Kirisame (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.

Kirisame[edit]

Medium humanoid (Human), neutral evil


Armor Class 14 (Natural Armor)
Hit Points 55 (10d8 + 10)
Speed 50 ft.


STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 10 (+0)

Saving Throws Dex +4, Cha +3
Skills Acrobatics +4, Deception +3, Insight +4, Sleight of Hand +4
Senses passive Perception 11
Languages Common
Challenge 6 (2,300 XP)


Chakra. Kirisame has 16 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Ninja Speed. Kirisame can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

Kunai. Thrown Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Kirisame 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.

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

Transformation (1+ Chakra). Kirisame 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 he can not recreate a magical effect. Creatures must make a DC 14 Investigation check 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). Kirisame's movement speed doubles, and his movement does not provoke attacks of opportunity.

Water Clone (4+ Chakra/Clone). Kirisame creates up to five clones. The clones have 30 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. Kirisame controls them and they act on the same initiative as him. They last until they are reduced to 0 hit points, they expend all of their chakra, Kirisame dismisses them at will, or Kirisame falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).

  • Water clones drop to 0 hit points if they leave a 60 foot radius of Kirisame.
  • Any effects affecting Kirisame when the clone is created carries over to the clone.
  • A shadow clone carries a copy of all his equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

Water Forge (2 Chakra). As a bonus action, Kirisame's kunai gains an additional 5 feet of reach, he may force the target back 5 feet on a hit, and he may end this effect on a hit with the weapon to deal twice as much damage and force the target 30 feet away from him. Kirisame must spend 1 chakra at the end of each of his turns to maintain this effect.

Rapid Thunder Whip (7 Chakra). For 1 minute, Kirisame's unarmed strikes deal slashing damage, and they gain an additional +5 ft. of reach or he may make 1 additional unarmed strike when he takes the Attack action.

REACTIONS

Substitution (3+ Chakra). When Kirisame is hit by an attack and would take damage, he decreases the damage by 11 (1d10 + 6) 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. Kirisame can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Kirisame.PNG
[Source].

Once a typical genin from the Hidden Rain Village, Kirisame's sadism caused him to be removed from the Rain's ranks of shinobi. Noticing his potential, Suien, a rogue nin from the Hidden Waterfall Village, approached him with a plot to invade the Waterfall to steal this hundred years' Hero Water, which can increase a shinobi's power by ten fold instantaneously. However, when Shibuki drank the Hero Water instead when he was attacked, Team Suien was quickly defeated.


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