Shikamaru (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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.

Shikamaru Nara[edit]

Medium humanoid (Nara), neutral good


Armor Class 17 (Natural Armor)
Hit Points 54 (12d8)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 18 (+4) 12 (+1) 12 (+1)

Saving Throws Dex +7, Int +8
Skills Acrobatics +7, Insight +5, Perception +5, Stealth +7
Senses passive Perception 15
Languages Common
Challenge 10 (5,900 XP)


Chakra. Shikamaru has 20 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Shikamaru is targeted by an area effect that lets him make a Wisdom or Intelligence 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. Shikamaru can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

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.

Shadow Chain. While Shadow Possession is active, Shikamaru can cast it again from the space of any creature affected, using their space for the beginning of its range.

ACTIONS

Multiattack. Shikamaru makes two unarmed strike or kunai attacks.

Unarmed Strike. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +7 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.

Flying Swallow. Thrown Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 13 (4d4 + 3) psychic damage.

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 16 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 17 Dexterity saving throw. On a failure, it becomes restrained, and mimics his actions while restrained in this way. The target can attempt a DC 17 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 17 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 17 Strength saving throw at the end of each of its turns, taking 9 (1d8 + 5) 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.

Hiden: Ninja Art: Shadow Sewing (2 Chakra). As a bonus action or reaction to a creature making a d20 roll, one creature within 30 ft. in bright light, 60 ft. in dim light, or 120 ft. in darkness must attempt a DC 17 Dexterity saving throw. On a failure, they take 11 (1d12 + 5) necrotic damage and have disadvantage on the roll. On a success, they take half as much damage. Shikamaru can use Shadow Possession immediately after using this jutsu for an additional 8 chakra, which includes the cost of the Jutsu itself, without using any form of action.

Hiden: Shadow Gathering (1 Chakra). As a bonus action, Shikamaru targets 1 object of his choice within 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness. He may manipulate it as if he were standing in its space. Shikamaru must spend 1 chakra at the end of each of your turns to maintain this jutsu. If circumstances change so that the target is outside of his range, he must spend twice as much chakra.

Hiden: Shadow Possession Shuriken (2 Chakra). Immediately before making an attack with a weapon, Shikamaru imbues it with Shadow Imitation. On a hit, he forgoes dealing damage to instead cast Shadow Possession immediately after, with the target automatically failing the Dexterity saving throw.

REACTIONS

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

Hiden: Shadow Possession (4 Chakra). When Shikamaru is targeted by an attack from a creature within a straight line with a range of 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness, the attacker must attempt a DC 17 Dexterity saving throw. On a failure, it becomes restrained, and mimics his actions while restrained in this way. The target can attempt a DC 17 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.

Shikamaru_full.png
[Source]

Now far stronger, smarter, and more mature, Shikamaru was still considered a bit lazy, though now due to his lack of a specific long-term goal rather than a lack of motivation in any form. Working alongside Temari to continue the Hidden Leaf and Sand Village's alliance, going so far as to proctor a joint Chunin Exam together. Following the Akatsuki's attack on the Fifth Kazekage, it became obvious that the threat needed to be destroyed. Forming the Twenty Platoons, with one such platoon consisting of Shikamaru, Asuma, Kotetsu, and Izumo, the Hidden Leaf Village spread forces across the Land of Fire in search of the mercenaries, with Shikamaru's squad ambushing Hidan and Kakuzu. While more than capable of temporarily decapitating the weaker member of the duo, Asuma had no way of accounting for his immortality, nor his curse. Only moments before Shikamaru would have been able to restrain Hidan, he ripped a hole through Asuma's heart, killing Shikamaru's beloved master. As Choji and Ino arrived on the scene, the two Akatsuki members quickly disappeared, leaving the three with nothing to do but mourn their dying teacher. With his final words, Asuma reminded the trio that they had already surpassed him, reminding Shikamaru specifically that shinobi exist to defend those who can't fight.

Smoking his master's last cigarette, Shikamaru returned to the Leaf Village, taking it upon himself to tell Kurenai, Asuma's lover. With Shikaku's guidance, Shikamaru directed his anger toward improvement, training with Asuma's chakra blades and formulating strategies to deal with two immortal shinobi rather than doing to Asuma's funeral. Bringing Kakashi with them at Tsunade's pleads, the team ambushed Hidan and Kakuzu, capturing their shadows with Asuma's knife. Using Hidan as his weapon, he and Choji maneuvered Kakuzu directly into Kakashi's Lightning Cutter, killing one of his four hearts. With Kakuzu having freed Hidan shortly after, Shikamaru fled, bringing the cultist with him into a secluded area of the Nara clan's forest, where a trap of explosive tags ignited by one of Asuma's cigarettes buried him beneath a mountain of earth to slowly starve. Returning to village a new person, the kind his father considered a man, Shikamaru vowed to protect and teach Mirai Sarutobi when the time came.

Later, Shikamaru guided Naruto through the grief of losing Jiraiya, helping decipher his final message in order to defeat Pain when the time came. However, Pain attacked first. Prioritizing Kurenai's evacuation, defeating one of the Pains' centipedes in the process before moving back toward the fight, assisting Shino and Shibi in fighting Konan, though Pain leveled the village before they could succeed, breaking Shikamaru's leg with rubble while he body-blocked Shino. Following the attack, Shikamaru had the space and time to capitalize on his improvement, growing in strength before the Fourth Shinobi World War.



FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World

Home of user-generated,
homebrew pages!


Advertisements: