Mirai (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.

Mirai Sarutobi[edit]

Medium humanoid (Sarutobi), chaotic good


Armor Class 16 (Natural Armor)
Hit Points 104 (16d8 + 32)
Speed 60 ft.


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

Saving Throws Dex +8, Int +8, Cha +6
Skills Acrobatics +8, Arcana +8, Investigation +8, Perception +5, Persuasion +6, Sleight of Hand +8, Survival +5
Senses passive Perception 15
Languages Common
Challenge 14 (11,500 XP)


Chakra. Mirai has 31 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Evasion. When Mirai is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

Ninja Speed. Mirai can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) bludgeoning damage.

Flying Swallow. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (5d4 + 3) fire damage.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Mirai may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

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

Petal Disguise (12+ Chakra). One creature within 30 ft. must attempt a DC 16 Wisdom saving throw. On a failure, Mirai becomes invisible to them for 1 minute (concentration). Mirai must hold a hand seal to keep the illusion active, so no jutsu/techniques can be used while this jutsu is active. The target may retry this saving throw at each of their turns, ending this effect on a success. Additionally, when Kurenai casts this jutsu, she may target an additional creature for every 3 additional chakra spent.

Petal Assault (16+ Chakra). One creature within 30 ft. must succeed a DC 16 Wisdom saving throw or have their movement speed drop to 5 and have everything past 15 ft. be heavily obscured on a failure. They may retry this saving throw at each of their turns, ending this effect early on a success. Additionally, she can spend 2 additional chakra each time to put another target under this genjutsu.

Any effect lasts for a minute, but the target may retry the save at the end of each turn.

Flint Yagura (30 Chakra). Mirai laces a 1000 ft. tall, 15 ft. radius cylinder of air with Fire Style chakra. If even a spark or ember of fire comes in contact with this area, every creature within it must make a DC 17 Dexterity saving throw. On a failure, they take 43 (10d6 + 4) modifier fire damage, or half as much on a success. After this occurs, the Fire Style chakra is destroyed.

Transformation (1+ Chakra).Mirai becomes identical to a person, creature or non-magical object she a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and she can not recreate a magical effect. Creatures must make an Investigation check realize that she is transformed. If the creature saw her 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). Mirai's movement speed doubles, and her movement does not provoke attacks of opportunity.

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

REACTIONS

Substitution (3+ Chakra). When Mirai is hit by an attack and would take damage, she decreases the damage by 19 (1d10 + 14) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Mirai can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Mirai%27s_Blades.png
[Source].

An up-and-coming Chunin of the the Hidden Leaf Village, Mirai Sarutobi is the daughter of Kurenai Yūhi and Asuma Sarutobi. Despite having never known her late father and her mother having retired by the time she became a genin, she grew to combine and master their individual skill sets, embodying her namesake as the future of Hidden Leaf ninja. Much like her late father, despite being a jovial person, many believe her to be too serious in her work, but it is through that seriousness that she has protected others numerous times, such as in her fight with Ryuki.


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