Sai, War Arc (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.

Sai[edit]

Medium humanoid (human), any alignment


Armor Class 13
Hit Points {{{hp}}}
Speed 55 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 16 (+3) 14 (+2) 8 (-1)

Saving Throws Dex +8, Int +8
Skills Acrobatics +8, Athletics +11, Deception +4, Perception +7, Sleight of Hand +8, Stealth +8
Senses passive Perception 17
Languages Common
Challenge 15 (13,000 XP)


Chakra. Sai has 32 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Silent Killing. Once per turn when Sai has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 11 (3d6) damage.

Perfected Seals. Sai is not required to weave hand seals to perform jutsu, allowing him to cast jutsu with no open hands unless he is restrained. While grappling a creature, Sai can use their hands to complete a hand seal necessary to cast a jutsu. The chakra point cost for casting the Jutsu is split equally between Sai and the creature at the time of casting it. If a creature does not have any chakra points, the chakra cost is not reduced. Once Sai uses this feature, he can't use it again until the end of a short or long rest.

ACTIONS

Multiattack. Sai makes three unarmed strike, kunai, or tachi attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Sai may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit.

Tachi. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) bludgeoning damage.

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

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

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Sai 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 he casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

Transformation (1+ Chakra). Sai 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, and he can not recreate a magical effect. Creatures must make a DC 16 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). Sai's movement speed doubles, and his movement does not provoke attacks of opportunity until the end of his next turn.

Shadow Clone (4+ Chakra Per Clone). Sai creates up to five clones. Each clone created in this way counts as a different casting of this jutsu, but still only requires one action. Each clone has 5 hit points and the chakra spent creating it (this applies to things that would reduce the cost). The clones can take actions as normal, but do not benefit from the Extra Attack feature. Sai controls them and they act on the same initiative as him. They last until they are reduced to 0 hit points, they expend all of their chakra, he dismisses them at will, or he falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Sai, including equipment, features, and any effects affecting him when he create the clone. Any charges, such as from features or magic items, are shared between all clones and Sai.

When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself, as well as matching his shadow clone's exhaustion and gradual blindness, deafness, and numbness level if it is higher than his own, as well as any reductions to its maximum hit points it gained.

Ink Clone (4 Chakra). When Sai creates a shadow clone, he imbues its internals with sprawling Fuinjutsu formulas. When it is destroyed by any means other than being dispelled, the source of the damage must attempt a DC 16 Strength saving throw. On a failure, they are restrained for 1 minute as the formulas explode across their body. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. This also causes Sai to not regain the base chakra spent to create the clone.

Headhunter (6 Chakra). Sai gains a burrowing speed equal to his movement speed +5 feet until the beginning of his next turn. If he hits a creature with an unarmed strike while burrowing, he may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a DC 16 Strength saving throw at the end of each of their turns, ending this effect early in a success.

Super Beast Imitating Drawing. Sai may spend 1 additional minute writing on a formula scroll to paint an intricate illustration of a creature with a CR no greater than his own that are his size category or smaller and do not have a flying speed. These creatures must be beasts or monstrosities and can not have legendary actions. As an action for half the creature's CR, he may use this jutsu, bringing the creature to life anywhere within 5 feet for 1 minute (concentration). Creatures created in this way act on Sai's turn and use his actions, but have their own movement speed. Sai may concentrate on up to 2 instances of this jutsu at a time.

Super Beast Imitating Drawing: Dragon. Sai may spend 1 additional minute writing on a Super Beast Imitation Drawing scroll to give the painting the form of a dragon, granting the creature a flying speed equal to its movement speed, increasing the creature's summoning cost by 1 chakra. Sai may spend 3 additional chakra when he summons this creature to cause it to be one size larger than himself.

Super Beast Imitating Drawing: White Sketch. Sai may spend 1 additional minute writing on a Super Beast Imitation Drawing scroll to give the painting detachable body parts, allowing the creature to make ranged attacks using one of its natural attacks (i.e. claws, unarmed strike, horns, etc.) with a range of 30/60 ft., increasing the creature's summoning cost by 1 chakra. Sai may spend 3 additional chakra when he summons this creature to double this attack's range.

Sealing Technique: Tiger Vision Staring Bullet (12 Chakra). When Sai summons a creature using Super Beast Imitation Drawing, the creature is half-summoned out of the scroll, and one creature it can grapple within its reach must attempt a DC 16 Strength saving throw, becoming grappled on a failure. At the beginning of Sai's next turn, they must attempt another DC 16 Strength saving throw, becoming restrained. At the beginning of Sai's next turn while they are restrained in this way, they must attempt a DC 16 Strength saving throw, being sealed inside the scroll. They become an unconscious painting on the scroll, even if they would be immune to the condition, perfectly immortalized in their capture. They don't need to breathe, eat, or drink, and don't age. The creature may be freed by any normal means of removing an item from a scroll.

Super God Imitation Drawing. Sai may spend 1 additional minute writing on a Super Beast Imitation Drawing scroll to to instead draw the image of a mighty humanoid. When Sai summons this creature, its cost is reduced by -5 chakra, and he summons a statistically identical version of himself that can not cast jutsu or spells.

Enclosing Technique (10 Chakra). Over the course of 1 minute, Sai may write complex formulas onto one scroll within his possession. He can draw up to 26 formula scrolls. If he exceeds this maximum, the oldest formula scroll immediately ends before the new one applies. As an action while in possession of a formula scroll, he may use this jutsu, storing an amount of objects he is touching that are not in possession of another creature inside a formula scroll depending on the size. Scrolls, Handy haversacks, and bags of holding cannot be stored within scrolls, if attempted, the attempt fails and the scroll, and any of its contents, are destroyed. Objects within a scroll are sent to their own dimension exactly as large as the scroll's maximum capacity.

  • Hand-Sized Scrolls can hold up to 5 square feet of objects that weigh a maximum total of 20 pounds. Costs 20 gp and weighs 2 lbs.
  • Forearm-Sized Scrolls can hold up to 10 square feet of objects that weigh a maximum total of 80 pounds. Costs 45 gp and weighs 8 lbs.
  • Arm-Sized Scrolls can hold up to 20 square feet of objects that weigh a maximum total of 150 pounds. Costs 80 gp and weighs 15 lbs.
  • Weapon Scrolls take twice as long to draw. You may store 2 light weapons for every square foot of storage.

Objects sealed within scrolls can be removed from a scroll as a bonus action for 3 chakra by a creature that can use basic ninjutsu while touching it, 1 chakra for a creature that can use Fuinjutsu while touching it, by having counterspell or dispel magic cast on it, or by directly accessing the scroll's storage dimension. Formula scrolls, and any modified versions of them, count as magical items for the sake of being destroyed.

Unsealing Technique (1+ Chakra). Touching any kind of chakra seal bound to a physical object (i.e. Explosive Seal, Secret Treasure of the Toads, Flying Raijin, Object Manipulation), but not a creature, Sai defuses the chakra within the seal. He must spend an equal number of chakra as created the seal. The seal loses any magical properties, returning to a normal piece of paper.

Ink Mist Technique (6 Chakra). Sai creates a 50 ft. radius cloud of ink that lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. For any creature that doesn't have levels in the Path of the Assassin, this area is considered lightly obscured beyond 5 ft.

REACTIONS

Substitution (3+ Chakra). When Sai 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. Sai can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Sai_-_Allied_Shinobi_Forces.png
[Source]

At the dawn of the Fourth Shinobi World War, Sai and the Surprise Attack Division dropped from his ink birds into the forests surrounding the Land of Graves. However, when his division was attacked, Sai found himself face-to-face with his worst fear; a reincarnated Shin. As the fight progressed, one of their sensor nin discovered that Shin, among other attacking shinobi, were filled with explosive clay and being manipulated by puppet strings in addition to their typical reincarnation control. Before Sai was able to fully evade, Shin erupted into an explosion. Enraged that his enemy would disrespect Shin's memory, he and Kankuro confronted Deidara and Sasori, sealing them within Kankuro's puppets. With no time to rest, Sai, Omoi, and a sensor engaged the reincarnated Haku, Zabuza, Gari, and Pakura, where they were almost killed before the Short- and Mid-Range Battle Division saved them. After sealing away Fuguki, Sai and the other divisions closed in on the Ten-Tails, however, he ultimately had to leave the fight up to Naruto and Sasuke after he was trapped in Madara's Infinite Tsukuyomi. After the end of the Fourth Shinobi World War and the construction of the Shinobi Union, Sai was promoted to Chubu, a peaceful-era equivalent to the prior Jonin Commander, where he lead the Leaf Village's Anbu, oversaw Chunin Exams, and lead high-profile investigations.



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