Choji, Sasuke Recovery Mission (Shinobi World Supplement)
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Choji Akimichi[edit]
Medium humanoid (Akimichi), lawful good Armor Class 16 (Natural Armor)
Saving Throws Str +6, Con +6 Chakra. Choji has 17 chakra points which he can expend. All chakra points are regained at the end of a long rest. Brawn. When Choji is targeted by an area effect that lets him make a Strength 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 for 2 chakra. 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 14, +6). 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 day and a half’s worth of food which can be consumed at will. ACTIONSMultiattack. Choji makes two unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) 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 12 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 3 chakra points. Partial Multi-Size (5 Chakra). Choji gains one of the following for 1 minute, and may only benefit from each effect once at a time. Choji may increase the limit for the chosen effect by 1 for 3 additional chakra when he casts this jutsu.
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:
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:
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 kunai until Human Bullet Tank ends, which deal 8 (2d4 + 3) magical slashing damage and have 5 additional feet of reach. Green Spinach Pill (1/day). Choji regains 7 (2d4 + 2) chakra points and takes an equal amount of necrotic damage. Yellow Curry Pill (1/day). Choji gains Super Multi-Size and must succeed a DC 16 Constitution saving throw or gain 1 level of exhaustion at the end of each of his turns for 1 minute.
Red Chili Pill (1/day). Choji gains the effects of the Yellow Curry Pill. If Choji is already under the Yellow Curry Pill's effects,Super Multi-Size increases his size by 3 categories to a minimum of Gargantuan and he gains Butterfly Mode and must succeed a DC 18 Constitution saving throw or gain 1 level of exhaustion at the end of each of his turns for 1 minute.
REACTIONSSubstitution (3+ Chakra). When Choji is hit by an attack and would take damage, he decreases the damage by 10 (1d10 + 5) 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. |
While at first hesitant to join Shikamaru in going after Sasuke, Choji just couldn't let his best friend go into the adder's mouth without him. When the Sasuke Recovery Team met their first roadblock in the form of Jirobo, Choji was the only one who could break through his earth dome. Fighting toe-to-toe with the ogre in his base form, Choji was forced to answer the increase in power with one of his own; his clan's Secret Triple Threat pills. With his enemy defeated, Choji resigned himself to his death, being entirely exhausted and growing closer by the second. However, backup quickly arrived, and he was rushed to the Hidden Leaf Village's intensive care unit, where it took Tsunade and the Nara clan's mass of archived medical knowledge to neutralize his pills' effects. Vowing alongside the rest of the force to succeed next time, Choji trained and took numerous missions over the next three years, massively growing in power. |
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