Kurobane (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

Kurobane[edit]

Medium humanoid (human), lawful evil


Armor Class 16 (Natural Armor)
Hit Points 27 (5d8 + 5)
Speed 40 ft.


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

Saving Throws Con +4, Int +6
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +6
Senses passive Perception 13
Languages Common
Challenge 5 (1,800 XP)


Chakra. Kurobane has 16 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

ACTIONS

Multiattack. Kurobane makes 2 attacks with his unarmed strike or throwing sword attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Throwing Sword (0-6 Chakra). Ranged Weapon Attack: +6 to hit, range 15/30 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Kurobane may make 1 additional attack for every 2 additional chakra points spent. Each additional throwing sword deals 4 (1d6 + 1) slashing damage.

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

Transformation (1+ Chakra). Kurobane 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 realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics.

Body Flicker (3 Chakra). Kurobane's movement speed doubles, and his movement does not provoke attacks of opportunity.

Tracking Technique (7 Chakra). As a bonus action, Kurobane can see invisible creatures and have advantage on Survival checks until the end of his turn.

Murderous Grasp (7 Chakra). When Kurobane makes a throwing sword attack, the attack's range increases by 5 ft. and it targets every creature in a line with a length equal to its range.

Hidden Mist (7 Chakra). Kurobane creates a 40 ft. radius cloud of mist around him. For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 feet.

Infinite Sea Watchtower (3 Chakra). As an action while within a cast of Hidden Mist, Kurobane creates an identical image of himself and any items he is carrying anywhere within the cloud of mist that lasts until it is no longer within the Hidden Mist. Each clone has his AC and 1 hit point, and can not act in any way, though he may cause it to appear to move in place. If it is reduced to 0 hit points, it dissipates into mist. A creature that can see Kurobane or the clone while this is active may attempt a DC 14 Wisdom saving throw as a bonus action, realizing whether or not they are seeing a clone on a success.

Water-Heavens Convergence (7 Chakra). Kurobane creates a 40 ft. radius that lasts for 1 minute (concentration) and counts as both air and water for the sake of creatures being able to breath and use their swimming speed. As a bonus action, he may drain all the water from a 5 ft. cubic area of water or plant life within this area to halve the base cost of the next Water Style jutsu he uses. Kurobane count as occupying every space in this jutsu's range for the sake of any Water Style jutsu he uses while this jutsu is active.

REACTIONS

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

Kurobane.png
[Source].

During the Land of Calm Seas, the land's daimyo massively increased the price of medication, making a fortune but leaving most of the land's citizens untreated in the process. When a small group of medical nin hit a breakthrough in formulating a far cheaper treatment, he sent his two greatest assassins, the brothers Kurobane and Jujumaru, to eliminate them. Successfully reducing their numbers down to their leader Aosa and his prime student Mozuku, they moved in to kill the younger and secure the only samples of the treatment. When they found a team of Leaf genin acting as Mozuku's bodyguards, Jujumaru held most of them off while Kurobane left to deliver the stolen samples to their employer. When Kawaki and Mozuku gave chase, he shrouded them in his various redirection jutsu. Attempting to blindside the shinobi with his sword when that didn't work, Mozuku threw himself on the blade, saving Kawaki but killing himself in the process. It was only then that Shikadai and Boruto arrived, quickly defeating him and sending him to the same prison as his brother.



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