Konohamaru (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 19 (Natural Armor)
Hit Points 104 (19d8 + 19)
Speed 60 ft.


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

Saving Throws Con +7, Cha +8
Skills Acrobatics +9, Deception +8, Insight +7, Nature +9, Perception +7, Persuasion +8
Senses passive Perception 17
Languages Common
Challenge 19 (22,000 XP)


Chakra. Konohamaru has 46 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Konohamaru 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. Konohamaru can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Silent Killing. Once per turn when Konohamaru has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 15 (4d6) damage.

ACTIONS

Multiattack. Konohamaru can make 3 unarmed strike, Flying Swallow, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 3) magical bludgeoning damage.

Flying Swallow. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (5d4 + 3) slashing or piercing damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) 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 19 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 19 Charisma saving throw. On a failure, they take 7 (1d4 + 5) 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: +11 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) magical bludgeoning damage + 13 (2d10 + 2) force damage and the target must succeed a DC 19 Strength saving throw. On a failure, they are pushed 20 feet away from Konohamaru.

Giant Rasengan (12+ Chakra). Konohamaru creates a 10 ft. radius thats edge is 5 ft. in front of him. On his next turn, as an action, all creatures in this range are targeted by a Rasengan attack. Konohamaru may spend 5 additional chakra to increase this jutsu's range by 5 feet.

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

Summoning Jutsu (4+ Chakra). Konohamaru summons one of the Monkeys of Saiyuki Valley or Toads of Mount Myoboku underneath him, spending an amount of chakra equal to twice the summoned creature's CR.

Summoning: Quick Beheading (10 Chakra). When Konohamaru summons a creature using Summoning Jutsu, it takes one action the moment it is summoned.

Summoning: Food Cart Destroyer (10 Chakra). When Konohamaru summons a creature using Summoning: Quick Beheading, the chosen space the creature is summoned in can be occupied by a creature with a size category smaller than the summon. The action the summon takes must be able to deal damage to this creature, and the summon has advantage if it is an attack roll or skill check, and the target has disadvantage on any saving throws the action causes. Regardless of if the action succeeds, the target is moved to the closest open space.

Blazing Meteor (8+ Chakra). Ranged Spell Attack: +11 to hit, range 150 ft., one target. Hit: 36 (8d6 + 5) fire damage. Additionally, each creature in a 10-foot radius of the target must make a DC 19 Dexterity saving throw, taking the same damage on a failure or half as much on a success. Konohamaru may increase this jutsu's radius by 5 ft. or increase its damage by 4 (1d6) for every 2 additional chakra points spent.

Fire Dragon Bullet (8+ Chakra). Ranged Spell Attack: +11 to hit, range 30 ft. cone. Hit: 36 (8d6 + 5) fire damage. Konohamaru may increase this jutsu's range by 10 ft. or increase its damage by 4 (1d6) for every 2 additional chakra points spent.

Great Flame (14 Chakra). Each creature in a 30 foot wide, 60 foot line must make a DC 19 Dexterity saving throw, taking 28 (6d6 + 5) fire damage on a failure, or half as much damage on a success. The targets cannot benefit from Evasion. For 1 minute (concentration), as a bonus action while Konohamaru is within 15 ft. of the same area, he can deal an additional 9 (2d6 + 2) fire damage in the same area.

Fire Dragon Flame Bullet (22 Chakra). Each creature in a 150 ft. long, 10 ft. wide line must make a DC 19 Dexterity saving throw, taking 44 (10d6 + 5) fire damage on a failure, or half as much on a success. For 1 minute, at the start of a creature that failed's turn, it takes 13 (2d10 + 2) fire damage. At the end of each of its turns, a creature must make a DC 19 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.

Dragon Tail Foot (3 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 3) magical bludgeoning damage and the target is forced 15 feet away from Konohamaru. This can be used as a bonus action immediately after damaging a creature with an attack with a weapon Konohamaru is proficient with.

Flying Revolving Sword (2 Chakra). When Konohamaru makes a melee weapon attack, it becomes a thrown attack with a range of 60 feet. If the weapon is two-handed and an object is targeted, the blade is planted firmly into its side, and creatures with the Path of the Assassin or a passive Acrobatics of 19 or higher may stand on the blade as if it were normal terrain.

Inspiring Words (1 Chakra). As a bonus action, on creature that can see or hear Konohamaru within 30 feet of him gains a +2 bonus to their attack and damage rolls until the end of their next turn.

Understanding the Enemy. As a bonus action, Konohamaru may make a DC 15 Insight check against one creature he can see within 30 feet. On a success, you may learn one of their ability modifiers of your choice, or if they are above or below half their maximum hit points.

IQ200 (4 Chakra). When Konohamaru takes the Attack action and only make attacks against a creature he has successfully used Understanding the Enemy on, he gains a second action for that turn. This action can not be used to take the Attack action or cast a jutsu that can be cast as an action, but he can use it to cast a jutsu that can be cast as a bonus action.

Wind Style: Rasengan (8-16 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (6d6 + 3) thunder damage. If Konohamaru does not have a dojutsu active, any attacks of opportunity made against him during this movement have advantage, otherwise they have disadvantage. Konohamaru can move up to 15 feet toward his target as part of his action. He may deal an additional 4 (1d6) thunder damage per 2 additional chakra points spent.

Wind Enhancement (8 Chakra). As an action for 1 minute, when Konohamaru make a ranged jutsu attack, he gains a +2 bonus to its attack roll, damage roll, and DC, and the jutsu deals half as much damage if it misses.

Vacuum Blade (4 Chakra). As an action, or as a reaction to being hit by a ranged attack, Konohamaru makes an attack with a melee weapon he is proficient with against the closest creature within a 10 foot wide, 30 foot line, dealing an extra 6 (2d4) magical slashing damage on a hit, or making an attack against the next closest creature within range on a miss. If he uses this as a reaction, he can reduce damage against projectiles used against him by the damage he rolls with the jutsu, stopping the projectile and destroying it if the damage is reduced to 0.

Unsealing Technique (1+ Chakra). Touching any kind of chakra seal bound to a physical object (i.e. Explosive Seal, Secret Treasure of the Toads, Flying Raijin, Object Manipulation), but not a creature, Konohamaru defuses the chakra within the seal. He must spend an equal number of chakra as created the seal. The seal loses any magical properties, returning to a normal piece of paper.

String Light Formation (5 Chakra). One creature within 15 feet can not leave a 5 ft. radius area. If they attempt to, they must attempt a DC 17 Strength saving throw. On a failure, they take 5 (1d4 + 3) psychic damage from the physical strain. Creatures within 15 feet of the creature of Konohamaru's choice may spend their action, or their next turn's action as a reaction, to increase this jutsu's saving throw by half their proficiency bonus (rounded down) for 2 chakra, or by 1 for 0 chakra, even if they do not know this jutsu. Any creatures that add chakra to this jutsu must spend 1 chakra at the beginning of each of their turns and not move to maintain their added bonus.

Three Directions Seal (6 Chakra). While Konohamaru and at least two creatures he is controlling, including shadow clones and puppets, are equidistant from each other and from a creature up to 15 feet from them, he creates a triangular green barrier. Creatures can see and hear through this barrier, but nothing can pass through it, even by teleportation or by being intangible. Each creature that casts this jutsu must spend 1 chakra at the end of each of their turns to maintain this effect, and this jutsu immediately ends if any of them move at least 5 feet.

REACTIONS

Substitution (3+ Chakra). When Naruto is hit by an attack and would take damage, he decreases the damage by 24 (1d10 + 19) 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.

Slicing Clear (2 Chakra). When Konohamaru is targeted by a saving throw that would deal damage, he makes an attack roll with his unarmed strike or one weapon he is wielding against the saving throw's DC. On a hit, the damage he takes is halved, except for any psychic damage dealt. If it would already be halved, it is instead reduced to 0. Additionally, the weapon takes half of the damage it reduced. If this damage is over 20, the weapon breaks if one was used, and you take the damage one of its attacks would have dealt.

Konohamaru_Part_3.png
[Source].

Long after the Fourth Shinobi World War, Konohamaru became an incredibly talented jonin, with ability to rival his teacher and grandfather. While he spent a little time in the Leaf Village Anbu, he found his true calling as an Academy teacher, training the next generation, including Naruto's own son, Boruto, though the two already had a brotherly relationship. Being assigned to Boruto, Sarada, and Mitsuki after their graduation, Konohamaru became the proud leader of the new Team 7, where his career would only become more distinguished: defeating Jugo during one of his rampages, sealing Soma alongside his summon Enra, challenging Ao and Koji Kashin while recovering Kawaki, and even being trusted to lead the first failed assault on Jigen.


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