Omoi (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.

Omoi[edit]

Medium humanoid (human), neutral good


Armor Class 18 (Natural Armor)
Hit Points 45 (10d8)
Speed 60 ft.


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

Saving Throws Dex +8, Int +7
Skills Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8
Senses passive Perception 15
Languages Common
Challenge 10 (5,900 XP)


Chakra. Omoi has 20 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Omoi 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. Omoi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Omoi makes two unarmed strike or kunai attacks.

Unarmed Strike. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) magical bludgeoning damage.

Katana. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Omoi may make 1 additional attack for every additional chakra point spent. Omoi 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 Taijutsu Technique (3 Chakra). As a bonus action, Omoi makes two unarmed strikes

White Light Blade (2 Chakra). Melee or Thrown Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) magical slashing damage.

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Omoi's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Omoi 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 Omoi casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement

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

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) bludgeoning damage. Omoi may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: The target is restrained until Omoi is not within 5 feet or the beginning of their next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Omoi using this jutsu.

Cloud-Style Crescent Moon Beheading (4-8 Chakra). Until the beginning of Omoi's next turn, attack rolls against any creature within 5 ft. automatically roll a 1 unless they have advantage. On a miss on a melee attack against you, the attacker takes 9 (1d10 + 4) slashing damage. This effect ends if Omoi becomes prone, grappled, restrained, or incapacitated. Omoi may spend 4 additional chakra to cause this effect to only end at the beginning of his next turn.

Cloud-Style Reverse Beheading (6 Chakra). When Omoi makes an attack, he feigns an attack against one creature within his melee weapon's reach while attacking a creature on the opposite side of him within his melee weapon's reach. Both creatures must attempt a DC 16 Wisdom saving throw. On a failure, they become stunned until the end of their next turn.

Dance of the Crescent Moon (8 Chakra). Omoi moves up to 15 ft. and makes three katana attacks. These attacks either have advantage or cause the target to take twice your weapon's damage on a hit, your choice.

Shadow Clone (4+ Chakra/Clone). Omoi creates up to five clones. The clones have 5 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, Omoi dismisses them at will, or Omoi falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).

  • Shadow clones have no range limit as to how far away they can be.
  • Any effects affecting Omoi when the clone is created carries over to the clone.
  • A shadow clone carries a copy of all his equipment. Any equipment the clones have with charges, such as magic items, share the initial item's charges.
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

Lightning Style Shadow Clone (1 Chakra). When Omoi creates a shadow clone, he may imbue it with Lightning Style chakra. When it is destroyed by any means other than being dispelled, it deals 12 (2d8 + 3) lightning damage to the source of the damage. This also causes him to not regain the 2 chakra spent to create the clone.

Thunderbolt (5 Chakra). All creatures in a 20 ft. radius must attempt a DC 15 Constitution saving throw. On a failure, they take 8 (2d4 + 3) lightning damage.

Thunder Bomb (3-9 Chakra). Omoi make an attack against one creature within twice his katana's reach. On a hit, they take his katana's damage as lightning damage. Omoi may spend 3 additional chakra to cause this jutsu to deal twice as much damage, or two give its attack roll advantage.

REACTIONS

Substitution (3+ Chakra). When Omoi 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. Omoi can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Cloud-Style Deception Beheading (6 Chakra). When an attack is made against Omoi, he moves up to half his movement speed toward the attacker and makes a melee attack against them with advantage. This movement does not provoke opportunity attacks.

Defensive Duelist. When Omoi is targeted by an attack, he gains a +4 bonus to his AC for the attack.

Omoi_Part_II.png
[Source]

A skilled chunin from the Hidden Cloud Village, Omoi quickly mastered his village's legendary kenjutsu, going so far as to develop his own forms, and potentially encroaching on the techniques of the Hidden Leaf's great Sakumo Hatake. Almost as analytical as Shikamaru, Omoi lacks his experience in dire situations and laid back attitude, leading him to often overthink simple things. he was later placed on the Allied Shinobi Forces Surprise Attack Division during the Fourth Shinobi World War, Omoi, Sai, and Kankuro quickly defeated the reincarnated Deidara and Sasori before being ambushed by the reincarnated Seven Deadly Swordsmen. After heavy losses, the Short- and Mid-Range Attack Division arrived for backup, scattering the swordsmen. Taking a small team with him, he chased after Ameyuri Ringo. After losing most of his team, he was able to trap her in a marsh, being rescued from the same fate by his only remaining teammate. Having earned her respect, he was gifted her swords, Kiba, though he would have to return them to the Mist after the war.



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