Temari, Sasuke Recovery Mission (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.

Temari, Sasuke Recovery Mission[edit]

Medium humanoid (Kazekage), neutral good


Armor Class 15 (natural armor)
Hit Points 38 (7d8 + 7)
Speed 45 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 14 (+2) 11 (+0) 12 (+1)

Saving Throws Dex +5, Int +5
Skills Acrobatics +5, Insight +3, Investigation +5, Perception +3, Sleight of Hand +5, Stealth +5, Survival +3
Senses passive Perception 13
Languages Common
Challenge 7 (2,900 XP)


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

Evasion. When Temari is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

Ninja Speed. Temari can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Fan Moons. At the beginning of each of her turns, Temari may choose which of the following she is benefitting from while she is wielding her giant folding fan.

  • She gains a +2 bonus to her AC (16 total).
  • Her giant folding fan attacks deal an additional 3 (2d4 + 2 / 2) bludgeoning damage.
  • Her giant folding fan attacks gain an additional +15 feet of reach (20 total), and they deal an additional 1 (2d4 + 2 / 4) bludgeoning damage.
  • Her giant folding fan attacks gain an additional +30 feet of reach (35 total).

ACTIONS

Multiattack. Temari makes two unarmed strike or giant folding fan attacks.

Giant Folding Fan. Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

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

Blade of Wind (4 Chakra). Melee Spell Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.

Violent Whirlwind (1 Chakra). Any creatures in a 30 ft. line must make a DC 14 Strength saving throw, taking 7 (1d8 + 3) bludgeoning damage and pushed 15 feet away on a failure.

Dust Wind (6 Chakra). A 15 ft. wide, 45 ft. long area becomes lightly obscured and difficult terrain for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Any creatures within range when you cast this jutsu must attempt a DC 14 Dexterity saving throw or become blinded until the end of their next turn.

Wind Wall (3+ Chakra). Any creatures of Temari's choice within a 10 ft. radius gain a +2 bonus to AC and creatures attempting to attack from the other side of this radius have disadvantage for 1 minute (concentration). Temari can spend 2 additional chakra to expand the radius by 5 feet.

Great Task of the Dragon (10 Chakra). Temari creates a 15 ft. radius tornado anywhere within 60 ft. that lasts for 1 minute (concentration). All creatures within the tornado must make a DC 14 Strength saving throw, taking 27 (5d8 + 3) thunder damage and being swept 30 ft. into the air on a failure. On a success, they take half as much damage. As an action, Temari can move the tornado up to 20 ft. All creatures swept up can repeat the saving throw, taking 27 (5d8 + 3) thunder damage, lifting 30 ft. into the air, and following the tornado on a failure. On a success, it falls and is no longer caught up in the tornado.

Transformation (1+ Chakra). Temari becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and she can not recreate a magical effect. Creatures must make a DC 13 Investigation check to realize that she is transformed. If the creature saw her 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). Temari's movement speed doubles, and her movement does not provoke attacks of opportunity until the end of her turn.

Summoning Jutsu (7 Chakra). Temari summons Kamatari within 5 ft. of her.

Summoning: Quick Beheading Dance (10 Chakra). When Temari uses Summoning Jutsu, her summon immediately takes an action

REACTIONS

Substitution (3+ Chakra). When Temari is hit by an attack and would take damage, she decreases the damage by 12 (1d10 + 7) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Temari can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Temari_-_Part_I.png
[Source].

When Orochimaru's minions kidnapped Sasuke Uchiha, the Fifth Hokage was unable to secure more than a large squad of genin. In dire need of help, she called in the three people most bristling for a chance to get back at Orochimaru; the Three Sand Siblings. Backing up Shikamaru Nara against Tayuya, leveling an entire forest with her Wind Style and summon in the process. While the mission would ultimately be a failure, it would drive her to improve during the resulting time of peace before her next great conflict.


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: