Fubuki (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.

Fubuki Kakuyoku[edit]

Medium humanoid (human), lawful neutral


Armor Class 20 (Chakra Armor)
Hit Points 52 (8d8 + 16)
Speed 45 ft.


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

Saving Throws Str +3, Con +5
Skills Acrobatics +6, Investigation +5, Perception +4, Stealth +6
Senses passive Perception 14
Languages Common
Challenge 8 (3,900 XP)


Chakra. Fubuki has 18 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Evasion. When Fubuki is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

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

Crystal Resonation. If another creature wearing Chakra Armor or their Chakra-Crystal Barrier touches Fubuki or her Chakra-Crystal Barrier, both creatures' barriers immediately drops to 0 hit points and can not be erected again for 1 hour. A creature wearing and attuned to a disabled set of Chakra Armor may attempt a DC 18 Arcana check as an action, fixing it on a success, thus allowing the barrier to be erected again.

ACTIONS

Multiattack. Fubuki makes 2 attacks with her unarmed strikes or kunai.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Fubuki may make 1 additional attack for every additional chakra point spent. Fubuki may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Fubuki makes two unarmed strikes

Leaf Gust (8 Chakra). Fubuki makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Fubuki's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Fubuki gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Fubuki casts this Jutsu while submerged in a liquid, the Jutsu carries her to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement speed increases by half its total (rounded down), and attacks of opportunity against her have disadvantage.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Fubuki's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of her next turn.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Fubuki may fly up to 30 feet before making this attack.

Ice Bomb (3 Chakra). When Fubuki uses an Ice Style jutsu, the jutsu to not activate as it is condensed into an Ice Bomb. When Fubuki makes a thrown attack, she may attach an Ice Bomb to the attack, causing the jutsu to take effect immediately on a hit. If the jutsu is an attack, it automatically hits. If the jutsu is a saving throw, the target has disadvantage. Additionally, all creatures in the area of a jutsu used in this way must attempt a DC 13 Constitution saving throw. On a failure, the target is blinded for 1 minute and takes an additional 7 (1d8 + 3) thunder damage. They may retry this saving throw at the end of each of their turns, no longer being blinded on a success. All Ice Bombs lose their power at the end of her next long rest.

Ice Prison (12 Chakra). Fubuki infuses Ice Style chakra into the ground anywhere within 15 feet for 1 minute. As a bonus action or reaction to a creature entering this area, she may force the chakra above ground, forcing one creature touching the area to make a DC 13 Strength saving throw. On a failure, they are restrained and begin suffocating, and Fubuki must concentrate on this jutsu. As an action, the target or one creature touching the target can make a DC 13 Strength saving throw. On a success, the target is no longer restrained or suffocating.

Swallow Snow Storm (3-9 Chakra). Ranged Spell Attack: +5 to hit, range 60 ft., three targets. Hit: 5 (1d6 + 2) cold damage. This jutsu ignores cover if there is a way to get past the cover within the range (i.e. a small wall, a barrier that blocks from the front and not the back, etc.) and has advantage. If this comes within 10 feet of any fire or heat based technique, the needles melt and disappear into nothingness.

Chakra-Crystal Barrier (1 Chakra). As a bonus action, Fubuki erects a 10 foot radius chakra barrier that follows her. She may only have 1 barrier erected at a time, but she may spend chakra as a bonus action to grant the barrier three times as many hit points as chakra points spent. Each barrier has 50 hit points, and grants immunity to damage and effects from jutsu that are not taijutsu, and thrown weapon attacks to any creatures within it while erected. When at least 1 creature within the barrier would take damage the barrier makes them immune to, the barrier takes the damage instead.


Fubuki_Kakuyoku.png
[Source].

Two years after the death of the Fourth Hokage, Doto Kazahan, brother of Sosetsu Kazahan, leader of the Land of Snow, assassinated his brother in a power-hungry coup. Over the net few years, he and his personal guard, consisting of Nadare, Fubuki, and Mizore, traveled from town to town to instill loyalty through force, though the frigid Land of Snow lacks many towns. When Koyuki Kazahan, Doto's niece, returned to the Land of Snow as its rightful heir, Doto had his Three-Man Squad attack her to both secure his legitimacy and take her necklace; the key to the mysterious treasure of the Land of Snow. Squaring off with the Leaf Village's Team 7, who were protecting the princess under the guise of a movie shoot, Fubuki fought Sasuke Uchiha, but was sent flying into Mizore by his Lion Combo, deactivating their barriers and allowing the Leaf shinobi to swiftly defeat them.



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