Karyu (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.

Karyu[edit]

Medium humanoid (Terumi), any alignment


Armor Class 18 (natural armor)
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. Karyu has 27 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

ACTIONS

Multiattack. Karyu 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.


Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Karyu may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 3 (1d4 + 1) piercing damage on a hit.

Shuriken Shadow Clone (1 Chakra). When Karyu 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, Karyu 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 Karyu 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 Karyu must attempt a DC 16 Intelligence saving throw. On a failure, attacks against Karyu have disadvantage, and Karyu 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). Karyu 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). Karyu's movement speed doubles, and their movement does not provoke attacks of opportunity.

Multi Mud Wall (6+ Chakra). As a bonus action, Karyu creates a 5 foot square wall that is 3 inches thick anywhere within 5 feet of him that grants three-quarters cover and has 13 hit points, and 12 AC. Karyu may create an additional wall within 5 feet of hiimself or one other Multi Mud Wall he can touch for every 5 additional chakra points spent.

Rubber Wall (10 Chakra). One chakra construct that is neither living nor undead Karyu is touching gains +5 damage reduction and damage threshold. This lasts for 1 minute.

Rubber Sphere (5 Chakra). Ranged Spell Attack: +8 to hit, range 30 ft. line. Hit: 8 (2d4 + 3) magical bludgeoning damage. At the beginning of Karyu's next turn, if it hit a solid surface, it reflects against it in a direction determined by rolling 1d4, reroll 4s. On a 1, it reflects in a 45 degree angle to the left. On a 2, it reflects in the opposite direction it was traveling. On a 3, it reflects in a 45 degree angle to the right. It travels in a line with its remaining range +15 feet. One ball can bounce multiple times, and the ball lasts for 1 minute.

REACTIONS

Substitution (3+ Chakra). When Karyu 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. Karyu can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Mud Wall (4 Chakra). When Karyu is targeted by a ranged attack, he gains three-quarters cover until the end of his next turn.

Multi Mud Wall (6+ Chakra). When Karyu is targeted by an attack or Dexterity saving throw, he creates a 5 foot square wall that is 3 inches thick anywhere within 5 feet of him that grants three-quarters cover and has 13 hit points, and 12 AC. Karyu may create an additional wall within 5 feet of hiimself or one other Multi Mud Wall he can touch for every 5 additional chakra points spent.

Kary%C5%AB%27s_Lava_Release.png
[Source].

Born in a town near the border of the Land of Lightning, Karyu was born with the rare ability to naturally use Lava Style ninjutsu. Had he been born in Hidden Cloud Village, his kekkei genkai would've earned him enough respect, rank, and income to live his life comfortably. Instead, he was treated like a disposable weapon, being one of the few of his clan still alive on the border. Fleeing his village with pursuers hot on his heels, he was rescued by En Oyashiro; the Merchant of Death. Serving as his bodyguard and one of his child gladiators for years, he joined Fushin, Chino, and the others when they broke free, joining them as a founding member of Lightning Group, a crew of spurned Kekkei Genkai users meant to protect the downtrodden with their unique abilities, robbing criminals to fund villages they fortified. However, when the Mist determined that Lightning Group was a threat to national safety, leaving Karyu as one of the few survivors, he fled to one of these villages only to be barred from entry out of fear of one of the Five Great Nations. By his own admission, he went on to live his life as a "rat", hiding in the shadows of society and surviving off the scraps until news reached him of Sasuke Uchiha's attack on the Five Kage Summit preceding the Fourth Shinobi World War. Amazed that a Kekkei Genkai user could so boldly threaten the strongest of all five nations in addition to the Land of Iron, founding the Dark Thunder Group for those like him to exact revenge on those who had wronged them, with Karyu targeting the very villages he had helped found. Chosen by Fushin and Chino as the perfect combatant to draw out Sasuke to get revenge for the Uchiha's extermination of the Chinoike clan, a job Karyu was more than happy to oblige in after Sasuke joined the very Leaf Village he had threatened to destroy, he was only defeated after luring Sasuke to the Land of Hot Water, the perfect place for Chino to use her Ketsuryūgan.



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