Neji, War Arc (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.

Neji Hyuga[edit]

Medium humanoid (Hyuga), lawful good


Armor Class 18 (Natural Armor)
Hit Points 76 (17d8)
Speed 65 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 10 (+0) 20 (+5) 12 (+1) 10 (+0)

Saving Throws Str +8, Dex +9
Skills Acrobatics +9, Arcana +11, Athletics +8, Perception +7
Senses passive Perception 21
Languages Common
Challenge 17 (18,000 XP)


Chakra. Neji has 42 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Caged Bird. When Neji dies, his Byakugan are destroyed. As a bonus action, a creature that knows the Caged Bird fūinjutsu may deal up to 12 points of psychic damage. This lasts until the creature dies or a creature that can cast this jutsu ends it as an action.

Byakugan. Neji can see in 360 degree vision for 15 feet, and can not be surprised while conscious.

Chakra Sense. When Neji takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 5 feet of stone, 5 inches of common metal, 1 inch of lead, or 15 feet of wood or dirt.

ACTIONS

Multiattack. Neji makes two unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Neji 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.

Leaf Gust (8 Chakra). Neji makes an unarmed strike against every creature within 5 ft.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Neji's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.

Transformation (1+ Chakra). Neji becomes identical to a person, creature or non-magical object he 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 19 Investigation check realize that he is transformed. If the creature saw his 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). Neji's movement speed doubles, and his movement does not provoke attacks of opportunity.

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

Palm Bottom (1+ Chakra). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: the target is stunned until the end of their next turn. For every additional chakra point spent, the target takes an additional 2 force damage.

Gentle Step: Tenketsu Needle (1+ Chakra). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: the target can not cast spells or jutsu for 1 minute. They may attempt a DC 20 Constitution saving throw at the end of each of their turns, ending this effect early on a success.

Chakra Disruption (2 Chakra). One creature within 5 ft. must attempt a DC 20 Constitution saving throw. On a failure, the target cannot cast spells of 1st level or higher or use any jutsu feature that uses chakra until the end of Neji's next turn. However, it may continue to concentrate on spells or Jutsu that it cast before being affected by Chakra Disruption.

Water Needle (3 Chakra). Ranged Spell Attack: +12 to hit, range 30 ft., one target. Hit: 8 (1d4 + 6) piercing damage. This deals twice as much damage to swarms. This can only be used while Byakugan is active.

Focused Byakugan (2 Chakra). As a bonus action, Neji's chakra sense range is doubled and starts being blocked by twice as much material until the end of his next turn.

Rotation (3 Chakra). Any creatures in a 10 ft. radius must make a DC 20 Strength saving throw or be pushed back 10 ft. and knocked prone. If a creature enters this range after the initial use, they must succeed a DC 20 Dexterity saving throw or take 10 (1d8 + 6) force damage. Ranged attacks that must pass within the sphere have disadvantage, and Neji gains resistance to nonmagical bludgeoning, piercing, and slashing damage. This lasts until the beginning of Neji's next turn.

Gentle Fist Art One Blow Body (4 Chakra). Neji uses Rotation while restrained or incapacitated, but not unconscious.

Heavy Palm (1 Chakra). As a bonus action after hitting with an unarmed attack while Byakugan is active, the target must succeed a DC 20 Constitution saving throw or be stunned until the end of Neji's next turn.

Air Palm (4-7 Chakra). Ranged Spell Attack: +12 to hit, range 60 ft., one target. Hit: 19 (2d12 + 6) thunder damage. Whether or not it hits, the targeted creature must make a DC 20 Strength saving throw. On a failure, it is pushed back 10 feet. As a bonus action for 3 additional chakra, Neji may make an unarmed strike with advantage.

Eight Trigrams Mountain Crusher (16 Chakra). Ranged Spell Attack: +12 to hit, 60 ft. x 10 ft. line. Hit: 19 (2d12 + 6) thunder damage. Whether or not it hits, the targeted creature must make a DC 20 Strength saving throw. On a failure, it is pushed back 30 feet. If they collide with a sturdy surface such as a wall or large rock, they take an additional 8 (1d4 + 6) bludgeoning damage.

Eight Trigrams Sixteen Palms (8 Chakra). One creature within 5 ft. must make a DC 20 Strength saving throw. On a failure, they take 25 (4d8 + 6) force damage and are stunned until the end of Neji's next turn. On a success, they take half as much damage and are not stunned.

Eight Trigrams Thirty-Two Palms (16 Chakra). While Byakugan is active, one creature within 5 ft. must make a DC 20 Strength saving throw. On a failure, they take 45 (8d8 + 6) force damage, and they are poisoned and slowed for 1 minute. On a success, they take half as much damage and gain the conditions until the end of their next turn. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Eight Trigrams Sixty-Four Palms (32 Chakra). While Byakugan is active, one creature within 5 ft. must make a DC 20 Strength saving throw. On a failure, they take 85 (16d8 + 6) force damage, and they are poisoned, slowed, and paralyzed for 1 minute. On a success, they take half as much damage and gain the conditions until the end of their next turn. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success.

REACTIONS

Substitution (3+ Chakra). When Neji is hit by an attack and would take damage, he decreases the damage by 17 (1d10 + 17) 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. Neji can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Rotation (9 Chakra). When Neji is targeted by a ranged attack while Byakugan is active, any creatures in a 10 ft. radius must make a DC 20 Strength saving throw or be pushed back 10 ft. and knocked prone. If a creature enters this range after the initial use, they must succeed a DC 20 Dexterity saving throw or take 10 (1d8 + 6) force damage. Ranged attacks that must pass within the sphere have disadvantage, and Neji gains resistance to nonmagical bludgeoning, piercing, and slashing damage. This lasts until the beginning of Neji's next turn.

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[Source]

Fighting alongside Hinata in the Short-Range Battle Division of the Allied Shinobi Forces in the Fourth Shinobi World War, Neji tore through wave after wave of white zetsu. On the second day, face to face with his previous greatest enemy, Neji easily surpassed his younger self despite the advantages his enemy had as an Edo Tensei reincarnation. Advancing to the final battle ground of the war, the Hyuga Clan stood as an impenetrable barrier of Rotations. However, when the Ten-Tails' barrages became too much, Hinata attempted to defend Naruto with her body. Bound by pride, rather than duty or torment, Neji blocked the attack himself, passing in the Jinchuriki's arms. Fueled by the drive to carry his memory, Naruto split his chakra across the entire Allied Shinobi Forces, massively increasing their strength, and charged forward, heads held high.



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