Bunpuku (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.

Bunpuku[edit]

Medium humanoid (Kazekage), chaotic good


Armor Class 15 (17 while Initial or Tailed Release is active) (Natural Armor)
Hit Points 24 (7d8 - 7)
Speed 50 ft. (60 ft. while Initial Release is active, 65 ft. while Tailed Release is active)


STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 9 (-1) 18 (+4) 14 (+2) 16 (+3)

Saving Throws Dex +5, Int +8
Skills Animal Handling +6, History +8, Persuasion +7, Sleight of Hand +5, Stealth +5
Senses passive Perception 12
Languages Common
Challenge 10 (5,900 XP)


Chakra. Bunpuku has 15 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Bunpuku is targeted by an area effect that lets him make a Constitution 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. Bunpuku can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Dharma Power Seal. Bunpuku automatically succeeds the saving throw for jinchuriki extraction.

Red Chakra. Some of Bunpuku's features grant him "red chakra". If his own chakra is less than his red chakra, or if he is unconcious, he must attempt a DC 12 Constitution saving throw at the end of each of his turns. On a failure, he gains 1 level of exhaustion. If he is already in Initial Release, the DC becomes 14\. These special "red" chakra are counted separately from his normal chakra. He can use this chakra on one Jutsu or spread them across multiple, but he can not spend these points and his own normal chakra points on the same jutsu. This chakra can extend above his chakra point maximum, and is lost at the end of a short rest.

ACTIONS

Multiattack. Bunpuku can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Bunpuku 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.

'Basic Ninjutsu Technique (1 Chakra). As a bonus action, Naruto 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.

Hidden Chakra. When Bunpuku has less than half his maximum chakra, he gains 10 red chakra. He may use this once, regaining all uses at the end of a long rest.

Initial Release. As a bonus action, Bunpuku enters Initial Release. This reveals him as a Jinchūriki to anyone that can see him and anyone who can detect magic or see chakra may make an Insight check, and he gains the following benefits:

  • The cost of all Jutsu Naruto knows are reduced in chakra costs by 1, except for Jutsu that only cost 1 chakra.
  • Bunpuku's movement speed increases by +10 ft.
  • At the start of each of his turns, Bunpuku regains 1 hit point.
  • Bunpuku gains advantage on Strength and Dexterity checks and saving throws.
  • This state ends if Bunpuku chooses to do so as an action, or if he is knocked unconscious.
  • Bunpuku loses 2 chakra and gains 2 red chakra at the end of each of his turns.

Tailed Release. While Initial Release is active, Bunpuku gains the following:

  • Bunpuku's unarmed strikes deal an additional 3 (1d4) thunder damage.
  • Bunpuku's movement speeds increase by 5 ft.
  • Bunpuku regains 1 additional hit point at the beginning of each of his turns (2 total).
  • Bunpuku can activate Hidden Chakra as a bonus action, and can use red chakra in tandem with his own.
  • Bunpuku loses 4 chakra and gains 4 red chakra at the end of each of his turns.

Transformation (1+ Chakra). Bunpuku 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 15 Investigation check 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). Bunpuku's movement speed doubles, and his movement does not provoke attacks of opportunity.

Magnet Style Juinjutsu Amplification (3 Chakra). When Bunpuku casts a jutsu that deals damage, all of its damage is converted into magical bludgeoning damage. Additionally, if the target fails this jutsu's saving throw, they become restrained for 5 minutes. They may retry this saving throw at the end of each of their turns, no longer being restrained on a success. If the jutsu did not have a saving throw, the target must attempt a DC 17 Constitution saving throw after they take damage.

Drilling Air Bullet (15 Chakra). Each creature in a 60 x 25 foot line must make a DC 17 Constitution saving throw. On a failure, the creatures take 34 (6d8 + 5) thunder damage and are pushed 40 feet away. If it collides with a creature or object, both take an additional 4 (1d8) bludgeoning. On a success, they take half as much damage and are moved half as far.

Dharma Sealing Jutsu: Sen no Rikyu (5 Chakra). One creature within 45 ft. must attempt a DC 12 Constitution saving throw. On a failure, a chakra chain latches onto their tenketsu, causing them and any creature that touches the chain to lose 2d2 chakra at the end of each of Bunpuku's turns. They must repeat this saving throw at the end of each of their turns for 1 minute. If they are a jinchūriki, they lose their red chakra first, after which if they critically fail this saving throw their Tailed Beast is removed as per Jinchūriki Creation. If they lose the ability to cast jutsu, such as with Chakra Disruption or Tenketsu Needle, you become the target of this jutsu.

Unsealing Technique (1+ Chakra). Bunpuku causes one paper seal he touches to lose its magical properties. He must spend as much chakra as was spent creating the seal.

Jinchuriki Seal (20 Chakra). As an action, Bunpuku must first write a seal on a humanoid using ink. This seal lasts for 12 days or until it is removed as an action. As an action, Bunpuku targets one creature and a humanoid with the seal within 15 feet. He must then succeed a DC 25 Intelligence or Constitution saving throw. On a failure, Bunpuku gains three levels of exhaustion. On a success, Bunpuku gains 1 level of exhaustion and the creature is sealed inside the humanoid, which is unconscious for 5 (1d10) hours. After a creature has been sealed, the only way to remove the seal is with this Jutsu to target one creature sealed within them, and the target may cause this jutsu to fail by succeeding a Dexterity saving throw against your jutsu save DC. If the creature is a Tailed Beast, the humanoid becomes a jinchuriki. If the creature is not a Tailed Beast, the humanoid becomes a vessel.

Dharma Power Seal (10 Chakra). Bunpuku modifies the Jinchuriki Seal of a creature he can touch. They automatically succeed the saving throw for having their tailed beast or second soul removed, but the number of jutsu they can know is decreased by 2.


Bunpuku_anime.png
[Source].

Among the first two jinchuriki of Shukaku, and the first after the Warring States Period, Bunpuku was a prodigy in early Fuinjutsu development. Feared, despised, and jailed by his nation, many viewed him in his old age as Shukaku himself, forgetting his original name. Despite this, the monk held no grudge toward those around him, nor the beast within him, reminding Shukaku of the Sage of Six Paths. Such a statement brought him to tears, being the kindest thing spoken to him in his 80 years of life. Professing to the tanuki that there would be a person in the future who would save him and guide him, along with the world, to a peaceful future, Bunpuku sealed Shukaku within a pot moments before his death so as to not let the beast suffer more. Many villagers view Shukaku as a reincarnation of Bunpuku, reversing their initial confusion.


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