Saburo (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.

Saburo[edit]

Medium humanoid (Human), lawful good


Armor Class 18 (Natural Armor)
Hit Points 88 (16d8 + 16)
Speed 75 ft.


STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 14 (+2) 12 (+1) 14 (+2)

Saving Throws Dex +7, Int +7
Skills Acrobatics +7, Arcana +7, Investigation +7, Perception +6, Persuasion +7, Sleight of Hand +7, Survival +6
Senses passive Perception 16
Languages Common
Challenge 14 (11,500 XP)


Chakra. Saburo has 39 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Coordination (7/Day). At the beginning of a turn of a willing friendly creature Saburo can see, including himself, he may swap their initiative with another willing friendly creature's, changing which creature acts. If a creature already had their turn, Saburo may not use this feature on them.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 2) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Saburo 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.

Inspiring Words (1 Chakra). As a bonus action, one creature within 30 feet of Saburo that can hear him gains a +2 bonus to their attack and damage rolls until the end of their next turn.

Understanding the Enemy. As a bonus action, Saburo makes a DC 15 Insight check against one creature he can see within 30 feet. On a success, he learns one of their ability modifiers of his choice, or if they are above or below half their maximum hit points.

Transformation (1+ Chakra). Saburo 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 15 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.

Combined Transformation (10 Chakra). When Saburo casts Transformation while touching a willing creature, he and the creature become a single creature or object. They become are a creature, he may choose either creature's size category to be the combined creature's, and the combined creature has the best of either creature's features, proficiencies, and proficiency bonus. The combined creature acts on Saburo's turn, and any damage it takes is dealt to whichever component creature has the highest hit points. Using this jutsu

Body Flicker (3 Chakra). Saburo's movement speed doubles, and his movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique. As a bonus action, Saburo 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.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Saburo makes two unarmed strikes

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Saburo's choice.

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

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (3d4 + 2) magical bludgeoning damage. Saburo may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: The target is restrained until Saburo 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 Saburo using this jutsu.

REACTIONS

Substitution (3+ Chakra). When Saburo is hit by an attack and would take damage, he decreases the damage by 19 (1d10 + 14) 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. Saburo can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Kabuto%27s_Sensei.png
[Source].

Design Note: This character was initially unnamed and had little content regarding him. This description and stat block are intended to flesh out this character.

One of the jonin of the Hidden Leaf Village, Saburo was once a genin under the command of Orochimaru alongside Anko and Machiya. Too loyal to Hiruzen be trusted with the specifics of Orochimaru's experimentation, unlike his teammates, he was completely blindsided by the revelation of his master's inhumane acts. Being knocked unconscious, his memories of the discovery were sealed and he was forcefully converted into a sleeper agent, allowing Orochimaru to modify his memories at will and control him directly if need be. When Orochimaru's human experimentation was discovered by the Third Hokage, forcing the snakeman to flee, Saburo felt the same pain.

Becoming a jonin on his own, Saburo was eventually given the choice to lead a team of genin. Influenced by Orochimaru, he chose Kabuto, Yoroi, and Misumi, three genin loyal to his old master. Under his tutelage, he dubbed them the Helmet—Armor—Sword Trio, considering them skilled enough to act on their own, with Kabuto becoming their unofficial leader, attending to his own work as a jonin.

Despite pulling almost all of his agents out of the Leaf during the Sound and Sand's attack surrounding their Chunin Exam, including Saburo's own team, he was left inactivated, even cheering on his generation's Ino-Shika-Cho while they crushed a team of Sound chunin.

Three years later, following Orochimaru's death, he teamed up with seven other jonin to hunt down the Akatsuki, though ultimately his team found nothing.


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