Isaribi (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.

Isaribi[edit]

Medium humanoid (human), neutral good


Armor Class 17 (Natural Armor)
Hit Points 63 (14d8)
Speed 60 ft.


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

Saving Throws Dex +7, Cha +5
Skills Acrobatics +7, Perception +5, Persuasion +5, Stealth +7
Senses passive Perception 15
Languages Common
Challenge 12 (8,400 XP)


Chakra. Isaribi has 38 black chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Isaribi is targeted by an area effect that lets him make a Intelligence or Wisdom 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. Isaribi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Isaribi 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.

Second Stage. Isaribi gains the following:

  • Isaribi 4 chakra points at the end of each of her turns.
  • Isaribi's Dexterity increases by 2 to a maximum of 26, and thus any non-jutsu attack and damage rolls and her AC are increased by +1.
  • Isaribi gains a swimming speed of 120 ft.
  • Isaribi may breath in both air and water.
  • Isaribi may spend 1 chakra when he makes an unarmed strike to grant it range equal to his movement speed.

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

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Isaribi's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Isaribi 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 Isaribi 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.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage. Isaribi may fly up to 30 feet before making this attack.

Giant Vortex Jutsu (20 Chakra). All creatures within a 20 ft. x 120 ft. line must attempt a DC 15 Dexterity saving throw. On a failure, they take 23 (3d12 + 3) cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone.

REACTIONS

Substitution (3+ Chakra). When Isaribi 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. Isaribi can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Isaribi.png
[Source].

As a child, Isaribi was treated as a disposable orphan in the Hidden Sound Village's experiments to create the perfect underwater shinobi. Having received an incomplete version of the treatment, she was allowed to return to the Land of the Sea after the experiment ended instead of being killed like the other subjects. However, her disfiguration left her ostracized, forcing her to work for Amachi, the very man who had experimented on her, who ordered her to destroy numerous ships that passed through the port town to fund and "earn" a cure. However, when Naruto Uzumaki was called in to investigate the attacks, she realized that other people had suffered just as she had, allowing him to get passed her and defeat Amachi. Unwilling to help him after his defeat, Amachi revealed to Isaribi that a cure was impossible in a selfish hope to take one more person down with him, but Isaribi already knew, even if she deluded herself. Returning with Naruto to the Hidden Leaf Village, she helped the Leaf's authorities understand the Sound's operations and technology, finding meaningful work fishing alongside others along the coast of the Land of Fire.


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