Kohan (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.

Kohan Yamanaka[edit]

Medium humanoid (Yamanaka), lawful good


Armor Class 14 (Natural Armor)
Hit Points 31 (7d8)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 10 (+0) 16 (+3) 14 (+2) 12 (+1)

Saving Throws Int +6, Wis +5
Skills Arcana +6, Insight +5, Persuasion +4, Stealth +4
Senses passive Perception 12
Languages Common
Challenge 7 (2,900 XP)


Chakra. Kohan has 13 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Chakra Sense. When Kohan takes the search action, he may also attempt a DC 13 Arcana check to locate living creatures and magical effects within 60 feet. He see 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 him. 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.

Chakra Lock-On. When Kohan detects a creature with Chakra Sense, he may spend 7 chakra to lock onto them, changing their outline from blue to red, allowing him to know their location whenever they are within 60 feet of him, and allowing him to detect them when they are within 120 feet when he uses chakra sense. Only one creature may be under these effects at a time.

ACTIONS

Multiattack. Koharu makes two unarmed strike or kunai attacks.

Unarmed Strike. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

Kunai. Thrown Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 1) piercing damage. Kohan may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit.

Mind Body Switch (4 Chakra). One creature within 120 feet must attempt a Dexterity saving throw. On a failure, Kohan becomes unconcious and the creature is charmed by her for 1 minute (concentration). This jutsu automatically ends if Kohan loses the unconcious condition, he ends this jutsu as an action, or the target falls unconscious. While charmed in this way, the target is controlled by Kohan, and he may communicate telepathically with them. Creatures controlled by Kohan can only use class and background features that he has, and may attempt a DC 14 Charisma saving throw at the end of each of their turns, ending this effect on a success. Kohan may spend 2 chakra to cause them to make this Charisma saving throw with disadvantage, or 4 chakra to cause them to automatically fail.

Chakra Hair Trap (5 Chakra). Kohan throws a handful of light biological material (i.e. flower petals, hair, paper shreds, etc.) anywhere within 30 feet, where it covers a 10 ft. radius or 20 ft. line area. Kohan may forgo this jutsu's material cost once each year by cutting off his hair as a bonus action. As a reaction when one creature enters this area during this jutsu's duration, he may force them to attempt a DC 14 Strength saving throw. On a failure, they are restrained for 1 minute (concentration). If this jutsu ends by Kohan casting another jutsu, they are still considered restrained until immediately after the jutsu is cast.

Transformation (1+ Chakra). Kohan 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 14 Investigation check to 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). Kohan's movement speed doubles, and his movement does not provoke attacks of opportunity until the beginning of his next turn.

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

REACTIONS

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

Kohan_Yamanaka.png
[Source].

A young, post-war shinobi from the Yamanaka clan, Kohan takes his work of offering his chakra sense talents to the Leaf Village's Barrier Team very seriously. Acting as a temporary mentor to Inojin, he was impressed by the boy's atypical problem solving.


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