Rinji (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.

Rinji[edit]

Medium humanoid (human), chaotic good


Armor Class 18 (Natural Armor)
Hit Points 54 (12d8)
Speed 60 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 11 (+0) 18 (+4) 12 (+1) 8 (-1)

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


Chakra. Rinji has 27 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Hive Body. When Rinji casts a jutsu, he may cast it from his space or any of his swarms' spaces. Rinji's swarms are controlled by him, act on his turn, and use his actions and bonus actions. When Rinji takes the Attack action, they may make attacks as well. These attacks count as Rinji's for the sake of how many attacks he can make when you take the Attack action. Any DCs the insects have are equal to Rinji's jutsu save DC (16). Their bites count as unarmed strikes for all of Rinji's features and jutsu except his unarmed strike damage die. Additionally, Rinji may communicate telepathically with his swarms.

ACTIONS

Multiattack. Rinji can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Rinji 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.

Floating Bats (3 Chakra). As a bonus action, Rinji may make unarmed strikes as ranged attacks with a range of 30/60 feet for 1 minute.

Create Swarm (4+ Chakra). As an action or bonus action, Rinji creates one swarm of bats anywhere within 5 ft. of him that has as many chakra points as he spent. These swarms have an additional 3 hit points (8 total). If one of these swarms spends more than 5 minutes between being created and absorbed, or if it drops to 0 chakra points, it dies instantly.

Destroy Swarm. One swarm Rinji created that is within 5 feet of him is destroyed, causing him to regain any chakra they still have.

Split Swarm. As a bonus action, Rinji splits one Small into two Tiny swarms. Tiny swarms have advantage on Stealth rolls, any damage dice they roll are decreased by 1 tier (i.e. 1d6/2d4 → 1d4 → 1) and have half as many chakra and hit points as the swarm they were created from. While two Tiny swarms are within 5 ft. of each other, you may combine them into one Small swarm as a bonus action.

Combine Swarm. As a bonus action while two of Rinji's swarms are within 5 ft. of each other, Rinji may combine them into a single swarm one size larger to a maximum of Gargantuan. They gain the best of both swarm's features, any damage dice they roll are increased by 1 tier (i.e. 1d4 → 2d4 → 3d4), have the combined chakra and hit points of the swarms they were created from, and gain 7 temporary hit points that are lost when they defuse.

Secret Technique: Bat Gathering (9 Chakra). Rinji becomes aware of the location and general movement direction, but not description, of any creatures within 1 mile of him, as well as any other time-relevant unusual happenings.

Ultrasonic Mind Waves (9+ Chakra). One creature within 40 feet must attempt a DC 16 Dexterity saving throw. On a failure, they are incapacitated for 1 minute (concentration). The target may retry this saving throw at the end of each of their turns, ending this effect early on a success. Rinji may target one additional creature with this jutsu for every 2 additional chakra points spent.

Transformation (1+ Chakra). Rinji becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and he can not recreate a magical effect. Creatures must make a DC 15 Investigation check to 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). Rinji's movement speed doubles, and his movement does not provoke attacks of opportunity.

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

REACTIONS

Substitution (3+ Chakra). When Rinji is hit by an attack and would take damage, he decreases the damage by 15 (1d10 + 10) 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. Rinji can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

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[Source].

During Kabuto and Guren's to capture the Three-Tails, Gozu, Rinji, Kigiri , Kiho, and Nurari were "recruited" for their ability to slaughter their fellow prisoners in one of Orochimaru's labs. En route to their destination, Team Guren, Kabuto, and Yukimaru, the crux of the plan, were attacked by the Hidden Leaf Village's Team 8 and Kakashi. Deeming Hinata, Kiba, and Kakashi as defeatable, he was unable to analyze Shino's insects, ordering them to retreat before they could be blindsided by an unknown ability. Later, while Kigiri, Kiho, and Nurari rematched the Leaf shinobi, Rinji was killed by Kabuto in secrecy in order to keep a closer eye on Guren and Yukimaru. Without his tactical guidance, the three died while his reanimated body fought alongside Kabuto when Guren and Yukimaru tried to escape, ultimately being sealed within a large crystal and thrown into a lake along with Guren herself, though Yukimaru would later free her.


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