Ino, Young (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, 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.

Ino Yamanaka[edit]

Medium humanoid (Yamanaka), lawful good


Armor Class 13 (Natural Armor)
Hit Points 18 (4d8)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 10 (+0) 16 (+3) 14 (+2) 12 (+1)

Saving Throws Int +5, Wis +4
Skills Arcana +5, Insight +4, Persuasion +3, Stealth +3
Senses passive Perception 12
Languages Common
Challenge 4 (1,100 XP)


Chakra. Ino has 13 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Disruption Specialist. Ino automatically detects Illusion spells and genjutsu and has advantage on saving throws against them. While she is touching a creature with at least one hand, they gain this benefit as well.

ACTIONS

Unarmed Strike. Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) bludgeoning damage.

Kunai. Thrown Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 1) piercing damage. Ino may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit.

Mind Body Switch (4 Chakra). One creature within 120 feet must attempt a Dexterity saving throw. On a failure, Ino becomes unconcious and the creature is charmed by her for 1 minute (concentration). This jutsu automatically ends if Ino loses the unconcious condition, she ends this jutsu as an action, or the target falls unconscious. While charmed in this way, the target is controlled by Ino, and she may communicate telepathically with them. Creatures controlled by Ino can only use class and background features that she has, and may attempt a DC 13 Charisma saving throw at the end of each of their turns, ending this effect on a success. Ino may spend 2 chakra to cause them to make this Charisma saving throw with disadvantage, or 4 chakra to cause them to automatically fail.

Chakra Hair Trap (5 Chakra). Ino throws a handful of light biological material (i.e. flower petals, hair, paper shreds, etc.) anywhere within 30 feet, where it covers a 10 ft. radius or 20 ft. line area. Ino may forgo this jutsu's material cost once each year by cutting off her hair as a bonus action. As a reaction when one creature enters this area during this jutsu's duration, she may force them to attempt a DC 13 Strength saving throw. On a failure, they are restrained for 1 minute (concentration). If this jutsu ends by Ino casting another jutsu, they are still considered restrained until immediately after the jutsu is cast.

Transformation (1+ Chakra). Ino becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and she can not recreate a magical effect. Creatures must make a DC 13 Investigation check to realize that she is transformed. If the creature saw her performing this Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (3 Chakra). Ino's movement speed doubles, and her movement does not provoke attacks of opportunity until the beginning of her next turn.

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

REACTIONS

Substitution (3+ Chakra). When Ino is hit by an attack and would take damage, she decreases the damage by 9 (1d10 + 4) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Ino can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Ino_Part_I_full.png
[Source].

The only child of the powerful Yamanaka clan's leader, Inoichi Yamanaka, Ino combines her mother's charm with her father's strength of will, quickly becoming one of the most popular members of her class in the Hidden Leaf Village's Academy, where she became best friends with Sakura Haruno, though the two eventually grew distant as their rivalry surrounding Sasuke Uchiha continued. At graduation, she was placed on Team 10 under Asuma Sarutobi alongside Shikamaru and Choji. While still a group of young genin, Asuma saw it fit to enroll the trio into the Chunin Exams, partially due to the proven strength of the original Ino-Shika-Cho, though their teamwork still left something to be desired.

In the first round, in which they were meant to answer a written test they had no hope of knowing the answers to, Ino used her Mind Body Switch jutsu to steal Sakura's answers before using it on her teammates to write down the same answers. When this stage's final test was given, a test of bravery in the face of a threat to never be a shinobi again, Ino's personal strength carried her through. In the second round, where teams were tasked with acquiring another team's scroll, Team 10 skulked around the forest's shadows until they came across Sakura defending her teammates, Naruto and Sasuke, from a full team of Sound shinobi with a taste for blood. Taking over Kin to use as a hostage, Dosu immediately attacked her, causing their team to fail but not before Sasuke awoke, quickly dispatching the trio. In the third round, Ino was pitted in a one-on-one match against Sakura, where the two traded insults and attacks. Equally matched, the two quickly became exhausted, eventually knocking each other out with a single punch. As their match was determined to be a tie, neither continued in the tournament, though the whole ordeal drew them to rekindle their friendship.

Not present for the Hidden Sand and Sound Villages' attack on the Hidden Leaf Village due to Kabuto's genjutsu, and on a mission with her father during the Sasuke Recovery Mission, Ino didn't have the chance to reveal the depths of her abilities to her friends before nearly three years later.


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

Home of user-generated,
homebrew pages!


Advertisements: