Kazuma (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.

Kazuma[edit]

Medium humanoid (Kazuma), chaotic good


Armor Class 14 (Natural Armor)
Hit Points 104 (16d8 + 32)
Speed 65 ft.


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

Saving Throws Dex +8, Int +8, Cha +5
Skills Acrobatics +8, Arcana +8, Investigation +8, Perception +5, Persuasion +5, Sleight of Hand +8, Survival +5
Senses passive Perception 15
Languages Common
Challenge 14 (11,500 XP)


Chakra. Kazuma has 35 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Kazuma 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. Kazuma can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Kazuma can make 3 unarmed strike, Flying Swallow, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Flying Swallow. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (5d4 + 3) magical slashing damage.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Kazuma 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.

Transformation (1+ Chakra).Kazuma becomes identical to a person, creature or non-magical object he a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make an 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.

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

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kazuma 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.

Transparent Escape (6 Chakra). Kazuma becomes invisible until the end of his next turn.

Muddy Dive (6 Chakra). Kazuma may swim through earth and stone as easily as water for 1 minute (concentration).

Corpse Soil (10+ Chakra). All dead creatures within a 10 ft. radius become zombies and are restored to their maximum hit points. These zombies act on their own turn, follow Kazuma's directions, and die instantly if he falls unconcious or ends this jutsu as a bonus action. If a zombie is reduced to 0 hit points, its body is reduced to mud. Kazuma may increase this jutsu's range by 5 ft. for every 2 additional chakra points spent. Additionally, he may resurrect one creature within range without them becoming a zombie, but still under the rest of this jutsu's effects, by spending an additional amount of chakra equal to 2.5x the CR of the creature (minimum of 1), or 1.5x the creature's level or CR if using PECR.

Wind Wall (3+ Chakra). Any creatures of Kazuma's choice within a 10 ft. radius gain a +2 bonus to AC and creatures attempting to attack from the other side of this radius have disadvantage for 1 minute (concentration). Kazuma can spend 2 additional chakra to expand this radius by 5 feet.

Five Elements Seal (25 Chakra). One restrained or willing creature Kazuma can touch has their chakra point maximum decreased by 12 points, or they lose access to their highest unlocked feature in one non-dojutsu implantable subclass of his choice. This jutsu may be cast on the same creature multiple times, but can only be affected by each effect once. This can only be undone by a cast of this jutsu or the Creation of All Things jutsu.

REACTIONS

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

Furido.png
[Source].

One of the jonin of the Hidden Leaf Village and one of the legendary Twelve Guardian Ninja, Kazuma was entrusted to keep the Fire Daimyo safe. However, after many years, his duty became radical fervor. Forming a task force alongside five other guardians, he attempted to overthrow the Third Hokage, though he was stopped by Asuma, Chiriku, Kitane, Nauma, Seito, and Tou, resulting in many enough deaths within the organization to disband it. Unbeknownst to Asuma and Chiriku, the only two known survivors, Kazuma had survived, changing his name to Furido and assembling a team of Fudo, Fuen, and Fuka and resurrecting the fallen years later, he attempted to overthrow the Fifth Hokage. In addition to his team of rogue nin, he sealed a portion of the Nine-Tails' chakra within his own son Sora as an ace in the hole. However, after a long bid for power, Asuma and Team Yamato summarily defeated him once and for all.


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