Anbu Jonin (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.

Anbu Jonin[edit]

Medium humanoid (Human), any alignment


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


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 13 (+1)

Saving Throws Dex +8, Int +8, Wis +6
Skills Acrobatics +8, Deception +6, Perception +6, Stealth +8, Survival +6
Senses passive Perception 16
Languages Common
Challenge 13 (10,000 XP)


Chakra. The jonin has 27 chakra points which they can expend. All chakra points are regained at the end of a long rest.

Evasion. When the jonin is targeted by an area effect that lets them make a Dexterity saving throw to take only half damage, such as fireball, they instead takes no damage if they succeed on the saving throw, and only half damage if they fail the save.

Ninja Speed. The jonin can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. The jonin can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) magical bludgeoning damage.

Shuriken (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d3 + 4) slashing damage. The jonin may make 1 additional attack for every additional chakra point spent. The jonin may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 3 (1d3 + 2) piercing damage on a hit.

Shuriken Shadow Clone (1 Chakra). When the jonin makes a shuriken attack, they may instantly create a copy of the weapon thrown. This weapon disappears at the end of their turn.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, the jonin can move across liquid surfaces as if they were solid. If they submerged, they rise to the surface of the liquid at a rate of 60 feet per round.

Rope Escape (6 Chakra). When the jonin attempts a d20 roll to attempt to remove an object from their person, including escaping the restrained condition from a physical restraint, they automatically roll a 20.

Basic Clone (3 Chakra). Any creature that can see the jonin must attempt a DC 17 Intelligence saving throw. On a failure, attacks against the jonin have disadvantage, and the jonin has advantage on any saving throws the creature forces them to attempt. On a success, they are no longer effected by this jutsu until it is recast. Creatures with blindsight, truesight, or that can sense magic or chakra automatically succeed this saving throw. You must spend 1 chakra at the end of each of your turns to maintain this effect.

Transformation (1+ Chakra). The jonin becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 17 Investigation check realize that they are transformed. If the creature saw them performing this jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (3 Chakra). The jonin's movement speed doubles, and their movement does not provoke attacks of opportunity.

Empty Cicada Shell (3+ Chakra). As a bonus action, any sound the jonin speaks comes from one location of their choice within 30 ft. for 1 minute. They may move the location it comes from to any other location within range instantly as a bonus action. If the location is no longer within 60 ft., this jutsu does not function until it is moved. The jonin may increase this jutsu's range by 15 ft. or its duration by 1 minute for every 2 additional chakra points.

Divine Punishment (2 Chakra). The jonin's movement speed halved, and at the beginning of each of their turn until they are reduced to 0 hit points or ends this effect as an action, all creatures in a 10 foot radius of the creature, including the creature themselves, must attempt a DC 17 Dexterity saving throw. On a failure, they take 15 (3d6 + 4) fire damage. On a success, they take half as much damage.

Explosive Seal (1+ Chakra). The jonin creates an explosive seal on one surface they can touch.

Paralysis Seal (2+ Chakra). The jonin creates a paralysis seal on one surface they can touch.

Sealing Seal (5+ Chakra). The jonin creates a sealing seal on one surface they can touch.

Healing Seal (1+ Chakra). The jonin creates a healing seal on one surface they can touch.

Transparent Escape (6 Chakra). The jonin becomes invisible until the end of their next turn.

Body Elimination (5 Chakra). One creature the jonin can touch that has 1 or fewer hit points is killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash.

Shadow Clone (4+ Chakra/Clone). The jonin creates up to five clones. 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. The jonin controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, the jonin dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, the jonin regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to the jonin, including equipment, features, and any effects affecting the jonin when they create the clone. Any charges, such as from features or magic items, are shared between all clones and the jonin. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.

Great Clone Explosion (1 Chakra). When the jonin creates a shadow clone, they may give it an explosive timer. Clones under this effect can exist for up to 4 rounds, as determined when they create it. It is most suggested to keep track of this with a d4. At the end of this clone's final turn, or when it is destroyed by any means other than being dispelled, every creature within 5 ft. of the clone must attempt a DC 17 Dexterity saving throw. On a failure, they takes 13 (2d8 + 4) fire damage. On a success, they take half as much damage. This also causes the jonin to not regain the base chakra spent to create the clone.

REACTIONS

Substitution (3+ Chakra). When the jonin is hit by an attack and would take damage, they decrease the damage by 18 (1d10 + 13) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. The jonin can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Nij%C5%AB_Sh%C5%8Dtai_Asuma.png
Various Leaf Village jonin before the 4th Shinobi World War, Source [[1]].

Jonin are chunin who have become so exceptional that they have earned the notice of their respective Kage and received enough commendations from civilians and other shinobi. Jonin primarily take A-Rank missions, and are the only shinobi authorized to take S-Rank missions, lead teams of genin, and even learn forbidden jutsu. Anbu jonin are prime candidates for Kage defense squads.



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