Jibiki (Shinobi World Supplement)
From D&D Wiki
Jibiki[edit]
Medium humanoid (Funato), lawful evil Armor Class 16 (Natural Armor)
Saving Throws Dex +6, Cha +2 Chakra. Jibiki has 22 chakra points which he can expend. All chakra points are regained at the end of a long rest. Power of the Sea Dragon. Jibiki can move through water in any direction without any penalties using his movement speed, and may breath water as if it were air. Additionally, Jibiki has resistance to damage from Water Style jutsu and damage from sources made of water. Endurance. When Jibiki is targeted by an area effect that lets him make a Constitution 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. Jibiki can take the dash, dodge, and disengage actions as a bonus action for 2 chakra. Chakra Sense. When Jibiki takes the search action, he may also attempt a DC 13 Arcana check to locate living creatures and magical effects within 60 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. Jibiki makes 2 attacks with his unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Kunai (0-3 Chakra). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Jibiki may make 1 additional attack for every additional chakra point spent, with each additional kunai dealing 3 (1d4 + 1) slashing damage. Basic Taijutsu Technique (3 Chakra). As a bonus action, Jibiki makes two unarmed strikes Leaf Gust (8 Chakra). Jibiki 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 Jibiki's choice. Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Jibiki 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 Jibiki 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 him have disadvantage. Water Gun (1 Chakra). Ranged Spell Attack: +7 to hit, range 20 ft., one target. Hit: 8 (1d8 + 4) magical piercing damage. Water Flow Sensing Technique (1+ Chakra). As a bonus action when Jibiki uses his chakra sense, he covers the ground in a thin layer of water. His chakra sense range is doubled, but is restricted to creatures touching the ground on the same level or below any ground he is touching. He may spend an additional 4 chakra to cause his chakra sense to last until the end of his next turn any time it would end while this jutsu is active. Water Formation Wall (2+ Chakra). Any creatures of his choice within a 5 foot radius are moved 5 feet away from Jibiki. Jibiki may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Jibiki's turns for 1 minute (concentration). Jibiki must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Jibiki moves more than 5 feet after maintaining this jutsu, he loses concentration. Pillar Encirclement (4 Chakra). While Water Formation Wall is active, it gains this jutsu's effects until it ends, or Jibiki ends these effects at will. When a creature would be moved by Water Formation Wall, they may attempt a DC 15 Strength or Dexterity saving throw, not being moved on a success. Any creatures within range of Water Formation Wall have half cover. REACTIONSSubstitution (3+ Chakra). When Jibiki is hit by an attack and would take damage, he decreases the damage by 13 (1d10 + 8) 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. Jibiki can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. Water Formation Wall (2+ Chakra). When Jibiki is targeted by an attack, any creatures of his choice within a 5 foot radius are moved 5 feet away from Jibiki. Jibiki may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Jibiki's turns for 1 minute (concentration). Jibiki must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Jibiki moves more than 5 feet after maintaining this jutsu, he loses concentration. |
One of the Funato clan's many pirates, Jibiki is primarily a non-combatant, using his sensor capabilities to ensure ships are cleared during raids. Joining Isari and Gokai in an attempt to free their leader, Araumi, Jibiki successfully located the leader, allowing his comrades to circumvent multiple layers of security and break him free. However, after the deaths of Tenma, Seiren, and Funamushi, Isari admitted that he had lost faith in Araumi, bringing Jibiki along with him to a peace talk with Chojuro. However, Jibiki had informed Araumi of the deception, causing him to manipulate Isari's Marlin Harpoon, killing Isari and throwing Jibiki into confused despair. Following the Great Sea Battle of the Mist Village, Jibiki was imprisoned alongside many other Funato. |
Back to Main Page → 5e Homebrew → Campaign Settings → Shinobi World