Karenbana (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.

Karenbana[edit]

Medium humanoid (human), lawful evil


Armor Class 15 (Natural Armor)
Hit Points 67 (9d8 + 27)
Speed 45 ft.


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

Saving Throws Int +7, Wis +4
Skills Acrobatics +5, Arcana +7, Nature +7, Stealth +5
Senses passive Perception 10
Languages Common
Challenge 9 (5,000 XP)


Chakra. Karenbana has 31 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Karenbana is targeted by an area effect that lets him make a Dexterity 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. Karenbana can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Disruption Specialist. Karenbana automatically detects Illusion spells and genjutsu and has advantage on saving throws against them. While she is touching a creature with at least one hand, they gain this benefit as well.

ACTIONS

Multiattack. Karenbana makes 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Karenbana 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.

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

Transformation (1+ Chakra). Karenbana becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and she can not recreate a magical effect. Creatures must make a DC 15 Investigation check realize that she is transformed. If the creature saw her performing the jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

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

Cloak of Invisibility (5 Chakra). Karenbana chooses one environment (i.e. forest, marsh, desert, mountains, tundra, urban, etc.), and covers a cloth with that environment's pattern. While still and covered by this cloak within said environment, she has advantage on Stealth checks.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Karenbana makes two unarmed strikes

Leaf Gust (8 Chakra). Karenbana makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Karenbana's choice.

Petal Disguise (12+ Chakra). One creature within 30 feet attempt a DC 15 Wisdom saving throw. On a failure, Karenbana becomes invisible to them for 1 minute (concentration). She must hold a hand seal to keep this genjutsu active, so no jutsu/techniques can be used while this jutsu is active. The target may retry this saving throw at each of their turns, ending this effect on a success. Additionally, when Karenbana casts this jutsu, she may target an additional creature for every 3 additional chakra spent.

Petal Assault (16+ Chakra). One creature within 30 feet attempt a DC 15 Wisdom saving throw. On a failure, they have their movement speed drop to 5 ft. and have everything past 15 ft. is heavily obscured for them on a failure for 1 minute (concentration). The target may retry this saving throw at each of their turns, ending this effect on a success. Additionally, when Karenbana casts this jutsu, she may target an additional creature for every 3 additional chakra spent.

Inspiring Words (1 Chakra). As a bonus action, one creature within 30 feet of Karenbana that can hear him gains a +2 bonus to their attack and damage rolls until the end of their next turn.

Healing Jutsu (1-18 Chakra). One creature Karenbana can touch regains a number of hit points equal to chakra spent.

Chakra Control. As a bonus action, Karenbana reduces his next jutsu's cost by 2. He may do this 3 times, regaining all uses at the end of a short rest.

Ninja Art: Poison Fog (10 Chakra). Karenbana exhales a 15 ft. radius cloud of thick purple gas up to 30 ft. from him that lasts for 1 minute (concentration). For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 feet. When this jutsu is cast, and again when they end their turn in this cloud, any creatures within the cloud must attempt a DC 15 Constitution saving throw. On a failure, they become poisoned until the end of their next turn. While poisoned in this way, they are paralyzed and take 3 (1d4 + 1) poison damage at the beginning of each of their turns.

REACTIONS

Substitution (3+ Chakra). When Karenbana is hit by an attack and would take damage, he decreases the damage by 14 (1d10 + 9) 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. Karenbana can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Karenbana.png
[Source].

Karenbana is a member of the Uemon clan, a small group of rogue nin that were exiled and left to wander the world until they were approached by Shabadaba, minister of the Land of the Moon, and given a mission to wrest power from the Tsuki clan, the kingdom's current and historic rulers. While they succeeded in killing the king, Kakeru, his son Michiru and grandson Hikaru escaped, but were driven out of the country. When the heirs returned with Team Kakashi, the Uemon clan responded with force, seriously injuring their leader and kidnapping Michiru and Hikaru. When the Leaf shinobi infiltrated the capitol castle, Karenbana faced down Sakura Haruno one-on-one. Hiding herself in her petal genjutsu, which even her genius opponent could not break, Sakura instead prompted to break the chandelier above them, following Karenbana on sound rather than sight. With a single punch, Sakura was able to knock out her opponent until the Land of the Moon's rightful rulers took power.


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