Kushina (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.

Kushina Uzumaki[edit]

Medium humanoid (Uzumaki), neutral


Armor Class 17 (Natural Armor)
Hit Points 75 (10d8 + 30)
Speed 50 ft. (60 ft. in Initial Release, 70 ft. in Tailed Release)


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

Saving Throws Dex +7, Wis +4
Skills Acrobatics +7, Animal Handling +4, Athletics +5, Performance +5, Persuasion +5
Senses passive Perception 10
Languages Common
Challenge 12 (8,400 XP)


Chakra. Kushina has 27 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Evasion. When Kushina is targeted by an area effect that lets him make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

Ninja Speed. Kushina can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Red Chakra. Some of Kushina's features grant him "red chakra". If her own chakra is less than her red chakra, she must attempt a DC 14 Wisdom saving throw at the end of each of her turns. On a failure, she gains 1 level of exhaustion. This ends if she becomes unconscious, or if Kurama chooses to do so willingly. These special "red" chakra are counted separately from her normal chakra. He can use this chakra on one Jutsu or spread them across multiple, but she can not spend these points and her own normal chakra points on the same jutsu. This chakra can extend above her chakra point maximum, and is lost at the end of a short rest.

ACTIONS

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

Unarmed Strike. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 3) magical bludgeoning damage.

Transformation (1+ Chakra). Kushina becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and she can not recreate a magical effect. Creatures must make an DC 13 Investigation check realize that she 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). Kushina's movement speed doubles, and her movement does not provoke attacks of opportunity.

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

Hidden Chakra. When Kushina has less than half her maximum chakra, she gains 12 red chakra. He may use this once, regaining all uses at the end of a long rest.

Initial Release. As a bonus action, Kushina enters Initial Release. This reveals her as a Jinchūriki to anyone that can see her and anyone who can detect magic or see chakra may make a DC 13 Insight check, and she gains the following benefits:

  • The cost of all Jutsu Kushina knows are reduced in chakra costs by 1, except for Jutsu that only cost 1 chakra.
  • Kushina's movement speed increases by +10 ft.
  • At the start of each of her turns, Kushina regains 3 hit points.
  • Kushina gains advantage on Strength and Dexterity checks and saving throws.
  • This state ends if Kushina chooses to do so as an action, or if she is knocked unconscious.
  • Kushina loses 2 chakra and gains 2 red chakra at the end of each of her turns.

Adamantine Sealing Chains (15 Chakra). Ranged Spell Attack: +7 to hit, range 100 ft., one target. Hit: 27 (5d8 + 3) psychic damage and is grappled by Kushina for 1 minute (concentration) or until they win the grapple contest. Jinchuriki grappled by this Jutsu are not able to access their Subclass features for its duration. Tailed Beasts that are affected by this Jutsu are paralyzed for the duration. As an action, Kushina can deal 12 (2d8 + 3) psychic damage to affected creatures.

REACTIONS

Substitution (3+ Chakra). When Kushina is hit by an attack and would take damage, she decreases the damage by 18 (1d10 + 12) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Kushina can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Kushina_Uzumaki_full.png
Kushina in her daily dress, Source [[1]].

One of the few surviving Uzumaki, Kushina found refuge in the Hidden Leaf Village. Becoming the Jinchuriki thanks to her strong endurance and chakra, which in turn came from her lineage. Being one of Kurama's most hostile jinchuriki, she used her Adamantine Sealing Chains, along with her clan's powerful fuinjutsu, to subjugate the beast, allowing only the smallest amount of chakra to flow into her in the most distressing of situations.


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