Kuroma (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.

Kuroma Tatsuhiro[edit]

Medium humanoid (human), lawful good


Armor Class 16 (Natural Armor)
Hit Points 84 (13d8 + 26)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 16 (+3) 11 (+0) 12 (+1)

Saving Throws Con +6, Int +7
Skills Athletics +4, History +7, Insight +4, Investigation +7, Persuasion +5
Senses passive Perception 10
Languages Common
Challenge 11 (7,200 XP)


Chakra. Kuroma has 29 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Power of the Genryu. Kuroma has resistance to damage from fuinjutsu, as well as from seals (i.e. Explosive Seal, Secret Treasure of the Toads, Flying Raijin, Object Manipulation).

ACTIONS

Multiattack. Kuroma can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 2) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 10 (3d4 + 2) piercing damage. Kuroma may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit.

Enclosing Technique (10 Chakra). Over the course of 1 minute, Kuroma may write complex formulas onto one scroll within his possession. She can have up to 7 of these scrolls at a time. If he exceeds his maximum number of formula scrolls available, the oldest formula scroll immediately ends before the new one applies. As an action while in possession of a formula scroll, Kuroma may use this jutsu, storing an amount of objects he is touching that are not in possession of another creature inside a formula scroll depending on the size. Scrolls, Handy haversacks, and bags of holding cannot be stored within scrolls, if attempted, the attempt fails and the scroll, and any of its contents, are destroyed. Objects within a scroll are sent to their own dimension exactly as large as the scroll's maximum capacity.

  • Hand-Sized Scrolls can hold up to 5 square feet of objects that weigh a maximum total of 5 pounds. Costs 20 gp and weighs 2 lbs.
  • Forearm-Sized Scrolls can hold up to 10 square feet of objects that weigh a maximum total of 10 pounds. Costs 45 gp and weighs 8 lbs.
  • Arm-Sized Scrolls can hold up to 20 square feet of objects that weigh a maximum total of 20 pounds. Costs 80 gp and weighs 15 lbs.
  • Weapon Scrolls take twice as long to draw. You may store 2 light weapons for every square foot/pound of storage.

Objects sealed within scrolls can be removed from a scroll as a bonus action for 3 chakra by a creature that can use basic ninjutsu while touching it, 1 chakra for a creature that can use Fuinjutsu while touching it, by having counterspell or dispel magic cast on it, or by directly accessing the scroll's storage dimension. Formula scrolls, and any modified versions of them, count as magical items for the sake of being destroyed.

Unsealing Technique (1+ Chakra). Touching any kind of chakra seal bound to a physical object (i.e. Explosive Seal, Secret Treasure of the Toads, Flying Raijin, Object Manipulation), but not a creature, Kuroma defuses the chakra within the seal. She must spend an equal number of chakra as created the seal. The seal loses any magical properties, returning to a normal piece of paper.

Sealing Technique: Five Elements (8 Chakra). Kuroma rolls 1d6, resulting in one of the following depending on the roll:

  • 1 - Kuroma makes a ranged spell attack with a +8 bonus against one creature within 60 feet. On a hit, they take 33 (6d8 + 4) fire damage. This effect counts as a Fire Style jutsu.
  • 2 - one creature within 30 feet touching the same surface as Kuroma automatically takes 12 (3d4 + 4) magical bludgeoning damage. This effect counts as an Earth Style jutsu.
  • 3 - one creature within 45 feet must attempt a DC 16 Strength saving throw. On a failure, they take 18 (3d8 + 4) cold damage and are stunned until the end of their next turn. This effect counts as a Water Style jutsu.
  • 4 - all creatures in a 30 foot cone must attempt a DC 16 Dexterity saving throw. On a failure, they take 23 (4d8 + 4) magical slashing damage. On a success, they take half as much damage. This effect counts as a Wind Style jutsu.
  • 5 - all creatures in a 60 foot radius must attempt a DC 16 Constitution saving throw. On a failure, they take 9 (2d4 + 4) lightning damage. On a success, they take half as much damage. This effect counts as a Lightning Style jutsu.

Sealing Technique: Black Aura (8+ Chakra). Ranged attacks against Kuroma automatically fail, and at the end of each of his turns, any creatures within 5 ft. radius of him must succeed a DC 16 Constitution saving throw or take 15 (3d6 + 4) necrotic damage, become poisoned for 1 minute, and be pushed out of this radius. Kuroma can add an additional 4 (1d6) damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra points spent. If more than 20 chakra is spent, the ground and buildings within range take double damage. Kuroma must spend 1 + half the additional chakra points spend (rounded down) chakra at the end of each of his turns to maintain this effect. A creature poisoned by this jutsu may retry this saving throw at the end of each of their turns, no longer being poisoned on a success.


Kuroma.jpg
[Source].

Kuroma and his sister Akari are among only a handful of survivors from the Ryu clan, with most of his kin having died in or around the First Shinobi World War. Living in their ancestral land of Mount Koryu in the Land of Valleys, making a home out of the ritual hall at the mountain's center, the two dreamed of one day utilizing the Genryu's powers to destroy the nations that slaughtered their people. However, despite the mountain's natural chakra suppression keeping them hidden, Naruto Uzumaki, armed with a fully-awakened Dragon Blade and a large portion of the Nine-Tails' chakra was able to break through his defenses. With Kuroma defeated, Akari, who had been helping Naruto defeat him, took control of the ritual he had been performing, transforming herself fully into the fabled Light Genryu. After she, even with such world-shattering might, was defeated, along with the five Elemental Genryu, the two awoke without their horns and facial markings. No longer having dragons to defend, and lacking any identifying features their clan had been hated for since long ago, they left the Land of Valleys, either grateful or simply defeated.


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