Kinsei (Shinobi World Supplement)
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Medium beast (wolf), lawful neutral
Armor Class 19 (Natural Armor)
Saving Throws Dex +9, Wis +8
Chakra. The Kinsei has 56 senjutsu chakra points which they can expend. All chakra points are regained at the end of a long rest.
Keen Sense. The Kinsei has advantage on Wisdom (Perception) checks that rely on smell.
Canine. The Kinsei 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 Kinsei can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical services.
Discernment. When the Kinsei 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 Kinsei knows the direction, but not exact location, of every creature within 120 feet. Additionally, the Kinsei has a +1 bonus to any d20 rolls they add their Dexterity modifier to.
Nature Chakra Sense. The Kinsei 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.
Multiattack. The Kinsei makes two attacks with its unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 20 (4d4 + 1d10 + 3) magical slashing damage.
Dance of the Dust Cloud (2 Chakra). The Kinsei 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 +9 to hit, reach 10 ft., one creature. Hit 23 (5d4 + 1d10 + 3) magical piercing damage. For each chakra point spent above 2, the Kinsei may deal an additional 3 (1d4) damage.
Body Flicker (3 Chakra). The Kinsei'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 Kinsei 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 Kinsei can see invisible creatures and has advantage on Survival checks until the end of their turn.
Fur of Invisibility (5 Chakra). The Kinsei has advantage on Stealth checks for 1 minute.
Chakra Transfer Technique (1+ Chakra). One creature the Kinsei 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.
Earth Wolf Explosion (8 Chakra). Every creature in a 5 ft. radius must make a DC 20 Dexterity saving throw with disadvantage. On a failure, they take 25 (4d8 + 6) magical bludgeoning damage and is forced 10 feet away from the Kinsei. On success, the target is knocked back 5 feet and does not take damage.
Earth Golem (7 Chakra). The Kinsei creates an earth golem anywhere within 10 feet of them.
Lightweight Boulder (2+ Chakra). As a bonus action, the Kinsei can divide one object's weight by the amount of chakra spent for 1 minute. The Kinsei may target a creature with this jutsu for 7 chakra. Doing so also grants them a flying speed equal to their movement speed for 1 minute.
Substitution (3+ Chakra). When the Kinsei is hit by an attack and would take damage, they decrease the damage by 22 (1d10 + 17) 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 Kinsei can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
The lowest class of the revered water walkers of Okuriokami Oasis, there classes that make up a larger ruling class, the Kinsei are servants to the Suisei and Hitaiyo, but are revered by those within the main ring as both nobles and an effective special forces unit. Roughly two dozen Kinsei walk the great lake at any given moment. Due to an optical illusion regarding the water, their simple gray fur is sometimes mistaken as a deep wine hue.
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