Neji (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 17 (Natural Armor)
Hit Points 54 (12d8)
Speed 60 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 10 (+0) 18 (+4) 12 (+1) 10 (+0)

Saving Throws Str +6, Dex +7
Skills Acrobatics +7, Arcana +8, Athletics +6, Perception +5
Senses passive Perception 19
Languages Common
Challenge 12 (8,400 XP)


Chakra. Neji has 29 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, and can move along vertical surfaces.

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: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) 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.

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

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Neji's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.

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 16 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: +8 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 16 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 16 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: +8 to hit, range 30 ft., one target. Hit: 12 (3d4 + 4) 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 16 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 16 Dexterity saving throw or take 8 (1d8 + 4) 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.

Heavy Palm (1 Chakra). As a bonus action after hitting with an unarmed attack while Byakugan is active, the target must succeed a DC 16 Constitution saving throw or be stunned until the end of Neji's next turn.

Air Palm (4-7 Chakra). Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 17 (2d12 + 4) thunder damage. Whether or not it hits, the targeted creature must make a DC 16 Strength saving throw. On a failure, it is pushed back 10 ft. As a bonus action for 3 additional chakra, Neji may make an unarmed strike with advantage.

Eight Trigrams Mountain Crusher (16 Chakra). Ranged Spell Attack: +8 to hit, 60 ft. x 10 ft. line. Hit: 17 (2d12 + 4) thunder damage. Whether or not it hits, the targeted creature must make a DC 16 Strength saving throw. On a failure, it is pushed back 30 ft. If they collide with a sturdy surface such as a wall or large rock, they take an additional 12 (3d4 + 4) bludgeoning damage.

Eight Trigrams Sixteen Palms (8 Chakra). One creature within 5 ft. must make a DC 16 Strength saving throw. On a failure, they take 22 (4d8 + 4) 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.

Eight Trigrams Thirty-Two Palms (16 Chakra). While Byakugan is active, one creature within 5 ft. must make a DC 16 Strength saving throw. On a failure, they take 40 (8d8 + 4) force damage, and they are poisoned and slowed for 1 minute. On a success, they take half as much damage and gain the conditions until the end of their next turn. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success.

REACTIONS

Substitution (3+ Chakra). When Neji is hit by an attack and would take damage, he decreases the damage by 17 (1d10 + 12) 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 16 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 16 Dexterity saving throw or take 8 (1d8 + 4) 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_full.png
[Source]

Training with his uncle, Hiashi, for two years following Sasuke's defection, Neji continued to grow in strength alongside his allies. Being able to beat a clone of Kisame with the help of the rest of Team 8 and even surpass his own identical clone in an attempt to rescue the Fifth Kazekage, Neji proved himself as one of the strongest Byakugan users for his age. When Pain attacked the Hidden Leaf Village, Team 8 was off on a mission. The frustration this brought fueled Neji's training, causing him to become far stronger in the short period of time between this and the Fourth Shinobi World War.



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