Shikamaru, Young (Shinobi World Supplement)
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Medium humanoid (Nara), neutral good
Chakra. Shikamaru has 7 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Shadow Master. When Shikamaru spends chakra to maintain a jutsu labeled Hiden, he may reduce its cost by 2 (minimum 0). Shikamaru may use this feature 4, regaining all uses at the end of a long rest.
Unarmed Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Kunai. Thrown Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shikamaru 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.
Transformation (1+ Chakra). Shikamaru 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 13 Investigation check realize that he is transformed. If the creature saw his 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). Shikamaru's movement speed doubles, and his movement does not provoke attacks of opportunity.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, Shikamaru 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.
Hiden: Shadow Possession (2 Chakra). One creature in a straight line with a range of 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness from Shikamaru attempt a DC 13 Dexterity saving throw. On a failure, it becomes restrained, and mimics his actions while restrained in this way. The target can attempt a DC 13 Strength saving throw at the end of each of its turns, ending this effect early on a success. Shikamaru must spend 1 chakra at the beginning of each of his turns to maintain this effect. If circumstances change so that the target is outside of this jutsu's range, Shikamaru must spend twice as much chakra, or the target has advantage on the saving throw. If the target is beyond twice this Jutsu's range, it ends immediately.
Hiden: Shadow Strangle (3 Chakra). As a bonus action while a creature is under the effects of Shadow Possession, the target must attempt a DC 13 Dexterity saving throw. On a success, it must hold its breath. On a failure, it immediately begins suffocating. This Jutsu ends if Shadow Possession ends. The target may attempt a DC 13 Strength saving throw at the end of each of its turns, taking 7 (1d8 + 3) magical bludgeoning damage on a failure, or ending this effect early and taking half as much damage on a success.
Hiden: Shadow Network (4 Chakra). Shikamaru places a ball of shadows in one fist-sized or larger area of darkness he can touch that lasts for 1 minute. When a creature comes within 10 ft. in bright light, 20 ft. in dim light, or 40 ft. in darkness of the ball, he may target them with Shadow Possession as a bonus action or reaction without spending chakra.
Substitution (3+ Chakra). When Shikamaru is hit by an attack and would take damage, he decreases the damage by 9 (1d10 + 4) 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. Shikamaru can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
Shikamaru is the only child of the great Shikaku Nara, and the future head of one of the largest clans in the Hidden Leaf Village. Despite this, he's largely considered lazy, preferring to watch clouds than play ninja before entering the Academy, and preferring to skip class with his best friend Choji, Kiba, and Naruto. Even when he didn't, he often slept through classes, and though his natural intellect and household ninjutsu training should have kept him near the top of his class, he often couldn't muster the energy to actually answer his test's questions. Placed on Team Asuma alongside Choji and Ino as genin, Shikamaru's talent was able to shine as a part of the new Ino-Shika-Cho, being entered into the Chunin Exams less than a year after. Relying on Ino's jutsu to complete the written portion of the test, though it's likely he was among the few actually able to complete it, Shikamaru guided his team through the forest of death, stepping in to assist Sakura in defending Naruto and Sasuke, if for no other reason than to save his classmates. Taking on Dosu alone, Shikamaru quickly exhausted his chakra, forcing him to retreat, though he held out long enough for Sasuke to awaken.
In the first half of the third round, Shikamaru took on Kin, quickly trapping her in Shadow Possession, knocking her out by banging her head against a wall. A month later in the second half, he was pitted against Temari. After a lengthy fight, he captured her in Shadow Possession. However, moments before the final strike, he forfeited the match, seeing through the Third Hokage's plan to rate participants on performance rather than by wins, and not having enough chakra to maintain the possession long enough to defeat his opponent.
Later that day, when the the Hidden Sand Village's joint attack with the Hidden Sound Village on the Leaf began, Shikamaru led eight Sound genin into a trap, though a ninth quickly broke his control of them. Resigned to death, he was only saved by Asuma. Following the end of the invasion and the Third Hokage's funeral, Shikamaru had nearly a year to train before his next big mission.