Magire (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.

Magire[edit]

Medium humanoid (human), lawful good


Armor Class 15 (Natural Armor)
Hit Points 105 (14d8 + 42)
Speed 60 ft.


STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 16 (+3) 14 (+2) 14 (+2) 10 (+0)

Saving Throws Int +6, Cha +4
Skills Acrobatics +5, Arcana +6, Medicine +6, Perception +6
Senses passive Perception 16
Languages Common
Challenge 12 (8,400 XP)


Chakra. Magire has 37 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Pill Creation. Magire can make 3 military pills during a long rest. All pills lose their potency after 48 hours.

Red Chakra. Some of Magire's features grant him "red chakra". If his own chakra is less than his red chakra, he must attempt a DC 12 Constitution saving throw at the end of each of his turns. On a failure, he gains 1 level of exhaustion. If he is in Initial Release, the DC becomes 14. If he is in Tailed Release, the DC becomes 16. These special "red" chakra are counted separately from his normal chakra. He can use this chakra on one jutsu or spread them across multiple, but he can not spend these points and his own normal chakra points on the same jutsu. This chakra can extend above his chakra point maximum, and is lost at the end of a short rest.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 1) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Magire 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.

Healing Jutsu (1-12 Chakra). One creature Magire can touch regains a number of hit points equal to chakra spent.

Chakra Control. As a bonus action, Magire reduces his next jutsu's cost by 3. He may do this 2 times, regaining all uses at the end of a short rest.

Mystical Palm Jutsu. Magire has a pool of 12 d6s he can use on this action. As a bonus action, Magire can heal one creature he can see within 60 feet, spending up to 2 dice from the pool. He must roll the dice he spends, add them together, and restore a number of hit points equal to the total. This die pool regains all expended dice when he finishes a long rest.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Magire can move across liquid surfaces as if they were solid for 10 minutes. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Transformation (1+ Chakra). Magire 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, and he can not recreate a magical effect. Creatures must make a DC 17 Investigation check realize that he is transformed. If the creature saw him performing this jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

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

Rope Escape (6 Chakra). When Magire attempts a d20 roll to attempt to remove an object from their person, including escaping the restrained condition from a physical restraint, he automatically rolls a 20.

Body Elimination (5 Chakra). One creature Magire can touch that has 1 or fewer hit points is killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash.

Piercing Needle (1-10 Chakra). One creature within 30 feet takes 4 piercing damage, and 1 piercing damage that can not be reduced in any way. Magire may spend 1 additional chakra to deal 1 piercing damage that can not be reduced in any way to the same or a different creature within range.

Arm Growth Technique (6 Chakra). For 1 minute (concentration), Magire gains an additional pair of arms, a climbing speed equal to his movement speed, and his melee attacks gain a +1 bonus to damage rolls.

Tailed Beast Drug (1/day). Magire gains 10 red chakra and the Initial Release and Tailed Release features for 1 minute. If he is in any Release when he loses these benefits, he takes 30 necrotic damage.

Initial Release. As a bonus action, Magire enters Initial Release, causing him to gain the following benefits:
  • The cost of all jutsu Magire knows are reduced in chakra costs by 1 (minimum 1).
  • Magire's movement speed increases by +10 ft.
  • At the start of each of his turns, Magire regains 3 hit points.
  • Magire gains advantage on Strength and Dexterity checks and saving throws.
  • This state ends if Magire chooses to do so as an action, or if he is knocked unconscious.
  • Magire loses 2 chakra and gains 2 red chakra at the end of each of his turns.
Tailed Release. While Initial Release is active, Magire gains the following:
  • Magire's unarmed strikes deal an additional 2 (1d4) slashing damage.
  • Magire's movement speeds increase by 5 ft.
  • Magire regains additional 3 hit points (6 total) at the beginning of each of his turns.
  • Magire can use red chakra in tandem with his own.
  • Magire loses 4 chakra and gains 4 red chakra at the end of each of his turns.

REACTIONS

Substitution (3+ Chakra). When Magire is hit by an attack and would take damage, he decreases the damage by 17 (1d10 + 12) 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. Magire can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Magire was Kido's medical-nin assistant in the Leaf Village's Anbu under direct orders from Danzo Shimura, where helped develop the Tailed Beast drug. As the Sixth Hokage began investigating ex-ROOT operations, team Ino-Saku-Sai were sent to uncover Kido's plot, forcing their hand into attempting, and failing, to capture Sakura. After following her back to her squad, they attempted an ambush, but their reinforcement Anbu squad was easily defeated. While Sakura fought Kido, Magire was quickly restrained by Ino and Sai, though he escaped after taking his Tailed Beast drug. Having the upper hand, he was only defeated by Ino feigning defeat to possess a passing hawk, hitting him with an anesthetic. After Kido's defeat, the two were handed over to the Leaf Village's authorities.


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