Lightning Style Chunin (Shinobi World Supplement)
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Lightning Style Chunin
Medium humanoid (Human), any alignment
Saving Throws Dex +7, Int +7, Wis +5
Chakra. The chunin has 20 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Evasion. When the chunin 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. The chunin can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Multiattack. The chunin can make 2 unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.
Shuriken (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 4 (1d3 + 3) slashing damage. The chunin may make 1 additional attack for every additional chakra point spent. The chunin may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 2 (1d3 + 1) piercing damage on a hit.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, the chunin 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 the chunin 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 the chunin must attempt a DC 14 Intelligence saving throw. On a failure, attacks against the chunin have disadvantage, and the chunin 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). The chunin 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 14 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). The chunin's movement speed doubles, and their movement does not provoke attacks of opportunity.
Thunder (3 Chakra). Each creature in a 25 ft. cone must make a DC 14 Dexterity saving throw. On a failure, the creature takes 15 (2d6 + 2d4 + 3) lightning damage. On a success, they take half as much damage.
Lightning Ball (9+ Chakra). The chunin creates 3 balls of electricity. Each ball can be directed at a creature, dealing 2 (1d4) lightning damage and pushing the target 5 feet in a direction of your choice per ball. They may spend 3 chakra to fire 1 additional bullet.
Thunderbolt (5 Chakra). All creatures within a 20 ft. radius must attempt a DC 14 Constitution saving throw. On a failure, they take 13 (4d4 + 3) lightning damage.
Lightning Rod (4 Chakra). Immediately after the chunin hits with an attack with a metal weapon or an unarmed strike, the target must make a DC 14 Constitution saving throw. On a failure, it takes 17 (3d6 + 2d4 + 2) lightning damage and is stunned until the end of its next turn. On a success, they take half as much damage.
Explosive Seal (1+ Chakra). The chunin creates an explosive seal on one surface they can touch.
Paralysis Seal (2+ Chakra). The chunin creates a paralysis seal on one surface they can touch.
Substitution (3+ Chakra). When the chunin 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. The chunin can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.
Depth Charge (10 Chakra). When a creature hits the chunin with a melee attack, the attacker must attempt a DC 14 Constitution saving throw, being thrown 20 feet from the chunin and taking 17 (2d8 + 2d4 + 3) lightning damage on a failure, or moving half as far and taking half as much damage on a success.
After intense training, a Lightning Style Genin might pass the Chunin Exams, thus gaining the rank of Chunin. Chunin typically undertake C-Rank and B-Rank missions, and often become academy teachers later in life. Along with a flak jacket, and often but not necessarily a new forehead protector, chunin are granted the opportunity to oversee official shinobi events in their village, and carry a palpable respect among civilians and most chunin. With luck, and lots of training, a chunin may exceed all expectations, rising to the rank of Jonin.