.
2 To kill, is to live, as long as I kill, my life has meaning.
3 They said I would never amount to anything. Now, I live for the look on their faces every time I prove them wrong.
4 By blood or mortar, I will carve my name in history so I can never be forgotten.
5 It's a cruel and dangerous world out there. To protect what I love... I need power.
6 Life is pain and I'm a coward, so I will run and keep running to avoid my problems as long as I can.
d6 Flaw (Nobody is perfect. What's your disfunction?)
1 The monster inside me slowly tears away at my psyche. Unless something changes, I will go mad.
2 I wake up every night screaming as the horrors of my past replay in my dreams.
3 There is very little in this life that I cherish. For those precious few, I would burn the world to see them smile.
4 My story is nothing special. Truth is, when push comes to shove, killing is as easy as breathing.
5 I am pathologically incapable of trust. No, I'm not telling you why!
6 Most days I can't tell where the monster ends and I begin. Worse? I can't find it in me to care.

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