Kido (Shinobi World Supplement)
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Medium humanoid (Tsumiki), lawful good
Armor Class 17 (Natural Armor)
Saving Throws Int +9, Cha +7
Chakra. Kido has 47 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Evasion. When Kido 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. Kido can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Pill Creation. Kido can make 3 military pills during a long rest. All pills lose their potency after 48 hours.
Tsumiki Cursed Mark. When a jutsu Kido casts causes a creature to become paralyzed, every creature within 5 ft. of the creature including the creature themself must attempt a DC 17 Constitution saving throw. On a failure, they take 11 (4d4 + 1) magical bludgeoning damage. On a success, they take half as much damage.
Red Chakra. Some of Kido's features grant him "red chakra". If his own chakra is less than his red chakra, he must attempt a DC 12 Constitution saving throw at the end of each of his turns. On a failure, he gains 1 level of exhaustion. If he is in Initial Release, the DC becomes 14. If he is in Tailed Release, the DC becomes 16. These special "red" chakra are counted separately from his normal chakra. He can use this chakra on one jutsu or spread them across multiple, but he can not spend these points and his own normal chakra points on the same jutsu. This chakra can extend above his chakra point maximum, and is lost at the end of a short rest.
Multiattack. Kido can make 3 unarmed strike or kunai attacks.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) magical bludgeoning damage.
Kunai. Thrown Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Kido 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.
Healing Jutsu (1-17 Chakra). One creature Kido can touch regains a number of hit points equal to chakra spent.
Chakra Control. As a bonus action, Kido reduces his next jutsu's cost by 4. He may do this 3 times, regaining all uses at the end of a short rest.
Mystical Palm Jutsu. Kido has a pool of 17 d6s he can use on this action. As a bonus action, Kido can heal one creature he can see within 60 feet, spending up to 2 dice from the pool. He must roll the dice he spends, add them together, and restore a number of hit points equal to the total. This die pool regains all expended dice when he finishes a long rest.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kido can move across liquid surfaces as if they were solid for 10 minutes. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.
Transformation (1+ Chakra). Kido 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, and he can not recreate a magical effect. Creatures must make a DC 17 Investigation check realize that he is transformed. If the creature saw him performing this jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.
Body Flicker (3 Chakra). Kido's movement speed doubles and his movement does not provoke attacks of opportunity until the beginning of his next turn.
Rope Escape (6 Chakra). When Kido attempts a d20 roll to attempt to remove an object from their person, including escaping the restrained condition from a physical restraint, he automatically rolls a 20.
Body Elimination (5 Chakra). One creature Kido can touch that has 1 or fewer hit points is killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash.
Shadow Clone (4+ Chakra/Clone). Kido creates up to five clones. The clones have 5 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, Kido dismisses them at will, or Kido falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).
Lightning Style Shadow Clone (1 Chakra). When Kido creates a shadow clone, he may imbue it with Lightning Style chakra. When it is destroyed by any means other than being dispelled, it deals 11 (2d8 + 3) lightning damage to the source of the damage. This also causes him to not regain the base chakra spent to create the clone.
Thunder (3 Chakra). Each creature in a 25-foot cone must make a DC 17 Dexterity saving throw. On a failure, the creature takes 10 (2d6 + 3) lightning damage. On a success, they take half as much damage.
Tiger Scissors (5 Chakra). Kido places a 5 ft. radius trap anywhere within 15 feet that lasts for 1 minute (concentration). As a reaction when a creature enters the area targeted by this jutsu, they must make a DC 17 Strength saving throw. On a failure, it takes 9 (1d12 + 3) lightning damage and is stunned until the end of its next turn. On a success, they take half as much damage. Additionally, they can not be targeted by this jutsu again until the end of their next turn.
Caged Bird (20 Chakra). One willing or unconscious creature Kido can touch gains a seal on their tongue. They can not remove the seal or intentionally deal damage to themself, though they can willingly take damage from another creature. As a bonus action or reaction, a creature that knows this jutsu may cause them to become paralyzed until the beginning of the caster's next turn. This lasts until the creature dies or a creature that can cast this jutsu ends it as an action, or until their heart is destroyed.
Inspiring Words (1 Chakra). As a bonus action, one creature within 30 feet of Kido that can hear him gains a +1 bonus to their attack and damage rolls until the end of their next turn.
Understanding the Enemy. As a bonus action, Kido makes a DC 15 Insight check against one creature he can see within 30 feet. On a success, he learns one of their ability modifiers of his choice, or if they are above or below half their maximum hit points.
Tailed Beast Drug (1/day). Kido gains 10 red chakra and the Initial Release and Tailed Release features for 1 minute. If he is in any Release when he loses these benefits, he takes 30 necrotic damage.
Substitution (3+ Chakra). When Kido is hit by an attack and would take damage, he decreases the damage by 22 (1d10 + 17) 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. Kido can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.
Kido was a high-ranking medical-nin in the Leaf Village's Anbu under direct orders from Danzo Shimura, where helped develop the Tailed Beast drug. As the Sixth Hokage began investigating ex-ROOT operations, Team Ino-Saku-Sai were sent to uncover Kido's plot, forcing their hand into attempting, and failing, to capture Sakura. After following her back to her squad, they attempted an ambush, but their reinforcement Anbu squad was easily defeated. While Ino and Sai were kept at bay by Magire, Kido escaped to a nearby hideout, allowing Sakura to follow him. While his tailed beast cloak was powerful, it was nothing compared to Sakura's full power, and he and his assistant were quickly imprisoned.
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