Gitai (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.

Gitai[edit]

Medium humanoid (human), chaotic neutral


Armor Class 17 (Natural Armor)
Hit Points 71 (11d8 + 22)
Speed 55 ft.


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

Saving Throws Con +6, Cha +4
Skills Acrobatics +7, Deception +4, Perception +4, Stealth +7
Senses passive Perception 14
Languages Common
Challenge 9 (5,000 XP)


Chakra. Gitai has 25 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Gitai is targeted by an area effect that lets him make a Dexterity 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. Gitai can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Gitai makes 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Gitai may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional senbon deals 3 (1d4 + 1) piercing damage on a hit. Gitai may spend 2 additional chakra to allow him to spend any number of chakra points on these additional attacks, but may only make 1 attack against each creature within range.

Roof Tile Shuriken (1 Chakra). When Gitai makes a thrown attack with an improvised weapon, it counts as a dagger for the sake of proficiency, damage, and properties for the attack.

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

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Gitai 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 Gitai casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

Healing Jutsu (1-18 Chakra). One creature Gitai can touch regains a number of hit points equal to chakra spent.

Chakra Control. As a bonus action, Gitai reduces his next jutsu's cost by 2. He may do this 3 times, regaining all uses at the end of a short rest.

REACTIONS

Substitution (3+ Chakra). When the genin is hit by an attack and would take damage, they decrease the damage by 14 (1d10 + 9) and teleport 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 genin can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Gitai.png
[Source].

Gitai is a member of the Gang of Four created and enhanced by Yomi and Kusuna in an attempt to slay their nation head Shion and free the demon Moryo. While his team was able to invade her castle, they were driven back by the sudden arrival of Naruto Uzumaki and his army of shadow clones. While a combination of his team's attacks was able to do away with Naruto temporarily, Neji, Sakura, and Lee arrived as backup, forcing them to retreat, though they were able to track Shion in doing so. When the Gang of Four returned to finish the job, Neji brought down Kusuna, stripping Gitai of his Wind Style jutsu and allowing Rock Lee to kill him.

Variant: Dark Medicine Enhancement

While enhanced by Yomi or Kusuna's Dark Medicine, he gains the following feature:

Asura Mutation. Yomi gains advantage on Perception checks, can make an additional bonus action on each of his turns, may turn this additional bonus action into an additional reaction for 2 chakra, or into an additional action for 3 chakra, at will on their turn until the beginning of your next turn.

Additionally, he gains the following jutsu:

Rock Shelter (15 Chakra). Gitai creates a hemisphere of earth with a radius of 15 feet. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 7 (2d6) bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it.

Rock Armor (8 Chakra). As a reaction when Gitai is targeted by an attack, he gains a +5 bonus to his AC until the end of his next turn.

Rock Trail (6 Chakra). Ranged Spell Attack: +7 to hit, range 30 ft. line. Hit: 16 (3d8 + 3) magical bludgeoning damage. Upon using this jutsu, 5 foot tall rocks appear in the attack line leading to the target. These rocks last until the end of Gitai's next turn. This jutsu cannot go through/cross this rock line.

Variant: Dark Medicine Enhancement Version 2

While enhanced by Yomi or Kusuna's Dark Medicine, he gains the following feature:

Asura Mutation. Yomi gains advantage on Perception checks, can make an additional bonus action on each of his turns, may turn this additional bonus action into an additional reaction for 2 chakra, or into an additional action for 3 chakra, at will on their turn until the beginning of your next turn.

Additionally, he gains the following jutsu:

Five Fire Gods' Fan Flames (14 Chakra). Each creature in a 30 ft. radius must make a DC 15 Dexterity saving throw, taking 30 (6d8 + 3) fire damage on a failure, or taking half as much damage on a success. The area targeted by this jutsu counts as heavily obscured until the end of Gitai's next turn.

Nail Crimson Crow Leap (3 Chakra). When Gitai makes a thrown weapon attack, the weapon deals twice as much fire damage instead of its normal damage on a hit, but the weapon is destroyed immediately after.

Concealed Mouth Ember (5 Chakra). When Gitai casts a Fire Style jutsu, he compresses it into an ember that is slightly warm to the touch in the possession of one willing creature he can touch for 24 hours. The jutsu's normal effects are forgone. When the ember takes at least 1 damage, the creature that dealt the damage automatically uses the jutsu, using Gitai's jutsu save DC and attack roll and forgoing its chakra cost. If this jutsu's duration ends, the creature in possession of the ember is targeted by the jutsu stored within it, and the ember is destroyed.


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