Rin (Shinobi World Supplement)
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Medium humanoid (human), chaotic good
Chakra. Rin has 30 chakra points which she can expend. All chakra points are regained at the end of a long rest.
Evasion. When Rin is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.
Ninja Speed. Rin can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.
Red Chakra. Some of Rin's features grant her "red chakra". If her own chakra is less than her red chakra, she must attempt a DC 14 Wisdom saving throw at the end of each of her turns. On a failure, she is forced to activate Initial Release and is controlled by Isobu. This ends if she becomes unconscious, or if Kurama chooses to do so willingly. These special "red" chakra are counted separately from her normal chakra. She can use this chakra on one Jutsu or spread them across multiple, but she can not spend these points and her own normal chakra points on the same jutsu. This chakra can extend above her chakra point maximum, and is lost at the end of a short rest.
Multiattack. Rin can make 2 unarmed strike or kunai attacks.
Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Kunai. Thrown Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Rin 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.
Hidden Chakra. When Rin has less than half her maximum chakra, she gains red chakra equal to her CR. She may use this once, regaining all uses at the end of a long rest.
Initial Release. As a bonus action, Rin enters Initial Release. This reveals her as a Jinchūriki to anyone that can see her and anyone who can detect magic or see chakra may make an Insight check, and she gains the following benefits:
Transformation (1+ Chakra). Rin becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and she can not recreate a magical effect. Creatures must make an DC 13 Investigation check realize that she 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). Rin's movement speed doubles, and her movement does not provoke attacks of opportunity.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, Rin can move across liquid surfaces as if they were solid. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round.
Healing Jutsu. One creature Rin can touch regains a number of hit points equal to chakra spent up to her CR.
Substitution (3+ Chakra). As a reaction when Rin is hit by an attack and would take damage, she decreases the damage by 12 (1d10 + 7) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Rin can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
In Team Minato alongside Kakashi Hatake and Obito Uchiha, Rin acted as a peacekeeper between her team mate's constant headbutting. She was kidnapped on a mission by shinobi from the Hidden Mist Village and implanted with the Three-Tails with the intent that, once in the Hidden Leaf Village, it would release itself and destroy the village. Aware of this, Rin threw herself in the path of one of Kakashi's chidori, killing her and the beast, and plunging Obito further into darkness.