Isari (Shinobi World Supplement)
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Medium humanoid (Funato), lawful evil
Armor Class 21 (Natural Armor)
Saving Throws Dex +11, Cha +5
Chakra. Isari has 44 chakra points which she can expend. All chakra points are regained at the end of a long rest.
Power of the Sea Dragon. Isari can move through water in any direction without any penalties using his movement speed, and may breath water as if it were air. Additionally, Isari has resistance to damage from Water Style jutsu and damage from sources made of water.
Endurance. When Isari is targeted by an area effect that lets him make a Constitution 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. Isari can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Afterglow. Once per turn when Isari has advantage on any one weapon attack roll, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 14 (4d6) damage.
Terrifying. While frightened of Isari by any means, creatures must attempt a DC 19 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action.
Multiattack. Isari makes 3 attacks with his unarmed strike, kunai, or Marlin Harpoon attacks.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) magical bludgeoning damage.
Kunai (0-3 Chakra). Ranged Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) slashing damage. Isari may make 1 additional attack for every additional chakra point spent, with each additional kunai dealing 3 (1d4 + 1) slashing damage.
Marlin Harpoon. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 20 (5d4 + 7) magical piercing damage.
Basic Taijutsu Technique (3 Chakra). As a bonus action, Isari makes two unarmed strikes
Leaf Gust (8 Chakra). Isari makes an unarmed strike against every creature within 5 feet.
Leaf Great Flash (5 Chakra). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Isari's choice.
Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Isari 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 Isari 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.
Water Gun (1 Chakra). Ranged Spell Attack: +12 to hit, range 20 ft., one target. Hit: 10 (1d8 + 6) magical piercing damage.
Water Hail (5 Chakra). All creatures in a 30 x 10 foot line must attempt a DC 20 Dexterity saving throw. On a failure, they take 10 (1d8 + 6) magical piercing damage. On a success, they take half as much damage.
Water Prison (4 Chakra). One creature Isari can touch attempts a DC 20 Dexterity saving throw. On a failure, they are restrained and begin suffocating for 1 minute (concentration). At the end of each of its turns, the target can make a DC 20 Strength saving throw. On a success, the target is no longer restrained or suffocating. If Isari is no longer able to touch the creature, he loses concentration on this jutsu.
Water Style Bullet: Orca (20 Chakra). A 60 foot radius area around Isari is covered in 1 foot of water for 1 minute (concentration).
Water Shockwave (3 Chakra). Any creatures within Water Style Bullet: Orca are moved up to 15 feet in a direction of Isari's choosing.
Exploding Water Shockwave (7 Chakra). As a bonus action when Isari uses a Water Style jutsu with an area of effect that targets creatures, he moves to anywhere within the jutsu's range in a straight line. This movement provokes opportunity attacks.
Calm Sea. As a bonus action, any difficult terrain within 30 ft. of Isari made of water of her choice becomes normal terrain and ends any effects on it that would be ended by a strong wind.
Substitution (3+ Chakra). When Isari is hit by an attack and would take damage, she decreases the damage by 24 (1d10 + 19) 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. Isari can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.
A major captain of the Funato clan and Araumi's eldest child, Isari is a major threat to any enemies of his pirate army, especially while wielding the Marlin Harpoon his father gifted him. Leading the assault on a Mist Village prison in order to free his father, and was able to handle both Kagura and Boruto simultaneously before returning to their primary base to celebrate his father's return. When Tenma, his adopted brother, arrived and informed the family of their mobile fortress's destruction and the loss of its chakra cannon, it was Isari's council that convinced the others that it had served its purpose and was no longer of use. Later, having joined the front lines of the war they had started against the Mizukage, Isari was forced to formulate a plan after learning of Seiren's defeat. However, as he considered his options, Tenma ordered his unit to attack under the cover of night, resulting in his death and the forced retreat of the rest of their forces. Araumi blamed Isari for the deaths of two of his siblings and demoted him, resulting in an ever-growing tension between the two. Deciding that Araumi was blinded by his hatred for the Mist Village, Isari worked together with Jibiki to organize a meeting with the Mizukage to discuss peace behind their leader's back, but Araumi knew of his plan, ordering his spear to kill Isari for desertion and betrayal.
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