Choji, War Arc (Shinobi World Supplement)

From D&D Wiki
Jump to navigation Jump to search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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 18 (Natural Armor)
Hit Points 127 (17d8 + 51)
Speed 55 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 11 (+0) 10 (+0) 12 (+1)

Saving Throws Str +9, Con +8
Skills Animal Handling +9, Arcana +4, Athletics +9, Nature +5, Persuasion +6
Senses passive Perception 10
Languages Common
Challenge 15 (13,000 XP)


Chakra. Choji has 48 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, 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 17, +9). 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.

ACTIONS

Multiattack. Choji makes three unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 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 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 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 once 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 14 (4d4 + 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's Strength and Constitution scores both gain a +3 bonus, increasing his attack and Animal Handling to +10, his damage and Arcana bonus to +6, his saving throw DC to 18, his AC to 20, his maximum chakra points to 38, and his maximum hit points to 142. At the end of each of his turns, he must attempt a DC 18 Constitution saving throw. 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 +12, his damage and Arcana bonus to +8, his saving throw DC to 20, and his AC to 22 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 18 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 20 (1d10 + 15) 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_Akimichi_-_Allied_Shinobi_Forces.png
[Source]

Sorted into the Long-Range Attack Division at the dawn of the Fourth Shinobi World War, Choji and Shikamaru quickly dispatched a large platoon of white zetsu before being sent as backup for the Mid-Range Attack Division by the coast, meeting up with Ino along the way, in order to assist Darui in taking down Kinkaku in his transformed state, quickly sealing him while trapped in their Ino-Shika-Cho Formation. Turning their attention to Kakuzu, they were shocked to see Asuma reincarnated as well. While at first hesitant to fight his beloved teacher, careful reflection and witnessing his father's determination gave him the confidence to move forward, both awakening his latent Butterfly Mode and trapped Asuma in a cliffside long enough to seal him. As the dust cleared before nightfall, Choji breathed a sigh of relief that was suddenly cut off when the "masked Madara" appeared on the battlefield atop the Gedo Mazo, quickly defeating Choji and Choza's combined assault before leaving to track down Naruto and B. After resting for a night and dispatching the resurrected Jirobo the next morning, the Choji joined the rest of the combined Allied Shinobi Forces to face the two Madaras atop the Ten-Tails. After a brave assault, he retreated alongside the rest of the force when the Ten-Tails' Jinchuriki appeared, and was subsequently trapped in the Infinite Tsukuyomi, being freed after Naruto and Sasuke ended the war. Over the years, Choji gradually grew more powerful, easily surpassing his father and earning his position as the Akimichi clan's Sixteenth head.



Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World