Leaf Jonin (5e Creature)

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Hidden Leaf Village Jonin[edit]

Small humanoid (Human), any alignments


Armor Class 18 (Natural Armor)
Hit Points 55 (10d6 + 20)
Speed 45 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 14 (+2) 14 (+2) 10 (+0)

Saving Throws Dexterity +8
Skills Stealth +8, Perception +6
Senses passive Perception 16
Languages Common
Challenge 9 (5,000 XP)


Chakra. The jonin has 23 chakra points which he can expend. All chakra points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) magical bludgeoning damage.

Shuriken (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 5 (1d3 + 4) slashing damage. The jonin may make 1 additional attack for every additional chakra point spent.

Flame Whirlwind (1 Chakra). Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 6 (1d8 + 2) fire damage.

Exploding Flame Shot (4 Chakra). Ranged Spell Attack: +6 to hit, range 60 ft., three targets. Hit: 9 (2d6 + 2) fire damage and the target takes 3 (1d6) fire damage at the beginning of each of their turns. They may attempt a DC 14 Constitution saving throw at the beginning of each of their turns, ending this effect on a success.

Great Fireball (8+ Chakra). Ranged Spell Attack: +6 to hit, range 150 ft., one target. Hit: 33 (8d6 + 2) fire damage. The jonin can deal an additional 4 (1d6) fire damage per additional chakra point spent.

Great Fire Annihilation (14 Chakra). All creatures in a 30 foot wide 60 foot line must succeed a DC 14 Dexterity saving throw. On a failure, they take 41 (6d6 + 3) fire damage. On a success, they take half as much. This action ignores the Evasion feature. If they maintain concentration, the jonin can choose to have every creature in the same area repeat this saving throw, dealing 7 (2d6) fire damage instead, once per turn.

Fire Dragon Flame Bullet (22 Chakra). All creatures in a 150 ft. x 10 ft. line must attempt a DC 14 Dexterity saving throw. On a failure, they take 51 (10d6 + 2) fire damage and they take 11 (2d10) fire damage at the end of each of their turns for 1 minute. On a success, they take half as much damage and are not on fire. The may attempt a DC 14 Constitution saving throw at the end of each of their turns to end this effect early.


J%C5%8Dnin.png
Various Leaf jonin, Source [[1]].

After graduating the academy and the Chunin Exam, and receiving enough commendations, a Leaf shinobi is given the option to become a jonin. Jonin are authorized to lead teams of genin and chunin, take A and S-rank missions, and enter the Hokage election council.



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