Jinpachi Munashi (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.

Jinpachi Munashi[edit]

Medium humanoid (Munashi), lawful neutral


Armor Class 16 (Natural Armor)
Hit Points 67 (15d8)
Speed 55 ft.


STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 10 (+0) 16 (+3) 10 (+0) 12 (+1)

Saving Throws Dex +9, Int +8
Skills Acrobatics +9, Arcana +8, Athletics +4, Deception +6, Intimidation +6, Perception +5, Stealth +9
Senses passive Perception 15
Languages Common
Challenge 15 (13,000 XP)


Chakra. Jinpachi has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Jinpachi 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 Jinpachi 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 Jinpachi by any means, creatures must attempt a DC 16 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.

Untraceable. Jinpachi can't be tracked by non-magical means unless he chooses to leave a trail.

Ninja Speed. Jinpachi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Blastsword. Jinpachi's Shibuki has 7 tags, regaining 1 at the end of each minute.

Explosive Master (1/Day). Jinpachi may double one of the ranges or duration of Blinding Shibuki, Blasting Brittle Repeating Death, or Unravelling Shibuki. If such a jutsu has a range of touch, he may increase its range to 15 feet.

ACTIONS

Multiattack. Jinpachi can make 3 unarmed strike, Shibuki, or kunai attacks.

Unarmed Strike. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Shibuki. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) magical bludgeoning damage.

Burning Shibuki (1+ Tag). On a hit with Shibuki, Jinpachi may deal an additional 5 (1d8) thunder or fire damage for every tag spent (maximum 2).

Blinding Shibuki (1+ Tag). On a hit with Shibuki, 35 (6d10) hit points of creatures within 30 feet, starting with the ones with the lowest hit points ignoring unconscious creatures, are blinded for 1 minute. Jinpachi may increase the number of hit points effected by 6 (1d10) per additional tag spent. They may attempt a DC 16 Wisdom saving throw at the end of each of their turns, ending this effect early on a success.

Unraveling Shibuki (1 Tag). As a bonus action, Jinpachi creates one explosive tag.

Blasting Brittle Repeating Death (5 Chakra, 4 Tags). At the beginning of Jinpachi's next turn, creatures in a 10 foot cube up to 15 feet from Jinpachi designated on this action must attempt a DC 17 Constitution saving throw. On a failure, they take 48 (9d8 + 4)

Vanish (2 Chakra). As a bonus action while lightly obscured, Jinpachi becomes invisible. He remains invisible until he is no longer lightly obscured, takes the attack action, or casts a jutsu.

Killing Intent. Any creatures of Jinpachi's choice that can see or hear him must succeed a DC 16 Charisma saving throw or become frightened of him for 1 minute. Jinpachi may do this once, regaining all uses at the end of a long rest. Jinpachi may spend chakra when a creature makes this saving throw to grant them an equal penalty for that saving throw.

Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Jinpachi is proficient with against a restrained creature, he deals maximum damage and an additional 11 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 Jinpachi. This can be used as a bonus action immediately after damaging a creature with an attack with a weapon Jinpachi is proficient with.

Flying Revolving Sword (2 Chakra). When Jinpachi makes a melee weapon attack, it becomes a thrown attack with a range of 60 feet. If the weapon is two-handed and an object is targeted, the blade is planted firmly into its side, and creatures with the Path of the Assassin or a passive Acrobatics of 19 or higher may stand on the blade as if it were normal terrain.

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 Jinpachi's choice.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Jinpachi's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of him next turn.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Jinpachi 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). Jinpachi makes an unarmed strike against every creature within 5 ft..

REACTIONS

Substitution (3+ Chakra). When Jinpachi is hit by an attack and would take damage, he decreases the damage by 20 (1d10 + 15) 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. Jinpachi can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Jinpachi_full.png
Jinpachi Munashi wielding Shibuki, Source [[1]].

A renown jonin of the Hidden Mist, Jinpachi Munashi is a violent, if effective assassin. Jinpachi took pleasure in ripping apart enemy shinobi with explosions, especially after receiving Shibuki, killing them quickly, but undoubtedly brutally. It is likely this explosive fascination came from killing his own older brother. As a member of the Seven Ninja Swordsman of the Mist, he and Kushimaru Kuriarare earned the title of the "Heartless Pair".

Serving shortly before the Third Shinobi World War alongside Fuguki Suikazan, Juzo Biwa, Raiga Kurosuki, Jinin Akebino, and Kushimaru Kuriarare, Jinpachi reveled in the violence around him, often detonating explosives regardless of his teammates' proximity. 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 numerous of the Seven Swords, leaving only Fuguki, Juzo, and Raiga alive.

Years after his killer's son had become a man, he was reincarnated by Kabuto, with Zabuza taking the place of Juzo and Mangetsu Hozuki wielding Hiramekarei. Initially slaughtering numerous shinobi of the Allied Shinobi Forces' Short and Mid-Range Attack Division under the Hidden Mist, he was forced to retreat after Zabuza's defeat. Returning at dawn the next day, he despised Kakashi for stealing the Executioner's Blade, vowing to reclaim it for the Mist. While he and Kushimaru were able to easily overwhelm the Copy Ninja, they were swiftly defeated by the combined power of he and Might Guy.


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