Rasa (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.

Rasa[edit]

Medium humanoid (Kazekage), chaotic good


Armor Class 18 (Natural Armor)
Hit Points 170 (20d8 + 80)
Speed 65 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 18 (+4) 20 (+5) 12 (+1) 9 (-1)

Saving Throws Str +5, Con +10
Skills Acrobatics +8, Athletics +5, Intimidation +5, Perception +7, Stealth +8
Senses passive Perception 17
Languages Common
Challenge 20 (25,000 XP)


Chakra. Rasa has 50 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Specialized Chakra. Rasa has 13 specialized chakra points which he can expend on jutsu labeled Magnet Style. All chakra points are regained at the end of a long rest.

Endurance. When Rasa is targeted by an area effect that lets him make a Constitution 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. Rasa can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Rasa can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (4d4 + 2) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Rasa 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.

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

Transformation (1+ Chakra). Rasa 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 19 Investigation check realize that he is transformed. If the creature saw him 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). Rasa's movement speed doubles, and his movement does not provoke attacks of opportunity.

Fissure (3 Chakra). Rasa creates a 30 ft. long, 10 ft. wide, 50 ft. deep or smaller fissure. Each creatures in the area must make a DC 20 Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making a DC 20 Athletics or Acrobatics check. The fissure has an initiative of 20. At the start of its fourth turn, it closes. A creature still in the fissure takes 17 (3d6 + 6) force damage and is pushed to the top.

Weighted Boulder (7+ Chakra). One creature or object Rasa can touch becomes 2 + half the additional amount of chakra times heavier for 1 minute. If the target is a creature, their movement speed becomes 0 and their melee attacks deal twice as much damage.

Rock Shelter (15 Chakra). As an action, Rasa creates a hemisphere of earth with a radius of 15 feet. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 7 (2d6) bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it.

Desert Suspension (5+ Chakra). Rasa creates a 5 ft. radius cloud that can pass through any object as if it were individual grains of sand. Rasa may increase this size by 5 ft. for every 5 additional chakra spent. As a bonus action, Rasa may move the cloud using its 30 ft. flying speed. Any willing creatures of his choice on top of the cloud move along with it, otherwise they pass through it as if it were a cloud.

Third Eye (5 Chakra). Rasa creates an eye out of sand. This eye acts on his turn but can not act in any way other than moving, has a 50 ft. flying speed, is identical to him other than having 5 hit points and being Tiny, and has no senses other than sight. Rasa must spend 1 chakra at the end of each of your turns to maintain this jutsu.

Magnet Style: Gold Spear (2 Chakra). Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 4 (1d8) piercing damage and 10 (1d8 + 6) force, bludgeoning, or slashing damage. Creatures must also make a DC 20 Constitution saving throw, becoming poisoned for 1 minute and taking 4 (1d8) poison damage on a failure. They may retry this saving throw at the end of each of their turns, ending the effect early on a success. This may be used as a bonus action.

Magnet Style: Gold Dust Imperial Funeral (27 Chakra). Each creature within a 100 ft. radius must make a DC 22 Constitution saving throw. On a failure, it takes 53 (8d10 + 6) bludgeoning or slashing damage and is paralyzed until the end of Rasa's next turn. On a success, they take half as much damage. Creatures must also make a DC 22 Constitution saving throw, becoming blinded for 1 minute and taking 4 (1d8) thunder damage on a failure. They may retry this saving throw at the end of each of their turns, ending the effect early on a success.

Violent Whirlwind (1 Chakra). Each creature in a 5 foot wide, 30 foot line must make a DC 20 Strength saving throw, taking 10 (1d8 + 6) bludgeoning damage and being pushed 15 feet away on a failure.

Wind Wall (3+ Chakra). Any creatures of Rasa's choice within 10 ft. gain a +2 bonus to AC and creatures attempting to attack from outside this area have disadvantage. Rasa can expend 2 additional chakra to expand this radius by 5 feet. This lasts for 1 minute (concentration).

REACTIONS

Mud Wall (4 Chakra). When Rasa is targeted by a ranged attack, he gains three-quarters cover until the end of his next turn.

Magnet Style: Sand Sky Defensive Wall (0+ Chakra). When a damaging effect originates anywhere within 20 ft., if the effect deals less than 11 damage, the effect fails, wasting any resources spent; otherwise it is unaffected. Rasa may spend additional chakra to increase this threshold by half as much, and doing so increases this jutsu's range by 5 ft. for every 3 additional chakra spent.

Substitution (3+ Chakra). When Rasa is hit by an attack and would take damage, he decreases the damage by 25 (1d10 + 20) 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. Rasa can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Yondaime_Kazekage.png
Rasa as Kazekage, Source [[1]].

The Fourth Kazekage of the Hidden Sand Village, Rasa was renown for his use of gold dust in his Magnet Style ninjutsu, which he mastered by observing the One-Tails. After his early reign was marked with numerous attacks from the beast, he looked to seal it inside one of his children, as is customary for jinchuriki. Wile his first two children were incompatible, his youngest was, transforming him into a useful weapon. After deeming the experiment a failure, he sent numerous assassins after his son. Shortly before this same son participated in the Hidden Leaf's Chunin Exams, Rasa was assassinated by Orochimaru, whom he later impersonated, using his influence to incite a raid on the Hidden Leaf.


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