Kiba (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.

Kiba Inuzuka[edit]

Medium humanoid (Inuzuka), lawful good


Armor Class 16 (Natural Armor)
Hit Points 71 (12d6 + 24)
Speed 50 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Str +5, Dex +6
Skills Acrobatics +6, Animal Handling +6, Nature +5, Stealth +6
Senses passive Perception 12
Languages Common
Challenge 10 (5,900 XP)


Chakra. Kiba has 28 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Beast-Nin. Kiba's companion is Akamaru. Akamaru is controlled by Kiba, acts on his turn, and uses his actions and bonus actions. If his companion dies, he must wait 2d4 days before he can choose another.

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

Keen Senses. Kiba has advantage on Wisdom (Perception) checks while Akamaru is within 30 feet of him. Additionally, if he has spent at least 5 hours with a creature, he memorizes their scent, if they have any. Kiba knows the location and identity of a creature whose scent he has memorized while he is within half his movement speed of them.

ACTIONS

Multiattack. Kiba makes two unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Kiba 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.

Imitation Beast Ninja Art: Four Legs (5 Chakra). Kiba's movement speed increases by 5 ft., he is not effected by the prone condition, and his unarmed strikes' attack rolls gain a +1 bonus for 1 minute (concentration).

Imitation Human Ninja Art: Beast Human Clone (5 Chakra). Akamaru becomes indistinguishable from Kiba, and anything actively affecting Kiba with a duration shorter than 24 hours when he casts this jutsu affects Akamaru for 1 minute.

Passing Fang (6-16 Chakra). Kiba moves in a 50 ft. line. Any attacks of opportunity made against him during this movement have advantage. Every creature in the line must make a DC 14 Dexterity saving throw. On a failure, they take 22 (5d6 + 3) magical bludgeoning, slashing, or piercing damage. On a success, they take half as much damage. This deals an extra 3 (1d6) damage for every 2 additional chakra points.

Man-Beast Ultimate Taijutsu: Fang Over Fang (12-48 Chakra). Both Kiba and Akamaru use Passing Fang. If both Kiba and Akamaru's lines are within 5 ft. of each other, creatures that fail their saving throw can not make reactions until the end of their next turn

Fang Beheading Fang (3-12 Chakra). When Kiba uses Passing Fang, if one creature at the end of the line rolls a 1 on their saving throw, they gain the effects of a critical hit. If you are using a critical failure variant rule, their critical failure threshold increases by 1. Kiba may increase the target's critical failure threshold by 1 for every 3 additional chakra spent.

Fang Insect Fang (5 Chakra). When Kiba uses Passing Fang, one willing swarm of Tiny creatures within the jutsu's range is not targeted, and can make an attack against every creature within Passing Fang's range. At the end of this jutsu, the swarm is placed in one empty space along the line of its choice.

Man Beast Taijutsu Secret Technique: Fang Heaven Wolf (3+ Chakra). When Kiba uses Passing Fang, its range gains 1 turn (i.e. he may move 30 ft. forward and 15 ft. up). Kiba may add an additional turn for every 4 chakra spent.

Absolute: Fang Over Fang (5 Chakra). When Kiba uses Man-Beast Ultimate Taijutsu: Fang Over Fang, one creature at the end of both Kiba and Akamaru's lines takes an additional number of d6 bludgeoning, slashing, or piercing damage equal to the average number of damage dice both creatures roll, rounded down (i.e. if Kiba deals 5d6, and Akamaru deals 8d6 damage, this jutsu deals 6d6 damage).

Wolf Fang Over Fang (6 Chakra). Until the end of Kiba's turn, his unarmed strikes deal twice as much damage, he takes 1/4 the damage his unarmed strikes or taijutsu deals (rounded down), and he is blinded.

Transformation (1+ Chakra). Kiba becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and he can not recreate a magical effect. Creatures must make a DC 12 Investigation check to realize that he is transformed. If the creature saw him 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). Kiba's movement speed doubles, and his movement does not provoke attacks of opportunity.

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

Man Beast Combination Transformation: Two-Headed Wolf (7 Chakra). As an action while Kiba is within 5 ft. of Akamaru, they become one creature. Kiba's size category increases by 1, he gains any features Akamaru had, his reach increases by 5 ft., his Strength score increases to 16 (+3), and his Dexterity increases to 18 (+4) for 1 minute. His attack bonus becomes +8, his AC becomes 18, and his jutsu saving throw DC, except for Transformation, becomes 16. When this feature ends, both Kiba and Akamaru appear within their fused form's previous space.

REACTIONS

Substitution (3+ Chakra). When Kiba 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. Kiba can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Kiba_%26_Akamaru_in_Shippuden.png
[Source]

Barely noticing Akamaru's growth over the past two years, despite the pup now being large enough to ride, Kiba had made the rank of Chunin under Gaara and Tsunade's joint Chunin Exams. While he would've loved to go with the newly returned Naruto to gather intel of Orochimaru and the Akatsuki, he was already assigned to another mission. Joining the Eight Man Squad to hunt down Itachi as part of the Akatsuki Suppression Mission, Akamaru was able to lock on to Sasuke's scent, but were stopped by Tobi. Despite being the only one to be able to keep a bead on him, not even Kiba was able to land a single hit on him. Having stalled long enough, Tobi and Zetsu left the battlefield, taking Sasuke with them. Returning to the village, he was almost immediately attacked by the Preta Path of Pain. Able to keep up with the path alongside his mother, he was right about to deal the killing blow before the path was removed, allowing the Deva Path to level the village. With almost no strength remaining, he left the fight up to Naruto. As the Fourth Shinobi World War loomed in the distance, and frustrated by doing nothing in the second Leaf Village invasion in his lifetime, Kiba had the drive to massively increase his strength a second time.


Akamaru[edit]

Medium humanoid (ninja dog)[[Category:ninja dog Tag]], neutral good


Armor Class 15 (Natural Armor)
Hit Points 71 (12d6 + 24)
Speed 50 ft.


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

Saving Throws Str +5, Dex +7
Skills Acrobatics +7, Athletics +5, Nature +5, Perception +5, Performance +5, Persuasion +5, Stealth +7, Survival +5
Senses passive Perception 15
Languages Common
Challenge 10 (5,900 XP)


Chakra. Akamaru's features use Kiba's chakra.

Keen Sense. Akamaru has advantage on Wisdom (Perception) checks that rely on scent.

Pack Tactics. Akamaru has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.

Companion. Akamaru's companion is Kiba. Akamaru may occupy Kiba's space. When KIba takes the Attack action, Akamaru may make attacks as well. These attacks count as Kiba's for the sake of how many attacks he can make when he takes the Attack action.

ACTIONS

Unarmed Strike. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical piercing damage.

Dynamic Marking (3 Chakra). Ranged Spell Attack: +6 to hit, range 15/30 ft., one target. Hit: Kiba and Akamaru are aware of the target's exact position while they are within 60 ft., and they are not affected by the blinded condition in relation to the target. This lasts for 1 minute.

Dance of the Dust Cloud (2 Chakra). The ninja dog uses its front paws to create a large cloud of dust. All friendly creatures in a 10 ft. radius can make a Stealth check with advantage as a reaction.

Chakra Fang (2+ Chakra). Melee weapon attack +4 to hit, reach 5ft., one creature. Hit 11 (3d4 + 1) magical piercing damage. For each chakra point spent above 2, the ninja dog may deal an additional 3 (1d4) damage.

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

'Basic Ninjutsu Technique (1 Chakra). As a bonus action, Akamaru can move across liquid surfaces as if they were solid. If they are submerged, they rise to the surface of the liquid at a rate of 60 feet per round.

REACTIONS

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




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