Jinin Akebino (Shinobi World Supplement)
From D&D Wiki
Medium humanoid (Akebino), chaotic evil
Armor Class 17 (Natural Armor)
Saving Throws Dex +9, Int +9
Chakra. Jinin has 32 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Evasion. When Jinin is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.
Afterglow. Once per turn when Jinin has advantage on any one attack roll, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 11 (3d6) damage.
Terrifying. While frightened of Jinin by any means, creatures must attempt a DC 17 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.
Ninja Speed. Jinin can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Multiattack. Jinin can make 3 unarmed strike, Kabutowari, or kunai attacks.
Unarmed Strike. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.
Kabutowari. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) magical slashing or bludgeoning damage.
Helmsplitter. As a bonus action after a hit with Kabutowari, the target must attempt a DC 17 Strength saving throw. On a failure, its AC is reduced by -2 to a maximum penalty of -6 per each creature, reducing by 2 at the end of a long rest. Whenever a creature can spend hit dice to regain hit points, they may spend up to 2 hit dice to reducing this penalty by a number equal to the number of dice spent.
Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Naruto 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.
Killing Intent. Any creatures of Jinin's choice that can see or hear him must succeed a DC 17 Charisma saving throw or become frightened of him for 1 minute. Jinin may do this once, regaining all uses at the end of a long rest. Jinin may spend chakra when a creature makes this saving throw to grant them an equal penalty for that saving throw.
Vanish (2 Chakra). As a bonus action while lightly obscured, Jinin becomes invisible. He remains invisible until he is no longer lightly obscured, takes the attack action, or casts a jutsu.
Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Jinin is proficient with against a restrained creature, he deals maximum damage and an additional 12 damage, and the target is no longer restrained.
Dragon Tail Foot (3 Chakra). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 5) magical bludgeoning damage and the target is forced 15 feet away from Jinin. This can be used as a bonus action immediately after damaging a creature with an attack with a weapon Jinin is proficient with.
Hammer of the Hidden Mist (9 Chakra). Melee Weapon Attack: +12 to hit, 10 ft. radius. Hit: 6 (1d8 + 8 / 2) magical slashing or bludgeoning damage and they are knocked prone.
Surging Fire Wild Dance (8 Chakra). Jinin contests a melee attack against a creature within Jinin's reach's melee attack. If he succeeds, they take his unarmed strike's damage. If he fails by less than 5 or succeeds, both he and the target are restrained until the beginning of his next turn.
Great Waterfall Jutsu (20 Chakra). All creatures within a 20 ft. x 120 ft. line must attempt a DC 17 Dexterity saving throw. On a failure, they take 25 (3d12 + 5) 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.
Water Bullet (10 Chakra). Ranged Spell Attack: +9 to hit, range 50 ft. line. Hit: 18 (3d8 + 4) magical bludgeoning and 7 (2d6) cold damage and must make a DC 17 Strength saving throw or be pushed back 10 feet and fall prone.
Water Dragon (15 Chakra). Jinin forms a dragon from water within 60 ft. for 1 minute (concentration). He can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to fire damage, immune to non-magical and cold damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as Jinin. It acts on his initiative and has the following actions:
Leaf Great Flash (10 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 ft. in a direction of Jinin's choice.
Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Jinin's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.
Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Jinin 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 he casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.
Leaf Gust (8 Chakra). Jinin makes an unarmed strike against every creature within 5 ft..
Deadly Bite (1-4 Chakra). Jinin wields one light melee weapon in his mouth with no penalties. Jinin must spend 1 chakra at the beginning of each of his turns to maintain this effect. Jinin may increase this jutsu's use and maintenance cost by 1 to allow him to wield a non-light melee weapon, by 2 to allow him to wield a two-handed or heavy one-handed melee weapon, or by 3 to allow him to wield a two-handed heavy melee weapon.
Substitution (3+ Chakra). When Jinin is hit by an attack and would take damage, he decreases the damage by 21 (1d10 + 16) 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. Jinin can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
One of the Hidden Mist's greatest jonin of the time, Jinin Akebino was gifted one of the legendary swords that had defended their village for generations, Kabutowari. Being commanded by Fuguki Suikazan, he was deployed alongside Juzo Biwa, Kushimaru Kuriarare, Raiga Kurosuki, and Jinpachi Munashi during the Third Shinobi World War. On what was supposed to be a typical mission, he was sent to intercept Team Choza, comprised of its absent leader and the still-growing Might Guy, Ebisu, and Genma Shiranui. Before they could move in, Might Duy arrived, opening all Eight Gates and killing four of the Seven Ninja Swordsmen of the Mist, including Jinin, Kushimaru, Jinpachi, and one other.
Years later, when his killer's son was a grown man, he was resurrected by Kabuto alongside Zabuza Momochi, Mangetsu Hozuki, Fuguki, Kushimaru, Jinpachi, Ameyuri Ringo. With Zabuza's defeat dispelling the mist he had used to destroy his opponents, Kakashi Hatake was able to injure Jinin enough for Sai to seal him away.
Back to Main Page → 5e Homebrew → Campaign Settings → Shinobi World