Jirobo (Shinobi World Supplement)
From D&D Wiki
Jirobo[edit]
Medium humanoid (Human), neutral evil Armor Class 18 (Natural Armor)
Saving Throws Con +8, Cha +3 Chakra. Jirobo has 24 chakra points which he can expend. All chakra points are regained at the end of a long rest. Brawn. When Jirobo is targeted by an area effect that lets him make a Strength 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. Jirobo can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Mighty Vigor. When Jirobo makes an attack using Strength, he may spend 1 chakra or 1 hit point to deal half as much damage on a miss. This counts as a Strength saving throw for the sake of Brawn. Strength Casting. When Jirobo casts a jutsu with a DC of 11, he may spend a number of hit points equal to half its total cost to increase its DC to 16 and grant it a +5 bonus to its damage. Black Chakra. Some of Jirobo's features grant him "black chakra". Black chakra can exceed his maximum chakra, and is lost at the end of a long rest. Jirobo can spend black chakra as if it were normal chakra, but if he chooses to do so he must spend an equal number of normal and black chakra. While Jirobo has more black chakra than regular chakra, he must attempt a DC 15 Charisma saving throw at the end of each of his turns. On a failure, he becomes berserk until the end of his next turn. ACTIONSMultiattack. Jirobo makes 2 attacks with his unarmed strike or kunai attack. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) magical bludgeoning damage. Kunai (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Jirobo may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 2) piercing damage on a hit. Basic Taijutsu Technique (3 Chakra). As a bonus action, Jirobo makes two unarmed strikes Leaf Gust (8 Chakra). Jirobo makes an unarmed strike against every creature within 5 feet. Leaf Great Flash (5 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Jirobo's choice. Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Jirobo 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 Jirobo 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. Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Jirobo's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn. Heaven Spear Kick (2 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage. Jirobo may fly up to 30 feet before making this attack. Arhat Fist (5 Chakra). For 1 minute (concentration), when you make an attack, it must use Strength, and such attacks gain a +2 bonus to attack and damage rolls. Additionally, he may grapple Huge creatures. Cursed Mark. As a bonus action, Jirobo gains the following until he ends this effect as an action:
Second State. While Cursed Mark is active, Jirobo gains the following:
Sphere of Graves (20 Chakra). While Jirobo is under the effects of Second State, the ground in a 30 ft. radius around him becomes difficult terrain, and creatures on it must succeed a DC 11 Dexterity saving throw or be knocked prone. At the beginning of his next turn, all creatures in a 30 ft. radius up to 120 ft. from Jirobo must attempt a DC 11 Dexterity saving throw, taking 114 (20d10 + 4) force damage and becoming restrained on a failure, and taking half as much and not being restrained on a success. They may retry this saving throw at the end of each of their turns. Another creature within 15 ft. may repeat this saving throw for them as a bonus action unless they are also restrained. This may only be used once, regaining use at the end of a long rest. Transportation Jutsu Formula: Underworld Turnover (20 Chakra). Jirobo creates a 20 ft. radius eyeball-like sphere around himself. All creatures inside the sphere become unconscious until they are targeted by the basic Yin Style technique. If a creature spends 1 hour unconcious within the sphere, they die instantly. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 7 (2d6) bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it. Multi Mud Wall (6+ Chakra). As a bonus action, Jirobo creates a 5 foot square wall that is 3 inches thick anywhere within 5 feet of him that grants three-quarters cover and has 13 hit points, and 12 AC. Jirobo may create an additional wall within 5 feet of himself or one other Multi Mud Wall he can touch for every 5 additional chakra points spent. Headhunter (6 Chakra). Jirobo gains a burrowing speed equal to his movement speed +5 feet until the beginning of his next turn. If he hits a creature with an unarmed strike while burrowing, he may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early in a success. Transformation (1+ Chakra). Jirobo becomes identical to a person, creature or non-magical object he has a complete visual image of for 1 hour (concentration). This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 11 Investigation check realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds. Combined Transformation (10 Chakra). When Jirobo casts Transformation while touching a willing creature, he and the creature become a single creature or object. They become are a creature, he may choose either creature's size category to be the combined creature's, and the combined creature has the best of either creature's features, proficiencies, and proficiency bonus. The combined creature acts on Jirobo's turn, and any damage it takes is dealt to whichever component creature has the highest hit points. Using this jutsu decreases the transformation from a number of hours to an equal number of minutes. Summoning Jutsu (10 Chakra). Jirobo summons an earth prison golem within 5 ft. of him. REACTIONSSubstitution (3+ Chakra). When Jirobo is hit by an attack and would take damage, he decreases the damage by 15 (1d10 + 10) 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. Jirobo can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. Multi Mud Wall (6+ Chakra). When Jirobo is targeted by an attack or Dexterity saving throw, he creates a 5 foot square wall that is 3 inches thick anywhere within 5 feet of him that grants three-quarters cover and has 13 hit points, and 12 AC. Jirobo may create an additional wall within 5 feet of himself or one other Multi Mud Wall he can touch for every 5 additional chakra points spent. |
A member of Orochimaru's elite squad, the Sound Four, Jirobo earned his position and freedom from the Sound Village's vast prison/experimentation system by slaughtering his fellow prisoners in massive battles organized for Orochimaru's research. The most stoic of his team, Jirobo is as respectful to his teammates as he is ruthless to his enemies. However, not even he is immune to the Cursed Mark's intoxicating chakra, becoming aggressive and violent under its effects. Unlike the rest of the Sound Four, Jirobo was not born with a rare kekkei genkai. Instead, his significance to Orochimaru is as an enforcer, as his physical strength outweighs that of all of his team mates. He is the first to be left behind of his team, a position he serves dutifully. During his mission to bring Sasuke to Orochimaru, he was left behind to delay his Hidden Leaf Village pursuers, though Choji Akimichi stayed behind himself to allow the rest of his team to proceed. After a long battle, Jirobo was defeated by Choji's enhanced state from his clan's secret triple threat pills, though the toll he and the pills took on the boy was nearly enough to kill him. During the Fourth Shinobi World War, the Sound Four were resurrected by Kabuto to do battle with the ones that killed them. While stalemated at best against Choji, his ability to now use Underworld Turnover without drawback thanks to his immortal body quickly turned the tide, though Shikamaru quickly pulled together a strategy to draw Naruto to their location using their enhanced hatred, leading to their almost immediate sealing. |
Back to Main Page → 5e Homebrew → Campaign Settings → Shinobi World]