Ino (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.

Ino Yamanaka[edit]

Medium humanoid (Yamanaka), lawful good


Armor Class 15 (Natural Armor)
Hit Points 45 (10d8)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 10 (+0) 18 (+4) 14 (+2) 12 (+1)

Saving Throws Int +8, Wis +6
Skills Arcana +8, Insight +6, Persuasion +5, Stealth +5
Senses passive Perception 12
Languages Common
Challenge 10 (5,900 XP)


Chakra. Ino has 20 chakra points which she can expend. All chakra points are regained at the end of a long rest.

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

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.

Chakra Sense. When Ino takes the search action, she may also attempt a DC 13 Arcana check to locate living creatures and magical effects within 60 feet. She 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 her. 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.

ACTIONS

Multiattack. Ino makes two unarmed strike or kunai attacks.

Unarmed Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +5 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 17 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 17 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.

Mind Body Disturbance (8 Chakra). When Ino casts Mind Body Switch, she does not become unconcious. The target may attempt any saving throw of their choice at the beginning of each of their turns to end Mind Body Switch instead of making a Charisma saving throw at the end of each of their turns.

Mind Body Confusion (2 Chakra). Immediately after casting Mind Body Switch, the target becomes confused instead of charmed, and takes 11 (2d4 + 6) psychic damage at the end of each of Ino's turns.

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 17 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 his 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.

Psycho Mind Transmission (20 Chakra). Touching one creature, Ino states what information she is searching for and make an Intelligence saving throw. The DC for this saving throw is equal to the target's passive Insight. On a success, Ino sees the memory of the target that is closest to the sought information. The relevancy of the memory found decreases by an amount relative to how much she failed by. If she fails by 10, she sees a completely mundane, unrelated memory.

Exploding Kunai (8+ Chakra). One creature within 30 feet must attempt a DC 17 Wisdom saving throw. On a failure, they immediately drop any weapon they are holding and are unable to hold any weapons they are not wielding for 1 minute (concentration). They may retry this saving throw at each of their turns, ending this effect early on a success. When Ino casts this jutsu, she may target an additional creature for every 2 additional chakra spent.

Illusionary Plants (10+ Chakra). One creature within 30 feet must succeed a DC 17 Wisdom saving throw or become restrained for 1 minute (concentration) on a failure. They may retry this saving throw at each of their turns, ending this effect on a success. When Ino casts this jutsu, she may target an additional creature for every 3 additional chakra spent.

REACTIONS

Substitution (3+ Chakra). When Ino is hit by an attack and would take damage, she decreases the damage by 15 (1d10 + 10) 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_II_full.png
[Source].

Over the three year timeskip, Ino and Sakura continued being friendly rivals. When Team 7 reformed, now with Sai and Yamato in Kakashi and Sasuke's places, Ino found herself attracted to Sai, against Sakura's advice. When the Akatsuki became too imminent of a threat to ignore, Ino was placed alongside Raido and Aoba to find and eliminate any Akatsuki in the Land of Fire. However, before her team found any, they were recalled to assist Asuma's team take down Hidan and Kakuzu, but by the time they arrived, Asuma was already dead, and the Akatsuki had escaped. With his final breaths, Asuma gave his old team one final word, commending Ino's confidence and telling her to look after Choji and Shikamaru before passing.

After a night of funerals and self-focusing, Shikamaru gathered the three, and Kakashi at Tsunade's request, on a mission of vengeance. Cornering Kakuzu and Hidan to reduce the chances of their second escape, the team easily took down the later, only needing a bit of help from Naruto and Yamato near the end of the fight to keep down the former. Alerting and assisting in evacuating the Intelligence Division of Pain's attack on the Leaf Village only a few days after, and recognizing the threat of Sasuke afterword, Ino knew she would have to get much stronger during the Fourth Shinobi World War.


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