Kaiosei (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.

Kaiosei[edit]

Medium beast (wolf), lawful neutral


Armor Class 15 (Natural Armor)
Hit Points 22 (4d8 + 4)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 10 (+0)

Saving Throws Dex +5, Wis +4
Skills Acrobatics +5, Animal Handling +4, Arcana +3, Investigation +3, Nature +3, Perception +4, Stealth +5, Survival +4
Senses passive Perception 14
Languages Common
Challenge 4 (1,100 XP)


Chakra. The Kaiosei has 9 chakra points which they can expend. All chakra points are regained at the end of a long rest.

Keen Sense. The Kaiosei has advantage on Wisdom (Perception) checks that rely on smell.

Canine. The Kaiosei has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.

Natural Energy Scent. The Kaiosei knows the direction, but not exact location, of every creature within 90 feet.

Nature Chakra Sense. The Kaiosei may take the search action as a bonus action. When it takes the search action, it may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 30 feet. It sees 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 it. 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.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (1d4 + 1d10 + 3) slashing damage.

Dance of the Dust Cloud (2 Chakra). The Kaiosei uses its front paws to create a large cloud of dust. All friendly creatures in a 10 ft. radius can make a Stealth check with advantage as a reaction.

Chakra Fang (2+ Chakra). Melee Spell attack +3 to hit, reach 5 ft., one creature. Hit 12 (2d4 + 1d10 + 1) magical piercing damage. For each chakra point spent above 2, the Kaiosei may deal an additional 3 (1d4) damage.

Body Flicker (3 Chakra). The Kaiosei's movement speed doubles, and their movement does not provoke attacks of opportunity until the end of their turn.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, the Kaiosei can move across liquid surfaces as if they were solid for 10 minutes. If they are submerged, they rise to the surface of the liquid at a rate of 60 feet per round.

Tracking Technique (7 Chakra). As a bonus action, the Kaiosei can see invisible creatures and has advantage on Survival checks until the end of their turn.

Fur of Invisibility (5 Chakra). The Kaiosei has advantage on Stealth checks for 1 minute.

Chakra Transfer Technique (1+ Chakra). One creature the Kaiosei touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum. 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.

Water Spikes (7 Chakra). One creature within 15 ft. must succeed a DC 11 Dexterity saving throw or take 12 (3d6 + 1) magical piercing damage. If the Kaiosei and the target can touch the same water source, including rainfall, they may extend this jutsu's range.

Sensing Water Sphere (20 Chakra). As an action, the Kaiosei creates a 5 foot radius sphere of still water within 10 feet of them. Their chakra sense range is doubled. Any creature that can see the orb of water can also see anything sensed by their chakra sense. If an additional creature with chakra sense or truesight focuses on this jutsu, the orb's radius increases by 10 feet, and the largest chakra sense of any creature concentrating on this jutsu is doubled an additional time. The Kaiosei must spend 5 chakra at the end of each minute they concentrate on this jutsu.

REACTIONS

Substitution (3+ Chakra). When the Kaiosei is hit by an attack and would take damage, they decrease the damage by 9 (1d10 + 4) and teleports up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. The Kaiosei can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Design Note: This character is not from official content. This description and stat block are intended to flesh out the world.

Living along the edges of Okuriokami Oasis, Kaiosei are the lowest, most populated class of sage wolf. Due to their distance from the actual water of the oasis, they have had to master Water Style for the sake of their own survival. Their dust-colored fur keeps them hidden, while their many tracking specialties gives the valley ample warning against any potential threats that may try to approach. In addition, these factors make them a good pick for a summon, though even a Kaiosei summon is much less common than a typical ninja dog.


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