Chinoike 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.

Chinoike Shinobi[edit]

Medium humanoid (Chinoike), lawful neutral


Armor Class 19 (natural armor)
Hit Points 67 (15d8)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 18 (+4) 10 (+0) 14 (+2)

Saving Throws Int +9, Wis +5
Skills Acrobatics +9, Intimidation +7, Medicine +5, Nature +9, Perception +5, Stealth +9
Senses passive Perception 15
Languages Common
Challenge 13 (10,000 XP)


Chakra. The Chinoike has 36 chakra points which they can expend. All chakra points are regained at the end of a long rest.

Discernment. When the Chinoike is targeted by an area effect that lets them make a Wisdom or Intelligence saving throw to take only half damage, such as fireball, they instead take no damage if they succeed on the saving throw, and only half damage if they fail the save.

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

ACTIONS

Multiattack. The Chinoike can make 3 unarmed strike or shuriken attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) 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 Chinoike may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 2 (1d3 + 1) piercing damage on a hit.

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

Transformation (1+ Chakra). The Chinoike 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 the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

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

Ketsuryūgan. As a bonus action, the Chinoike gains the following:

  • When they hit with an unarmed attack against a creature that is not a Construct or Elemental, they may expend 1 chakra to make the target attempt a DC 17 Constitution saving throw. On a failure, they are stunned until the end of the target's next turn.
  • When the Chinoke takes the search action while their Ketsuryūgan is active, they may also attempt a DC 13 Perception check to locate living creatures and magical effects within 60 feet. They see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by them. This effect can penetrate most barriers, but is blocked by 5 feet of stone, 5 inches of common metal, 1 inch of lead, or 15 feet of wood or dirt.
  • The Chinoike must spend 1 chakra at the end of each of their turns to maintain this effect.

Genjutsu: Ketsuryūgan (10 Chakra). While the Chinoike's Ketsuryūgan is active, one creature within 100 ft. that is not blinded must attempt a DC 17 Charisma saving throw. On a failure, they are stunned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Blood Pulse (8 Chakra). One creature within 5 ft. that is at 0 hit points and is not a Construct or Elemental is stabilized.

Enhanced Blood Manipulation (3 Chakra). One creature stabilized by Blood Pulse up to 72 hours prior has their eyes turn red and the Chinoike may force them to either walk in a specific direction or harm themself, and they gain the benefits of Genjutsu Trap. If they take 5 damage, they explode at the beginning of their next turn, causing all creatures in a radius to succeed a Dexterity saving throw, taking an amount of damage on a failure.

  • If the creature is Tiny, all creatures within 5 feet take 5 (2d4) acid damage.
  • If the creature is Small, all creatures within 10 feet take 7 (2d6) acid damage.
  • If the creature is Medium, all creatures within 10 feet take 9 (2d8) acid damage.
  • If the creature is Large, all creatures within 15 feet take 11 (2d10) acid damage.
  • If the creature is Huge, all creatures within 20 feet take 13 (2d12) acid damage.
  • If the creature is Gargantuan, all creatures within 20 feet take 14 (4d6) acid damage.

Blood Dragon Sea (8 Chakra). While a creature is under the effects of Genjutsu: Ketsuryūgan, the Chinoike modifies the genjutsu for 1 minute (concentration). At the end of each of the Chinoike turns, they may spend 1 chakra to cause the target to take 16 (4d4 + 5) psychic damage.

Blood Reading (5 Chakra). One creature within 5 ft. that is not a Construct or Elemental while the Chinoike's Ketsuryūgan is active must attempt a DC 18 Wisdom saving throw. On a failure, the Chinoike learns how many hit points it has, any poisons, and any diseases, curses, conditions or other effects that are effecting them.

Nosebleed (3 Chakra). As a bonus action while the Chinoike's Ketsuryūgan is active, one creature must attempt a DC 18 Constitution saving throw. On a failure, they become sick for 1 hour. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Ketsuryūgan Healing (8+ Chakra). One creature the Chinoike touches that is not a Construct or Elemental while their Ketsuryūgan is active spends and rolls 1 hit die and regains hit points equal to the roll + 4. The Chinoike may spend every 2 additional chakra to use an additional hit die.

REACTIONS

Substitution (3+ Chakra). When the Chinoike 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 Chinoike can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Genjutsu Trap. When the Chinoike is targeted by a genjutsu, they cast Genjutsu: Ketsuryūgan.

Chinoike_Clan.png
[Source].

One of many powerful clans of shinobi from the Warring States Period in the Land of Lightning, the Chinoike clan survived by avoiding rivalry. However, when one of their clans became the Lightning Daimyo's second wife, only for him to die shortly after, his first wife's jealousy found a horrible outlet. Claiming the sudden death was an assassination schemed by the Chinoike, and with many politically powerful individuals being more willing to believe old royalty than new upstarts, they were banished to a region on the border of the Land of Frost, Sound, and Fire believed to be inhospitable; the Valley of Hell in the Land of Hot Water, with the Uchiha clan being hired to do the deed. When the land's own shinobi came in to make contact with the new arrivals months later, they immediately fled after witnessing them drinking what appeared to be blood, restricting them solely to the valley in fear of their brutality. In reality, the Chinoike had found peace, surviving off of the nutrient-dense waters of the valley, tinged red by iron content. As the valley and the clan within it faded into memory, and even that faded, the Chinoike's population gradually grew beyond that of any other clan during the Warring States Period. However, while the other shinobi clans formed Hidden Villages, the population density began to put strain on the valley's resources and its inhabitants' patience. Disagreement turned to violence, and violence spread to the streets. As the dust cleared, only two survived: En Oyashiro and his daughter Chino.



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