Dosei (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.

Dosei[edit]

Medium beast (wolf), lawful neutral


Armor Class 16 (Natural Armor)
Hit Points 44 (8d8 + 8)
Speed 50 ft.


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

Saving Throws Dex +6, Wis +5
Skills Acrobatics +6, Animal Handling +5, Arcana +5, Investigation +5, Nature +5, Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Languages Common
Challenge 8 (3,900 XP)


Chakra. The Dosei has 22 senjutsu chakra points which they can expend. All chakra points are regained at the end of a long rest.

Keen Sense. The Dosei has advantage on Wisdom (Perception) checks that rely on smell.

Canine. The Dosei has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.

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

Endurance. When the Dosei is targeted by an area effect that lets them make a Constitution saving throw to take only half damage, such as fireball, they instead takes no damage if they succeed on the saving throw, and only half damage if they fail the save.

Natural Energy Scent. The Dosei knows the direction, but not exact location, of every creature within 100 feet.

Nature Chakra Sense. The Dosei may take the search action as a bonus action. When it takes the search action, it may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 30 feet. It sees 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 it. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Wolf Sage Art. Creatures have disadvantage against any saving throws caused by jutsu the Dosei casts.

ACTIONS

Multiattack. The Dosei makes two attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d4 + 1d10 + 3) slashing damage.

Dance of the Dust Cloud (2 Chakra). The Dosei uses its front paws to create a large cloud of dust. All friendly creatures in a 10 ft. radius can make a Stealth check with advantage as a reaction.

Chakra Fang (2+ Chakra). Melee Spell attack +5 to hit, reach 5 ft., one creature. Hit 16 (3d4 + 1d10 + 2) magical piercing damage. For each chakra point spent above 2, the Dosei may deal an additional 3 (1d4) damage.

Body Flicker (3 Chakra). The Dosei's movement speed doubles, and their movement does not provoke attacks of opportunity until the end of their turn.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, the Dosei can move across liquid surfaces as if they were solid for 10 minutes. If they are submerged, they rise to the surface of the liquid at a rate of 60 feet per round.

Tracking Technique (7 Chakra). As a bonus action, the Dosei can see invisible creatures and has advantage on Survival checks until the end of their turn.

Chakra Transfer Technique (1+ Chakra). One creature the Dosei touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest.

Scattering Thousand Wolves (5 Chakra). For 1 minute (concentration), a 15 ft. radius area within 60 feet of the Dosei is covered in semi-transparent wolf-like Yang Style chakra. The area becomes lightly obscured, and any creature that moves 5 ft. within this area takes 4 (1d4 + 2) slashing damage. The Dosei may move this area up to 30 feet as a bonus action, causing any creatures it passes through or whose space it occupies to take 4 (1d4 + 2) slashing damage.

Smell Sphere (2 Chakra). One creature within 15 feet must attempt a DC 13 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.

Arm Growth Technique (6 Chakra). For 1 minute (concentration), the Dosei gains a climbing speed equal to their movement speed, and their melee attacks gain a +1 bonus to damage rolls.

REACTIONS

Substitution (3+ Chakra). When the Dosei is hit by an attack and would take damage, they decrease the damage by 13 (1d10 + 8) and teleports 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 Dosei can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Design Note: This character is not from official content. This description and stat block are intended to flesh out the world.

Living among the main ring around Okuriokami Oasis alongside the Tennosei, Mokusei and Kasei, the Dosei are a class of large sage wolf whose duty it is to ensure that any specific information about the oasis remain hidden. While their gray-green fur may stand out in their shadowed home, they can be deceptively cunning in the wild. The have also been known to steal sensitive information not regarding the oasis from surrounding nations on occasion.


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