Koji Kashin (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.

Koji Kashin[edit]

Medium humanoid (Jiraiya), chaotic good


Armor Class 22 (Natural Armor)
Hit Points 210 (28d8 + 84)
Speed 65 ft.


STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 16 (+3) 20 (+5) 12 (+1) 13 (+1)

Saving Throws Dex +13, Int +13
Skills Acrobatics +13, Arcana +13, Deception +9, Perception +9, Persuasion +9, Stealth +13
Senses passive Perception 19
Languages Common
Challenge 28 (120,000 XP)


Chakra. Koji has 59 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion/Discernment. When Koji is targeted by an area effect that lets him make a Dexterity, Wisdom, or Intelligence 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. Koji can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Fire. Some of Koji's jutsu light creatures on fire, taking an amount of damage at the beginning of each of their turns. At the end of each of such a creature's turns, the target must make a DC 20 Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.

Senjutsu Chakra. Some of Koji's features grant him "senjutsu chakra". At the end of each of his turns inside initiative that he does not meditate, 2 senjutsu chakra becomes normal chakra. He does not lose senjutsu chakra in this way outside of initiative. Koji can spend senjutsu chakra as if it were normal chakra. A creature may have a number of senjutsu chakra points equal to a quarter of their chakra point maximum or Wisdom score, whichever is higher unless they have this feature, in which they may have a number equal to their chakra point maximum. If this limit is exceeded, they become petrified and identical to the Sage Creature of the source of the senjutsu until they lose the senjutsu (in this case, a large toad). While Koji has a number of senjutsu chakra equal to half his normal chakra, he gains the following:

  • Koji deals an additional 5 (1d10) damage with unarmed strikes.
  • Koji's reach increases by +5 ft.
  • Koji's movement and swimming speeds increase by +10 ft., and his jump distances increase by +20 ft.
  • Proficiency in Dexterity (+9) and Wisdom (+7) saving throws.
  • Koji's attack and damage rolls, and his AC gain a +1 bonus.

Nature Chakra Sense. Koji may take the search action as a bonus action. When Koji takes the search action, he may also attempt a DC 14 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.

Dying Breath. At the beginning of each of Koji's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.

Silent Killing. Once per turn when Koji has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 14 (4d6) damage.

ACTIONS

Multiattack. Koji can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (6d4 + 5) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +12 to hit, range 30/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Koji 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.

Transformation (1+ Chakra). Koji becomes identical to a person, creature or non-magical object he 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 an Investigation check 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). Koji's movement speed doubled, and his movement does not provoke attacks of opportunity.

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

Summoning Jutsu (20+ Chakra). Koji summons one Toad of Mount Myoboku or Rashōmon within 15 ft. of him, spending an amount of chakra equal to the summoned creature's CR.

Rasengan (10 Chakra). Melee Spell Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) magical bludgeoning damage + 11 (2d10) force damage and the target must succeed a DC 21 Strength saving throw. On a failure, they are pushed 20 feet away from Koji.

Twin Rasengan (10+ Chakra). Melee Spell Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 6) force damage and the target is pushed 5 feet away from Koji. Koji may make 1 additional attack up to the number of hands he has for every 5 additional chakra spent.

Giant Rasengan (12+ Chakra). Melee Spell Attack: +13 to hit, 10 ft. radius with one edge 15 ft. from Koji. Hit: 17 (2d10 + 6) magical bludgeoning plus 10 (2d10) force damage. The targets must make a DC 21 Strength saving throw or be pushed 20 feet away. Koji may spend 5 additional chakra to increase this jutsu's range by 5 feet.

Wild Lion's Mane (5 Chakra). For 1 hour, Koji are immune to one instance of the restrained condition that is not from genjutsu each round.

Transparent Escape Jutsu (6 Chakra). Koji becomes invisible until the end of his next turn.

Flame Bullet (4 Chakra). Ranged Spell Attack: +14 to hit, range 40 ft., three targets. Hit: 13 (2d6 + 7) fire damage and is set on fire. At the start of its turn, it takes 5 (1d6 + 2) fire damage.

Fire Dragon Flame Bullet (22 Chakra). Every creature in a 150 ft. long, 10 ft. wide line must make a DC 22 Dexterity saving throw, taking 36 (10d6 + 7) fire damage and catching on fire for 1 minute on a failure. On a success, they take half as much damage and are not on fire. At the start of its turn, it takes 13 (2d10 + 2) fire damage.

Flame Attack (10 Chakra). Melee Spell Attack: +14 to hit, reach 15 ft., one target. Hit: The target is caught on fire for 1 minute. At the start of its turn, it takes 12 (2d10 + 2) fire damage.

True Fire of Samadhi (10 Chakra). When Koji uses Flame Attack, he must concentrate on it, but its fire can not be extinguished by any means while he is concentrating it and the target automatically fails the saving throw to avoid damage.

Five Fire Gods' Fan Flames (14 Chakra).All creature in a 30 ft. radius must make a DC 22 Dexterity saving throw, taking 33 (6d8 + 7) fire damage on a failure, or taking half as much damage on a success. The area targeted by this jutsu counts as heavily obscured until the end of Koji's next turn.

Toad Oil Bullet (9 Chakra). All creatures in a 40 ft. line must attempt a DC 20 Dexterity saving throw. On a failure, any effect that can deal fire damage can target creatures under this effect at twice its range for 1 minute (concentration).

Sealing Technique: Frog Suppression (12 Chakra). Koji erects four 5 ft. square, 15 ft. tall pillars that produce a 30 ft. cube of electricity centered on one point within 60 feet that lasts for 1 minute (concentration). If a creature attempts to move through the wall, they must attempt a DC 20 Constitution saving throw. On a failure, they take 12 (2d6 + 5) lightning damage and are moved 15 ft. toward the center of the cube. On a success, they take half as much damage and move through the cube. Each pillar has 25 hit points, and melee attacks against them cause the attacker to make the same saving throw. If at least 1 pillar is destroyed, this jutsu ends. This counts as Fuinjutsu for the sake of any features that would effect Fuinjutsu.

Toad Smoke (4 Chakra). Koji creates a 40 ft. radius of smoke. For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 10 feet. As a bonus action for 2 chakra, Koji may create a denser area of smoke that occupies one 5 ft. are within the cloud that appears like him while heavily obscured that has 5 hit points. Koji must spend 2 chakra at the end of each of his turns to maintain this jutsu.

Toad Spying (4 Chakra). For 1 minute (concentration), Koji can see, hear, and receive any other sensory information as if he were in the place of one creature he has summoned of his choice in addition to his normal senses. Koji must spend 1 chakra at the end of each of his turns to maintain this effect.

Shadow Clone (4+ Chakra/Clone). Koji creates up to five clones. Each clone has 5 hit points and the chakra spent creating it (this applies to things that would reduce the cost). The clones can take actions as normal, but do not benefit from the Extra Attack feature. Koji controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, Koji dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, Koji regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Koji, including equipment, features, and any effects affecting Koji when he creates the clone. Any charges, such as from features or magic items, are shared between all clones and Koji. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.

Sage Meditation. As a full turn action, Koji becomes blind and prone until the beginning of his next turn, and 4 points of Koji's normal chakra becomes senjutsu chakra. If a clone is dispelled while being affected by this action, any chakra it would have granted Koji is instantly converted into senjutsu chakra.

Sage Art. As part of another jutsu, Koji either fulfills its cost with senjutsu, or spends an additional amount of senjutsu chakra equal to 1/4 of its cost, doubling the range or damage of, grants a creature disadvantage against any 1 saving throw it incurs, or grants himself advantage on any 1 saving throw it incurs.

Magic Lantern Body (10 Chakra). Koji projects an image of himself in the location of 1 creature or object whose range he knows the location of down to a 30-foot range within 5 miles of him for 1 hour (concentration). The mirage is a transparent silhouette, save for his eyes which are perfectly recreated, that refracts various colors. He can see and hear through this mirage, but he can not interact with the world around it.

Five Elements Seal (25 Chakra). One restrained or willing creature Koji can touch has their chakra point maximum decreased by 12 points, or they lose access to their highest unlocked feature in one non-dojutsu implantable subclass of his choice. This jutsu may be cast on the same creature multiple times, but can only be affected by each effect once. This can only be undone by a cast of this jutsu or the Creation of All Things jutsu.

Leaf Gust (8 Chakra). Koji makes an unarmed strike against every creature within 5 feet.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (6d4 + 5) magical bludgeoning damage. Koji may fly up to 30 feet before making this attack.

REACTIONS

Needle Jizō (2 Chakra). When Koji takes damage from a creature within 15 ft. of him while Wild Lion's Mane is active, they take 3 (1d6) slashing damage.

Substitution (3+ Chakra). When Koji is hit by an attack and would take damage, he decreases the damage by 33 (1d10 + 28) and teleports up to 25 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. Koji can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Mud Wall (4 Chakra). When Koji is targeted by a ranged attack, he gains three-quarters cover until the end of his next turn.

Koji%27s_appearance.png
[Source].

After Ada and Daemon were ordered to be destroyed by Jigen, Amado was forced to develop a different weapon to overthrow his organization from the inside. Taking to heart his leader and target's words on destiny, he cloned a shinobi whose destiny was to cause change; the legendary Sannin Jiraiya. Despite his relatively weak overall ability, his variety of abilities gave him the strength to become an Inner of Kara, where he completed as many missions for as secretly against the organization. Orchestrating the crash of the airship carrying Kawaki, Koji convinced Jigen to allow him to investigate the wreck, narrowing the "suspect" down to Victor, whom he was given authorization to assassinate. After sending Ao to find Kawaki, and killing him once he began to question his resolve, he was ordered back to their hideout to begin searching for Kawaki in the Leaf Village alongside Delta. Returning under the guise of a mission report, he made his attempt on Jigen's life, knowing that Kawaki's Karma had vanished and Jigen himself was becoming unstable. However, while his jutsu were a rival for Jigen, they had no effect against Isshiki's full power.



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