Choji, Boruto (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.

Choji Akimichi[edit]

Medium humanoid (Akimichi), lawful good


Armor Class 19 (Natural Armor)
Hit Points 204 (24d8 + 96)
Speed 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 11 (+0) 10 (+0) 14 (+2)

Saving Throws Str +10, Con +10
Skills Animal Handling +10, Arcana +4, Athletics +10, Nature +6, Persuasion +8
Senses passive Perception 10
Languages Common
Challenge 20 (25,000 XP)


Chakra. Choji has 62 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Choji 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. Choji can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Mighty Vigor. When Choji casts a jutsu, he may spend a number of hit points equal to half its total cost to use Strength as his jutsu casting ability instead of Intelligence (DC 18, +10). In other instances when his jutsu casting ability is referred to, he may spend 5 hit points to use Strength instead of Intelligence until the end of his next turn.

Storage. Choji can store an additional two and a half days’ worth of food which can be consumed at will.

ACTIONS

Multiattack. Choji makes three unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Choji 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.

Transformation (1+ Chakra). Choji becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and he can not recreate a magical effect. Creatures must make a DC 13 Investigation check to 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). Choji's movement speed doubles, and his movement does not provoke attacks of opportunity.

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

Powerful Source (2 Chakra). As a free action, Choji may benefit from a shield without reducing his unarmored AC to 10 until the end of his next turn.

Mighty Fist (1 Chakra or Hit Point). When Choji makes an attack using Strength, he may spend 1 chakra or 1 hit point to deal half as much damage on a miss. This counts as a Strength saving throw for the sake of Brawn.

Major Food Consumption. Choji loses one day's worth of stored food and regains 5 chakra points. Choji cannot do so again until he finishes a long rest.

Minor Food Consumption. Choji loses half a day's worth of stored food and regains 2 chakra points. Choji cannot do so again until he finishes a short rest.

Calorie Control. Choji gains 1 level of exhaustion or loses 1 day's worth of food and regains 4 chakra points.

Crazy Butterfly Fist (4 Chakra). As a bonus action immediately after using Calorie Control, Choji gains a +1 bonus to any rolls he adds his Strength or Constitution modifier to until the beginning of his next turn. Choji can not benefit from this jutsu and Butterfly Mode at the same time.

Partial Multi-Size (5 Chakra). Choji gains one of the following for 1 minute, and may only benefit from each effect twice at a time. Choji may increase the limit for the chosen effect by 1 for 3 additional chakra when he casts this jutsu.

  • 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.

Human Bullet Tank (3 Chakra). As an action or bonus while Choji's torso is effected by Partial Multi-Size, he gains the following for 1 minute:

  • He ignores difficult terrain.
  • He gains resistance to thunder damage and advantage against effects that do not work against deafend creatures.
  • When he hits a creatures with a melee attack, it must attempt a Strength saving throw, being knocked prone and moved 10 feet in a direction of his choice on a failure.

Multi-Size (2 Chakra). As a bonus action while under the effects of at least two instances of Partial Multi-Size, Choji gains the following:

  • His size increases by 1 category to a minimum of Large.
  • He gains a +1 bonus to any rolls he adds his Strength or Constitution modifier to.
  • He must spend 1 chakra at the end of each of his turns to maintain this effect.

Spiked Human Bullet Tank (5 Chakra). While under the effects of Human Bullet Tank, or as part of the same action he used Human Bullet Tank on for 2 additional chakra, Choji may only make attacks his unarmed strike until Human Bullet Tank ends, which deal 17 (5d4 + 4) magical slashing damage and have 5 additional feet of reach.

Super Multi-Size (3 Chakra). As a bonus action while under the effects of at least three instances of Partial Multi-Size and Multi-Size, Choji gains the following instead of Multi-Size's effects:

  • His size increases by 3 categories to a minimum of Gargantuan.
  • He gains a +2 bonus to any rolls he adds his Strength or Constitution modifier to.
  • He must spend 3 chakra at the end of each of his turns to maintain this effect.

Butterfly Mode (3 Chakra). As a bonus action, Choji gains a flying speed equal to his movement speed and his Strength and Constitution scores both gain a +3 bonus, increasing his attack and Animal Handling bonus to +11, his damage and Arcana bonus to +6, his saving throw DC to 21, his AC to 21, his maximum chakra points to 63, and his maximum hit points to 228. At the end of each of his turns, he must attempt a DC 18 Constitution saving throw with advantage. On a failure, he loses 1 day's worth of food, gains 1 level of exhaustion, or loses 6 chakra points (his choice). Choji may only end this effect by falling unconcious or as an action, which can be done even when he would not be able to take actions.

Butterfly Bullet Bombing (6 Chakra). As a bonus action at the beginning of his turn while Butterfly Mode is active, Choji loses Butterfly Mode's Constitution bonus, and his Strength scores both gain an additional +3 bonus, increasing his attack and Animal Handling to +13, his damage and Arcana bonus to +8, his saving throw DC to 21, and his AC to 23 until the beginning of his next turn.

Crazy Butterfly Kick (4 Chakra). As a bonus action while Butterfly Mode is active, Choji flies 40 feet and makes an unarmed strike attack. If the attack hits, the target takes 13 (2d8 + 4) magical bludgeoning damage and must make a DC 20 Strength saving throw. On a failure, it is pushed 20 feet away. Immediately after using this jutsu, Choji must make Butterfly Mode's saving throw.

REACTIONS

Substitution (3+ Chakra). When Choji is hit by an attack and would take damage, he decreases the damage by 25 (1d10 + 20) 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. Choji can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Ch%C5%8Dji_Vs_Boulder.png
[Source]

A confident shinobi of the peaceful era, Choji spends his time in equal parts completing missions, doting on his daughter Chocho, and lazing about, much to his wife Karui's chagrin. Powerful enough to have surpassed all previous Akimichi clan heads, including his father, and be included in the squad of elite jonin to fight Isshiki, but kind enough to be considered an ambassador and liaison for the Leaf, Choji is the perfect generalist among his generation.



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