Neji, Young (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 class 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 is not follow traditional CR.

Neji Hyuga[edit]

Medium humanoid (Hyuga), lawful good


Armor Class 15 (Natural Armor)
Hit Points 31 (7d8)
Speed 55 ft.


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

Saving Throws Str +5, Dex +5
Skills Acrobatics +5, Arcana +6, Athletics +5, Perception +4
Senses passive Perception 19
Languages Common
Challenge 7 (2,900 XP)


Chakra. Neji has 5 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Neji 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. Neji can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Caged Bird. When Neji dies, his Byakugan are destroyed. As a bonus action, a creature that knows the Caged Bird fūinjutsu may deal up to 12 points of psychic damage. This lasts until the creature dies or a creature that can cast this jutsu ends it as an action.

ACTIONS

Multiattack. Neji makes two unarmed strike or kunai attacks.

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

Kunai. Thrown Weapon Attack: +5t o hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Neji 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.

Transformation (1+ Chakra). Neji becomes identical to a person, creature or non-magical object he 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 his 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). Neji's movement speed doubles, and his movement does not provoke attacks of opportunity.

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

Palm Bottom (1+ Chakra). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: the target is stunned until the end of their next turn. For every additional chakra point spent, the target takes an additional 2 force damage.

Chakra Disruption (2 Chakra). One creature within 5 ft. must attempt a DC 14 Constitution saving throw. On a failure, the target cannot cast spells of 1st level or higher or use any Jutsu feature that uses chakra until the end of Neji's next turn. However, it may continue to concentrate on spells or Jutsu that it cast before being affected by Chakra Disruption.

Body Blow (4+ Chakra). Each creature within a 5 ft. radius must succeed a DC 14 Strength saving throw or take 4 (1d8) force damage and be pushed to the edge of this jutsu’s range. Neji can add an additional 5 (1d8) damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage. Neji may spend 4 additional chakra separate from the previous effects to use this as a reaction when he is targeted by a ranged attack, causing the attack to miss in addition to this jutsu's normal effects.

Water Needle (3 Chakra). Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 4 (1d4 + 2) piercing damage. This deals twice as much damage to swarms. This can only be used while Byakugan is active.

Byakugan (1 Chakra). As a bonus action, Neji gains the following:

  • 30 ft. of truesight.
  • 360 degree vision for 15 ft.
  • Neji must spend 1 chakra at the end of each of his turns to maintain this effect.

Focused Byakugan (2 Chakra). While Byakugan is active, Neji gains the following:

  • 120 ft. of darkvision.
  • He can see invisible creatures.
  • He is not affected by an area being heavily obscured, even by magical effects.

Rotation (3 Chakra). While Byakugan is active, any creatures in a 10 ft. radius must make a DC 14 Strength saving throw or be pushed back 10 ft. and knocked prone. If a creature enters this range after the initial use, they must succeed a DC 14 Dexterity saving throw or take 7 (1d8 + 3) force damage. Ranged attacks that must pass within the sphere have disadvantage, and Neji gains resistance to nonmagical bludgeoning, piercing, and slashing damage. This lasts until the beginning of Neji's next turn.

Eight Trigrams Sixteen Palms (8 Chakra). One creature within 5 ft. must make a DC 14 Strength saving throw. On a failure, they take 21 (4d8 + 3) force damage and are stunned until the end of Neji's next turn. On a success, they take half as much damage and are not stunned.

REACTIONS

Substitution (3+ Chakra). When Neji is hit by an attack and would take damage, he decreases the damage by 9 (1d10 + 3) 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. Neji can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Rotation (9 Chakra). When Neji is targeted by a ranged attack while Byakugan is active, any creatures in a 10 ft. radius must make a DC 14 Strength saving throw or be pushed back 10 ft. and knocked prone. If a creature enters this range after the initial use, they must succeed a DC 14 Dexterity saving throw or take 7 (1d8 + 3) force damage. Ranged attacks that must pass within the sphere have disadvantage, and Neji gains resistance to nonmagical bludgeoning, piercing, and slashing damage. This lasts until the beginning of Neji's next turn.

Neji_body.png
[Source]

At the age of 3, Neji's cousin Hinata Hyuga, the eldest daughter of his uncle and the current clan head Hiashi Hyuga, was almost kidnapped by the head ninja of the Hidden Cloud Village in what was supposed to be a peace treaty. When the perpetrator was killed, the village denied all accusations and demanded the body of Hiashi himself as compensation. In his stead, however, they received the body of his twin brother and Neji's own father, Hizashi, who volunteered himself to save the clan and ensure the lack of a functioning byakugan due to bearing the branch family's curse seal. This event would heavily separate Neji and the main Hyuga clan, as while his father's sacrifice was voluntary, the events happened in such quick succession that he had no way of knowing.

Shortly after this event, Neji would adopt a philosophy based around predestination. When he was placed on Might Guy's very own Team 8 alongside Rock Lee and Tenten, he greatly disliked his teammates, both of whom had taken drastically different paths than it would appear they were predestined for. It wouldn't be until Lee revealed his true power in his fight against Gaara, when Naruto Uzumaki defeated Neji himself, and when Hiashi explained the entirety of the Hyuga Affair that he would realize the errors of his ways, embracing those he had pushed away and blossoming into a fine young man.



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