Jujumaru (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.

Jujumaru[edit]

Medium humanoid (Konjiki), lawful evil


Armor Class 16 (Natural Armor)
Hit Points 38 (7d8 + 7)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 16 (+3) 10 (+0) 10 (+0)

Saving Throws Con +4, Int +6
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +6
Senses passive Perception 13
Languages Common
Challenge 5 (1,800 XP)


Chakra. Jujumaru has 12 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Silent Killing. Once per turn when Jujumaru has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 3 (1d6) damage.

ACTIONS

Multiattack. Jujumaru 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. Jujumaru may make 1 additional attack for every additional chakra point spent. Each additional kunai deals 3 (1d4 + 1) slashing damage.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Jujumaru can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Transformation (1+ Chakra). Jujumaru becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and he can not recreate a magical effect. Creatures must make a DC 14 Investigation check realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics.

Body Flicker (3 Chakra). Jujumaru's movement speed doubles, and his movement does not provoke attacks of opportunity.

Chakra Transfer Technique (1+ Chakra). One creature that Jujumaru touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum, and Jujumaru may grant them the ability to cast 1 jutsu that he knows until they lose any chakra he granted them, but they must spend at least 1 chakra he granted them on this jutsu. A creature may only learn 1 jutsu in this way from any single creature. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest.

Blood Needle (6 Chakra, 5+ Hit Points). For every 5 hit points spent on this jutsu, Jujumaru creates 2 non-magical light weapons for every foot of cubic metal used. Each weapon lasts up to 1 minute, and is instantly destroyed if it is not touching you at the end of your turn.

Secret Technique: Tree Blood Barrier (6 Chakra, 5 Hit Points). As a bonus action immediately after casting Blood Needle, Jujumaru may move any weapons created from that cast anywhere within a 15 foot radius centered on him for 1 minute (concentration), and they count as being wielded by him regardless of where in this radius they are. If he moves, these weapons move in relation to him. Each weapon's string has 1 hit point and an AC of 14. If the weapon's string is destroyed or the weapon is moved out of this radius, this effect ends on that weapon.

Secret Technique: Tree Blood Barrier: Control (6 Chakra). On a hit with a weapon controlled by Secret Technique: Tree Blood Barrier, the target must attempt a DC 14 Constitution saving throw. On a failure, he becomes paralyzed and the creature is charmed. This jutsu automatically ends if he loses the paralyzed condition, he ends this jutsu as an action, or the target falls unconscious. While charmed in this way, the target is controlled by him, and he may communicate telepathically with them. Creatures controlled by him can only use class and background features that he has and spend a number of chakra equal to half their maximum, and may attempt a DC 14 Strength saving throw at the end of each of their turns, ending this effect on a success.

REACTIONS

Substitution (3+ Chakra). When Jujumaru is hit by an attack and would take damage, he decreases the damage by 10 (1d10 + 5) 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. Jujumaru can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Jujumaru.png
[Source].

During the Land of Calm Seas, the land's daimyo massively increased the price of medication, making a fortune but leaving most of the land's citizens untreated in the process. When a small group of medical nin hit a breakthrough in formulating a far cheaper treatment, he sent his two greatest assassins, the brothers Jujumaru and Kurobane, to eliminate them. Successfully reducing their numbers down to their leader Aosa and his prime student Mozuku, they moved in to kill the younger and secure the only samples of the treatment. When they found a team of Leaf genin acting as Mozuku's bodyguards, Jujumaru held most of them off while Kurobane killed the boy and left to deliver he sample to their employer. However, after a long fight, Chocho and Shikadai were able to defeat him, and he was eventually moved to a Shinobi Union prison.



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