Kasei (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.

Kasei[edit]

Medium beast (wolf), lawful neutral


Armor Class 18 (Natural Armor)
Hit Points 77 (14d8 + 14)
Speed 60 ft.


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

Saving Throws Dex +8, Wis +7
Skills Acrobatics +8, Animal Handling +7, Arcana +8, Investigation +8, Medicine +7, Nature +8, Perception +7, Stealth +8, Survival +7
Senses passive Perception 17
Languages Common
Challenge 14 (11,500 XP)


Chakra. The Kasei has 42 senjutsu chakra points which they can expend. All chakra points are regained at the end of a long rest.

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

Canine. The Kasei 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.

Ninja Speed. The Kasei can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical services.

Discernment. When the Kasei is targeted by an area effect that lets them make a Wisdom or Intelligence saving throw to take only half damage, such as fireball, they instead takes no damage if they succeed on the saving throw, and only half damage if they fail the save.

Natural Energy Scent. The Kasei knows the direction, but not exact location, of every creature within 120 feet.

Nature Chakra Sense. The Kasei 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.

Wolf Sage Art. Creatures have disadvantage against any saving throws caused by jutsu the Dosei casts.

ACTIONS

Multiattack. The Kasei makes two attacks with its unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d4 + 1d10 + 3) magical slashing damage.

Dance of the Dust Cloud (2 Chakra). The Kasei 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 +8 to hit, reach 10 ft., one creature. Hit 20 (4d4 + 1d10 + 3) magical piercing damage. For each chakra point spent above 2, the Kasei may deal an additional 3 (1d4) damage.

Body Flicker (3 Chakra). The Kasei'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 Kasei 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 Kasei can see invisible creatures and has advantage on Survival checks until the end of their turn.

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

Chakra Transfer Technique (1+ Chakra). One creature the Kasei 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.

Sand Body (10 Chakra). The Kasei can not be effected by any effect that would not kill them instantly, they can pass through objects, and must spend 3 chakra to take an action, 2 chakra to take a bonus action, and they can not take reactions. The Kasei must spend 5 chakra at the beginning of each of their turns to maintain this effect.

REACTIONS

Substitution (3+ Chakra). When the Kasei is hit by an attack and would take damage, they decrease the damage by 19 (1d10 + 14) 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 Kasei can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Shield of the Wind Count (8+ Chakra). When the Kasei is targeted by an attack roll, they make a spell attack roll with a +10 bonus. If his attack roll is higher than the attacker's, they are targeted by the attack instead. They may spend 4 additional chakra to deal an additional 12 (2d6 + 5) thunder damage, and may increase this additional damage by 4 (1d6) for every 2 additional chakra points spent.

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

Living among the main ring around Okuriokami Oasis alongside the Tennosei, Dosei and Mokusei, the Kasei are a class of sage wolf whose duty it is to wage war. The last battle the Kasei took part in was shortly before the end of the Warring States Era, when a clan of Lightning Style users attempted to invade, the result of which was the complete annihilation of the ninja clan. Since then, while they have maintained their training, many Kasei regret that their auburn fur lies unstained.


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