Kiba, Young (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 14 (Natural Armor)
Hit Points 18 (4d6 + 4)
Speed 40 ft.


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

Saving Throws Str +3, Dex +4
Skills Acrobatics +4, Animal Handling +4, Nature +3, Stealth +4
Senses passive Perception 12
Languages Common
Challenge 4 (1,100 XP)


Chakra. Kiba has 14 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.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Kunai. Thrown Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) 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 40 ft. line. Any attacks of opportunity made against him during this movement have advantage. Every creature in the line must make a DC 11 Dexterity saving throw. On a failure, they take 20 (5d6 + 1) 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

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.

REACTIONS

Substitution (3+ Chakra). When Kiba is hit by an attack and would take damage, he decreases the damage by 8 (1d10 + 3) 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]

Kiba, whose name literally translates as Fang, was introduced to Akamaru, a ninja dog bred by his older sister Hana, at a young age. Immediately becoming close friends, Kiba and the pup spent more time playing that training, much to his mother Tsume's ire. Along with Shikamaru, Choji, and Naruto often got into trouble skipping class in the Academy, resulting in regular detentions. Despite considering the first two mutuals friends, he considered Naruto a flunky nobody who would never achieve anything. Placed on Team Kurenai alongside Hinata Hyuga, and Shino Aburame, he was initially very eager to show his strength and eliminate the competition during the second phase of the Chunin Exams up until he witnessed the raw power of Gaara killing a team of Rain Shinobi for the sake of retrieving a scroll to finish the round. In the third round, he was pitted against Naruto Uzumaki who, despite having every physical advantage over, even going so far as to use chakra pills, was outsmarted by a clever Transformation jutsu and beaten into submission with clones. Cheering on Naruto in the finals in his fight against Neji a month later, Kiba vowed to become stronger in Naruto's footsteps.


Akamaru[edit]

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


Armor Class 15 (Natural Armor)
Hit Points 18 (4d6 + 4)
Speed 40 ft.


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

Saving Throws Str +3, Dex +5
Skills Acrobatics +5, Athletics +3, Nature +3, Perception +3, Performance +3, Persuasion +3, Stealth +5, Survival +3
Senses passive Perception 13
Languages Common
Challenge 4 (1,100 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: 5 (1d4 + 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 6 (2d4 + 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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