Konohamaru, 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.

Konohamaru Sarutobi[edit]

Medium humanoid (Sarutobi), chaotic good


Armor Class 15 (Natural Armor)
Hit Points 27 (5d8 + 5)
Speed 40 ft.


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

Saving Throws Con +4, Cha +4
Skills Acrobatics +5, Deception +4, Nature +4, Persuasion +4, Stealth +5
Senses passive Perception 11
Languages Common
Challenge 5 (1,800 XP)


Chakra. Konohamaru has 11 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Silent Killing. Once per turn when Konohamaru has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 3 (1d6) damage.

ACTIONS

Multiattack. Konohamaru can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

Kunai. Thrown Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Konohamaru 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). Konohamaru 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 a DC 13 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.

Sexy Jutsu (2 Chakra). One creature within 10 feet must attempt a DC 13 Charisma saving throw. On a failure, they take 4 (1d4 + 2) psychic damage and they are stunned until the end of your next turn. Konohamaru may spend 2 chakra as an action to extend this effect until the end of his next turn if they are still within 10 feet of him.

Body Flicker (3 Chakra). Konohamaru's movement speed doubles, and his movement does not provoke attacks of opportunity until the beginning of his next turn.

Shadow Clone (2+ Chakra/Clone). Konohamaru creates any number of shadow clones. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 2 (minimum 0). When creating a shadow clone, Konohamaru can expend additional chakra to give one of the clones 5 additional hit points per chakra point spent, but he can't give a clone more hit points than his own maximum hit points. He can do this for as many clones as you wish.

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

Cloak of Invisibility (5 Chakra). Konohamaru chooses one environment (i.e. forest, marsh, desert, mountains, tundra, urban, etc.), and covers a cloth with that environment's pattern. While still and covered by this cloak within said environment, he has advantage on Stealth checks.

Rasengan (10 Chakra). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) bludgeoning damage + 12 (2d10 + 1) force damage and the target must succeed a DC 13 Strength saving throw. On a failure, they are pushed 20 feet away from Konohamaru.

Explosive Seal (1+ Chakra). Konohamaru creates an explosive seal on one surface he can touch.

REACTIONS

Substitution (3+ Chakra). When Kpnohamaru is hit by an attack and would take damage, he decreases the damage by 10 (1d10 + 5) 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. Konohamaru can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Konohamaru_second_anime.png
[Source].

Konohamaru is the honorable grandson of the Third Hokage. Born to Anbu parents, he was mostly raised by Ebisu. Initially, he was an unmotivated Academy Student, but a few interactions with Naruto convinced him to try, following in his "teacher's" footsteps to master most of his arsenal at the time. While he was typically kept out of harm's way as a child, during Pain's Assault, he and Ebisu were even able to defeat the Naraka Path. Years later, he would become the leader of the future Team 7


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