Makinami (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.

Makinami Senka[edit]

Medium humanoid (Senka), any alignment


Armor Class 15 (Natural Armor)
Hit Points 18 (4d8)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 14 (+2) 12 (+1) 13 (+1)

Saving Throws Dex +5, Int +4
Skills Acrobatics +5, History +4, Insight +3, Perception +3
Senses passive Perception 13
Languages Common
Challenge 4 (1,100 XP)


Chakra. Makinami has 8 chakra points which he can expend. All chakra points are regained at the end of a long rest.

ACTIONS

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

Katana. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Shuriken (0-3 Chakra). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d3 + 3) slashing damage. Makinami may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 2 (1d3 + 1) piercing damage on a hit.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kakashi 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). Makinami becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 12 Investigation check realize that they are transformed. If the creature saw them performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

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

Chakra Transfer Technique (1+ Chakra). One creature that Makinami touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum, and Makinami may grant them the ability to cast 1 jutsu that he knows until they lose any chakra he granted them, but they must spend at least 1 chakra you granted them on this jutsu. A creature may only learn 1 jutsu in this way from any single creature. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest.

Shadow Clone (4+ Chakra/Clone). Makinami creates up to five clones. The clones have 5 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, Makinami dismisses them at will, or Makinami falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).

  • Shadow clones have no range limit as to how far away they can be.
  • Any effects affecting Makinami when the clone is created carries over to the clone.
  • A shadow clone carries a copy of all his equipment. Any equipment the clones have with charges, such as magic items, share the initial item's charges.
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

REACTIONS

Substitution (3+ Chakra). When Makinami is hit by an attack and would take damage, they decrease the damage by 9 (1d10 + 4) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Makinami can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Makinami_Senka.png
[Source].

A genin of the New Era's Hidden Mist, Makinami and his brothers Sazanami and Takanami entered the Shinobi Union's Chunin Exams in the Leaf Village with the intent of the team of triplets becoming chunin with their growing mastery in Shadow Clone creation. While at first excelling in the exam, they were cut off in the second round when their sole mastery was countered by Boruto's similar ability being backed up by Wind Style ninjutsu.



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