Burami (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.

Burami[edit]

Medium humanoid (Human), neutral


Armor Class 13 (Natural Armor)
Hit Points 75 (10d8 + 30)
Speed 50 ft.


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 12 (+1) 8 (-1) 10 (+0)

Saving Throws Str +5, Con +6
Skills Athletics +5, Investigation +4, Medicine +2, Survival +2
Senses passive Perception 9
Languages Common
Challenge 6 (2,300 XP)


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

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

Storage. Burami can store an additional day and a half’s worth of food which can be consumed at will.

ACTIONS

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

Kunai. Thrown Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Burami 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 Taijutsu Technique (3 Chakra). As a bonus action, Burami makes two unarmed strikes

Leaf Gust (8 Chakra). Burami makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Burami's choice.

Iron Claw (3+ Chakra). As a bonus action, one prone creature within 5 feet can not attempt to stand up from being prone, and once per turn if they try to leave Burami's reach, they must attempt a DC 13 Strength saving throw. On a success, they leave his reach. On a failure, they may not attempt to do so until the beginning of his next turn. This lasts until the beginning of Burami's next turn. Burami may spend 1 chakra to increase this jutsu's duration by 1 turn.

Heavenly Foot of Pain (12 Chakra). One creature within 5 feet and every creature except Burami within 5 feet of them must attempt a DC 13 Strength saving throw. On a failure, the original target takes 7 (2d4 + 2) magical bludgeoning damage, creatures within the radius take half as much damage, and all creatures fall prone. On a success, a creature takes half as much damage as they would have taken had they failed.

Calorie Control. Burami gains 1 level of exhaustion or loses 1 day's worth of food and regains 3 chakra points.

Partial Multi-Size (5 Chakra). Burami gains one of the following for 1 minute, and may only benefit from each effect once at a time:

  • Arms - His unarmed strikes a gain +10 feet of reach.
  • Legs - His movement speed gains +10 feet.
  • Torso - He gains a +1 bonus to Strength and Constitution saving throws.

Odor-Concealing Bubbles (5 Chakra). Burami combines his chakra with the odor of any willing creatures within your reach, producing a 30 ft. radius cloud of bubbles that completely mask their scent, causing them to be unable to be smelled for 1 minute or until they leave the bubble.

Smell Sphere (2 Chakra). One creature within 15 ft. must attempt a DC 12 Constitution saving throw. On a failure, they are stunned until the end of their next turn. If a creature has advantage on Perception checks related to smell, they have disadvantage on this saving throw, and they lose this advantage for 1 minute on a failure.

REACTIONS

Substitution (3+ Chakra). When Burami is hit by an attack and would take damage, he decreases the damage by 11 (1d10 + 6) 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. Burami can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Burami.png
[Source].

The overly-proud, glutinous member of the Hidden Grass Village's Team Kazami, Burami commonly claims credit for his team's achievements, despite only doing equal parts of the work at best. During the Leaf and Sand's joint Chunin Exams, Team Kazami attempted to defeat Team Kurenai, but were defeated themselves due to their lack of teamwork.


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