Ichi (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.

Ichi[edit]

Medium humanoid (human), lawful neutral


Armor Class 18 (Natural Armor)
Hit Points 72 (16d8)
Speed 60 ft.


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

Saving Throws Con +4, Cha +4
Skills Acrobatics +8, Sleight of Hand +8, Stealth +8, Survival +5
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 11
Languages Common
Challenge 12 (8,400 XP)


Chakra. Ichi has 33 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Ichi 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. Ichi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

White Snake. Ichi counts as one size smaller while squeezing.

Binding Snake Glare Spell. Creatures Ichi is grappling become restrained, and she may grapple up to 2 creatures at a time.

Serpentine Resistance. Ichi is immune to disease and has advantage on saving throws against poisons.

ACTIONS

Multiattack. Ichi makes 3 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Ichi 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.

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

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

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Ichi 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 Ichi casts this Jutsu while submerged in a liquid, the Jutsu carries him 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.

Snake Steel Net (3-6 Chakra). On a miss with a unarmed strike, , Ichi makes an unarmed strike with a -1 penalty against one creature within 5 ft. of the original target that is not the original target. On a miss with this jutsu, he may spend 1 additional chakra to make another attack in the same manner, increasing the penalty by 2 with each additional use.

Spinning Snake Thorn (4 Chakra). One creature within 15 ft. must make a DC 15 Constitution saving throw, taking 14 (2d10 + 3) magical piercing damage, being pushed to the edge of this jutsu's range, and knocked prone on a failure. On a success, they take half as much damage. This Jutsu ignores Endurance.

Chakra Absorbing Snakes (8 Chakra). One creature within 15 ft. must attempt a DC 15 Dexterity saving throw, becoming restrained on a failure. They may attempt a DC 15 Strength saving throw at the end of each of their turns, ending this effect early on a success. On a failure and when they use jutsu, they lose 2 (1d4) chakra, and Ichi regains an equal number of chakra points or increases the DC of the next saving throw of this kind by an equal number.

Twin Snakes Mutual Death (20 Chakra). One creature within 15 ft. must attempt a death saving throw at the beginning of each of their next turns until they succeed or fail 3 times. If they fail, regardless of their current hit points, they die. If they succeed, they permanently have disadvantage on Strength and Dexterity checks and Saving Throws. Regardless of the outcome, Ichi dies instantly. This can only be cured with a Wish Spell or a cast of the Creation of All Things Jutsu.

REACTIONS

Substitution (3+ Chakra). When Ichi is hit by an attack and would take damage, he decreases the damage by 17 (1d10 + 12) 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. Ichi can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Binding Snake Glare. When a creature within 15 ft. makes an attack, Ichi attempts to grapple them.

Ichi.png
[Source].

When Hiruko put Kakashi under genjutsu to bring him to Mount Shumisen to steal his Sharingan, Ichi, Ni, and San were deployed to stop anyone from interfering. Ichi was deployed to stop Team Guy, not including their leader, using his snakes to avoid their taijutsu-focused abilities, but was taken out by a combination attack from Rock Lee and Neji. No longer serving any purpose, he was summoned and assimilated by San.


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