Shino, 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.

Shino Aburame[edit]

Medium humanoid (Aburame), chaotic good


Armor Class 19 (Natural Armor)
Hit Points 82 (15d8 + 15)
Speed 55 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 19 (+4) 12 (+1) 8 (-1)

Saving Throws Dex +9, Int +9
Skills Acrobatics +9, Arcana +9, Investigation +9, Sleight of Hand +9, Stealth +9
Senses passive Perception 11
Languages Common
Challenge 15 (13,000 XP)


Chakra. Shino has 46 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Hive Body. When Shino casts a jutsu, he may cast it from his space or any of his swarms' spaces. Shino's swarms are controlled by him, act on his turn, and use his actions and bonus actions. When Shino takes the Attack action, they may make attacks as well. These attacks count as Shino'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 Shino's jutsu save DC (17). Their bites count as unarmed strikes for all of Shino's features and jutsu except his unarmed strike damage die. Additionally, Shino may communicate telepathically with his swarms.

Insect Divebomb. When Shino damages a creature within one of his swarm's reach, the target takes additional damage equal to half the swarm's unarmed strike damage. Additionally, his swarm's attacks deal an additional 3 (1d4) damage when they have advantage, and he may walk on his swarms as if they were solid terrain.

ACTIONS

Multiattack. Shino can make three unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Shino 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 Bugs (3 Chakra). As a bonus action, Shino may make unarmed strikes as ranged attacks with a range of 30/60 feet for 1 minute.

Create Swarm (2+ Chakra). As an action or bonus action, Shino creates one swarm of kikaichu, or kidaichu for 2 additional chakra, anywhere within 5 ft. of him that has as many chakra points as he spent. These swarms have an additional 5 hit points (10 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 Shino 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, Shino 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 Shino's swarms are within 5 ft. of each other, Shino 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.

Human Cocoon (3+ Chakra). Shino creates a cocoon connected to one surface within 5 feet. The cocoon appears as a bright source of chakra, but blocks any potential chakra inside from being identified. A Medium or smaller creature may allow a cocoon to be wound around them. Each cocoon tears apart if it carries more than 500 pounds, has 1 hit point, and has a closable hole large enough to stick one's head out of. Any objects within a cocoon counts as weighing half as much for things outside of the cocoon.

Jar of Poison (6 Chakra). Shino places a glowing barrier around one of his swarms that sheds bright light for 5 ft., and dim light for another 10 feet. The swarm becomes Unconscious, but does not count as being outside of him for the 5 minute limit. This jutsu's cost may be halved if a dead body is within the swarm when Shino casts this jutsu. Shino may end this jutsu early as a bonus action.

Secret Technique: Bug Skin Technique (8 Chakra). Shino gains resistance to bludgeoning, piercing, and slashing damage, and his unarmed strikes deal additional damage equal to one of his swarms' Bites attack.-->

Insect Clone Technique (2 Chakra). As a bonus action, one of Shino's swarms can not be distinguished from Shino in any way other than its size category, even magically, without destroying it. As a reaction for 4 chakra when the swarm drops to 0 hit points, Shino may form another swarm with half as many hit points under the effects of this jutsu anywhere within 15 ft. of the original.

Secret Technique: Insect Jar Technique (8 Chakra). As an action or a reaction to being targeted by an effect, Shino creates a 15 foot radius dome of insects. Each dome the same AC and hit points as one of his Small swarms. Nothing can pass through this sphere without him allowing it to. Creatures that attempt to must attempt a DC 18 Strength saving throw, taking 9 (1d8 + 5) slashing damage, not passing through the sphere, and being unable to attempt to cross the sphere until the beginning of their next turn on a failure. Area of effects from outside of the sphere do not target creatures inside the sphere, and area of effects from inside the sphere do not target creatures outside the sphere. Creatures within the dome when it drops to 0 hit points are not targeted by the affect that did so.

Secret Technique: Insect Gathering (9 Chakra). Shino 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.

Insect Pillar (3 Chakra). As a bonus action, one of Shino's swarms extends its size upwards a number of feet equal to its flying speed until the end of Shino's turn, forcing all targets within its space to make a DC 18 Strength saving throw. On a failure, they take 5 + the swarm's bite attack damage. On a success, they take half as much damage.

Parasitic Destruction Insects: Eclipse (5 Chakra). On the same turn as Shino used Insect Pillar, the same swarm loses its upward size increase and all creatures in a radius equal to its flying speed, as well as those within its space, must attempt a DC 18 Strength saving throw. On a failure, they take 5 + the swarm's bite attack damage. On a success, they take half as much.

Spindle Formation (9+ Chakra). One creature within 40 feet must attempt a DC 18 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. Shino may target one additional creature with this jutsu for every 2 additional chakra points spent.

Secret Technique: Insect Sphere (12+ Chakra). One creature within 20 feet must make a DC 18 Strength saving throw. On a failure, they become restrained and take one of Shino's swarm's Bite damage at the beginning of each of Shino's turns for 1 minute. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success. Shino may target one additional creature with this jutsu for every 2 additional chakra points spent.

Secret Technique: Leaching Insects (8 Chakra). As a bonus action, a creature restrained by Secret Technique: Insect Sphere must attempt a DC 18 Constitution saving throw. On a failure, they lose 2 (1d4) chakra points, and one of Shino's swarms regains an equal number of chakra points. Shino may choose for the swarm to not regain chakra points to cause the target to lose twice as many.

Memetic Insects: Crawl (2 Chakra). Shino destroys one instance of Secret Technique: Insect Sphere. All creatures within the sphere must attempt a DC 18 Strength saving throw. On a failure, they take damage equal to 5 + the sphere's AC + twice the sphere's remaining hit points. On a success, they take half as much damage.

Insect Tornado (10 Chakra). Shino creates a 15 ft. radius vortex anywhere within 40 feet that lasts for 1 minute (concentration). Shino may move it up to 40 feet as a bonus action. If the tornado passes through a creature or vice-versa, they must attempt a DC 18 Constitution saving throw, taking 34 (6d8 + 5) poison damage and becoming poisoned on a failure. The creature can only be subjugated to the damage and saving throw once per round.

Transformation (1+ Chakra). Shino 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 17 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). Shino's movement speed doubles, and his movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Shino 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 Shino is hit by an attack and would take damage, he decreases the damage by 20 (1d10 + 15) 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. Shino can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Shino_Aburame_-_Allied_Shinobi_Forces.png
[Source].

When the Fourth Shinobi World War finally began, Shino had improved greatly. Being placed on the Special Attack Division alongside Kiba and Ino Yamanaka, Shino's swarms consumed waves of white zetsu unearthed by Kitsuchi and Kurotsuchi. The next day, when Neji, Shikamaru, Choji, and Kiba were trapped by the Sound Four's Underworld Turnover, Shino strained himself in order to feed his friends chakra to keep them alive. After they were freed, he scouted ahead, coming face to face with his adopted older brother, Torune's, Edo Tensei. Despite his unwilling enemy's begs to get help, Shino fought him alone until one of Naruto's clones arrived, sensing the brothers' turmoil. With their combined effort, he was just able to seal Torune, who was proud of Shino's growth. Finally arriving with the full allied shinobi forces to fight Madara, Obito, and the Ten-Tails, Shino took part in their combined attack, clearing the way for Naruto and Sasuke to fight the Ten-Tails directly, and later barraging it with a combined Rasengan granted to him by a revived Naruto, though ultimately he would be captured by the Infinite Tsukuyomi. Awaking to a unified world at peace, Shino had almost twenty years to improve before anything significant would happen again.


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