Nan (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.

Nan[edit]

Medium humanoid (human), lawful neutral


Armor Class 16 (Natural Armor)
Hit Points 58 (13d8)
Speed 60 ft.


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

Saving Throws Con +4, Int +4
Skills Acrobatics +7, Athletics +11, Medicine +5, Perception +5, Persuasion +6
Senses passive Perception 15
Languages Common
Challenge 11 (7,200 XP)


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

Kyūjutsu Excellence. When Nan makes a ranged weapon attack, he may spend 2 chakra to create a piece of ammunition out of chakra, 3 chakra to add both his Strength and Dexterity modifier to the attack and damage rolls (+6 total), or 4 chakra to ignore disadvantage from attacks within the weapon's long range and ignore cover of creatures within the weapon's normal range. A single attack may benefit from all three effects.

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

Brawn. When Nan is targeted by an effect that allows him to make a Strength saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Great Weapon Fighting. When Nan rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, such as his katana, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

ACTIONS

Multiattack. Nan makes 3 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

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

Heavy Crossbow. Ranged Weapon Attack: +9 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) magical piercing damage.

Concussive Chakra Cannon (3 Chakra). As a bonus action, on a hit with the next ranged attack roll he makes, the target is stunned, and the attack deals radiant damage.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Nan gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Nan casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Nan makes two unarmed strikes

Leaf Gust (8 Chakra). Nan makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Nan's choice.

Hazy Moon Night (8 Chakra). Until the end of Nan's turn, his heavy crossbow attacks automatically hit, but can not gain any bonuses to its damage. This jutsu counts as an attack for the sake of two-weapon fighting.

REACTIONS

Substitution (3+ Chakra). When Nan is hit by an attack and would take damage, he decreases the damage by 16 (1d10 + 11) 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. Nan can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Nan.png
[Source].

Village leader of a town surrounding a gold mine in the Land of Rice Fields, Nan lead with compassion. Following Orochimaru's creation of the Hidden Sound Village, and the numerous disputes the discovery of the Otokage's identity caused, his village was demilitarized by order of the daimyo of the Land of Sound, leaving it vulnerable to a crew of bandits lead by Shiin. Nan was able to lead a fight against the horde, but many of his citizens died in the process.



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