Kiba, Sasuke Recovery Mission (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.

Kiba Inuzuka[edit]

Medium humanoid (Inuzuka), lawful good


Armor Class 15 (Natural Armor)
Hit Points 34 (7d6 + 7)
Speed 45 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Str +4, Dex +5
Skills Acrobatics +5, Animal Handling +5, Nature +4, Stealth +5
Senses passive Perception 12
Languages Common
Challenge 7 (2,900 XP)


Chakra. Kiba has 21 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Beast-Nin. Kiba's companion is Akamaru. Akamaru is controlled by Kiba, acts on his turn, and uses his actions and bonus actions. If his companion dies, he must wait 2d4 days before he can choose another.

Evasion. When Kiba 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. Kiba can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

ACTIONS

Multiattack. Kiba makes two unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

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

Imitation Beast Ninja Art: Four Legs (5 Chakra). Kiba's movement speed increases by 5 ft., he is not effected by the prone condition, and his unarmed strikes' attack rolls gain a +1 bonus for 1 minute (concentration).

Imitation Human Ninja Art: Beast Human Clone (5 Chakra). Akamaru becomes indistinguishable from Kiba, and anything actively affecting Kiba with a duration shorter than 24 hours when he casts this jutsu affects Akamaru for 1 minute.

Passing Fang (6-16 Chakra). Kiba moves in a 45 ft. line. Any attacks of opportunity made against him during this movement have advantage. Every creature in the line must make a DC 13 Dexterity saving throw. On a failure, they take 22 (5d6 + 3) bludgeoning, slashing, or piercing damage. On a success, they take half as much damage. This deals an extra 3 (1d6) damage for every 2 additional chakra points.

Man-Beast Ultimate Taijutsu: Fang Over Fang (12-48 Chakra). Both Kiba and Akamaru use Passing Fang. If both Kiba and Akamaru's lines are within 5 ft. of each other, creatures that fail their saving throw can not make reactions until the end of their next turn

Wolf Fang Over Fang (6 Chakra). Until the end of Kiba's turn, his unarmed strikes deal twice as much damage, he takes 1/4 the damage his unarmed strikes or taijutsu deals (rounded down), and he is blinded.

Transformation (1+ Chakra). Kiba 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 11 Investigation check to 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). Kiba's movement speed doubles, and his movement does not provoke attacks of opportunity.

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

Man Beast Combination Transformation: Two-Headed Wolf (7 Chakra). As an action while Kiba is within 5 ft. of Akamaru, they become one creature. Kiba's size category increases by 1, he gains any features Akamaru had, his reach increases by 5 ft., his Strength score increases to 16 (+3), and his Dexterity increases to 18 (+4) for 1 minute. His attack bonus becomes +7, his AC becomes 17, and his jutsu saving throw DC, except for Transformation, becomes 15. When this feature ends, both Kiba and Akamaru appear within their fused form's previous space.

REACTIONS

Substitution (3+ Chakra). When Kiba is hit by an attack and would take damage, he decreases the damage by 12 (1d10 + 7) 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. Kiba can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Kiba_p1.png
[Source]

Waking up in the aftermath of the Konoha Crush, Kiba couldn't help but feel responsible for the Third Hokage's death, despite knowing that one genin couldn't do what dozens of jonin, and even Jiraiya of the Sannin couldn't. Training with an enhanced fervor, and starting to feel in his heart that things could be different if he were Hokage, it wouldn't be more than a month or two until he was approached by Shikamaru. He brought news of Sasuke Uchiha defecting from the village earlier that night, and an offer to join the team to bring him back, an offer no other member of Team 8 got. Jumping on the opportunity to help when he can, and wanting some payback on Orochimaru, he allowed Choji and Neji to handle Jirobo and Kidomaru alone. When forced to choose between Tayuya and Sakon, he made the call for Shikamaru to take on the genjutsu user, taking on the secret twins himself. While able to keep up with the two brothers as a Two-Headed Wolf, even while they were in their Second Stage Cursed Mark, they ran out of time, defusing and allowing Sakon to fuse with Kiba. Stabbing himself in the stomach in hopes that they would both bleed out, the barely-conscious Akamaru called out a new scent, Kankuro and his puppets. With Ukon dead and Kiba nearing death, Sakon exited Kiba's body and rushed the new combatant, falling straight into his trap puppet and facing the same fate as his brother. As Kiba and Akamaru lay horribly injured in a hospital bed, Kiba promised to never let Akamaru ever get hurt like that again, with the dog suffering all four legs having their tendons shredded. Over the two years between then and the Akatsuki's next major attack, Kiba achieved the rank of Chunin and grew even stronger


Akamaru[edit]

Tiny humanoid (ninja dog)[[Category:ninja dog Tag]], neutral good


Armor Class 15 (Natural Armor)
Hit Points 34 (7d6 + 7)
Speed 45 ft.


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

Saving Throws Str +4, Dex +6
Skills Acrobatics +6, Athletics +4, Nature +4, Perception +4, Performance +4, Persuasion +4, Stealth +6, Survival +4
Senses passive Perception 14
Languages Common
Challenge 7 (2,900 XP)


Chakra. Akamaru's features use Kiba's chakra.

Keen Sense. Akamaru has advantage on Wisdom (Perception) checks that rely on scent.

Pack Tactics. Akamaru has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.

Companion. Akamaru's companion is Kiba. Akamaru may occupy Kiba's space. When KIba takes the Attack action, Akamaru may make attacks as well. These attacks count as Kiba's for the sake of how many attacks he can make when he takes the Attack action.

ACTIONS

Unarmed Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Dynamic Marking (3 Chakra). Ranged Spell Attack: +5 to hit, range 15/30 ft., one target. Hit: Kiba and Akamaru are aware of the target's exact position while they are within 60 ft., and they are not affected by the blinded condition in relation to the target. This lasts for 1 minute.

Dance of the Dust Cloud (2 Chakra). The ninja dog 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 weapon attack +3 to hit, reach 5ft., one creature. Hit 9 (3d4 + 1) magical piercing damage. For each chakra point spent above 2, the ninja dog may deal an additional 3 (1d4) damage.

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

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

REACTIONS

Substitution (3+ Chakra). When the ninken 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 ninken can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.




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