Iwasaru (Shinobi World Supplement)
Iwasaru[edit]
Medium humanoid (Monkey), lawful neutral Armor Class 16 (Natural Armor)
Saving Throws Str +3, Con +5 Chakra. Iwasaru has 26 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When Iwasaru 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. Iwasaru can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Dexterous Mind. Iwasaru may forgo his action to take two bonus actions. Sage Meditation. As a full turn action, Iwasaru becomes blind and prone until the beginning of his next turn, and 4 points of Iwasaru's normal chakra becomes senjutsu chakra. Senjutsu Chakra. Some of Iwasaru's features grant him "senjutsu chakra". At the end of each of his turns inside initiative that he does not meditate, 2 senjutsu chakra becomes normal chakra. He does not lose senjutsu chakra in this way outside of initiative. Iwasaru can spend senjutsu chakra as if it were normal chakra. A creature may have a number of senjutsu chakra points equal to a quarter of their chakra point maximum or Wisdom score, whichever is higher unless they have this feature, in which they may have a number equal to their chakra point maximum. If this limit is exceeded, they become petrified. Nature Chakra Sense. Iwasaru may take the search action as a bonus action. When Iwasaru takes the search action, he may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 30 feet. He see 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 him. 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. ACTIONSMultiattack. Iwasaru can make 2 unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 1d10 + 3) bludgeoning damage. Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Iwasaru 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. Sage Art. As part of another jutsu, Iwasaru either fulfills its cost with senjutsu, or spends an additional amount of senjutsu chakra equal to 1/4 of its cost, doubling the range or damage of, grants a creature disadvantage against any 1 saving throw it incurs, or grants himself advantage on any 1 saving throw it incurs. Transformation: Adamantine Staff (5 Chakra). Iwasaru becomes a simple, two-handed, finesse weapon taking the form of a thick staff. Any creature wielding it can make attacks with it, gaining a +1 bonus to attack and damage rolls, an additional 15 ft. of reach, and dealing 10 (2d4 + 1d10) bludgeoning damage on a hit unless their unarmed strike damage die is higher. Iwasaru can spend his action in this form to end this effect, or increase this weapon's reach by +5 ft. until the beginning of his next turn for every 2 chakra spent, or use Adamantine Prison Wall, and he can not take other actions or move. Adamantine Monkey Dance (2 Chakra). As a bonus action immediately after using Transformation: Adamantine Staff, Iwasaru flies up to 45 feet and makes an unarmed strike against one creature within his reach. Basic Taijutsu Technique (3 Chakra). As a bonus action, Iwasaru makes two unarmed strikes Leaf Gust (8 Chakra). Iwasaru makes an unarmed strike against every creature within 5 feet. Leaf Great Flash (5 Chakra). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Iwasaru's choice. Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Iwasaru 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 Iwasaru casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Iwasaru's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn. Heaven Spear Kick (2 Chakra). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 1d10 + 3) bludgeoning damage. Iwasaru may fly up to 30 feet before making this attack. This can be used as a bonus action. REACTIONSSubstitution (3+ Chakra). When Iwasaru is hit by an attack and would take damage, they decrease the damage by 12 (1d10 + 7) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Iwasaru can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. |
A member of the new generation of monkeys from Saiyuki Valley, Iwasaru is the oldest of the Saru brothers. Considering himself a rival to the "irritating" Enra, though Enra himself barely even knows of him beyond the two being classmates, partially due to Iwasaru's tendency to not speak, though he shouts on most occasions that he does. |
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