Oboro (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.

Oboro[edit]

Medium humanoid (human), lawful neutral


Armor Class 13 (Natural Armor)
Hit Points 22 (4d8 + 4)
Speed 40 ft.


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 16 (+3) 11 (+0) 8 (-1)

Saving Throws Dex +5, Int +5
Skills Acrobatics +5, Arcana +5, Perception +2, Stealth +5
Senses passive Perception 12
Languages Common
Challenge 4 (1,100 XP)


Chakra. Oboro has 9 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Disruption Specialist. Oboro automatically detects Illusion spells and genjutsu and has advantage on saving throws against them. While he is touching a creature with at least one hand, they gain this benefit as well.

Rebreather. Oboro is immune to non-magical inhaled chemicals, toxins, or particles, has advantage on saving throws against inhaled chemicals, toxins, or particles of a magical nature, and has resistance to the damage such effects cause.

ACTIONS

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

Kunai (0-3 Chakra). Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Oboro may make 1 additional attack for every additional chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage.

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

Transformation (1+ Chakra). Oboro becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and she can not recreate a magical effect. Creatures must make a DC 13 Investigation check realize that she is transformed. If the creature saw her performing the jutsu, they automatically succeed. This does not change statistics.

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

Haze Clone (1+ Chakra/Clone). Oboro 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. Oboro controls them and they act on the same initiative as him. They last until they are reduced to 0 hit points, they expend all of their chakra, 1 minute passes, Oboro dismisses them at will, or he falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 1 (minimum 0).

  • Shadow clones have no range limit as to how far away they can be.
  • Any effects affecting Oboro 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, Oboro is 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, but it will not suffer negative effects such as curses, poison or anything of the like.
  • The clones are unable to be damaged, and unable to deal damage, and can move through creatures and objects.

Underground Projection Fish (3 Chakra). As a bonus action, Oboro may swim through such materials as easily as water until this jutsu ends. Oboro must spend 1 chakra point at the end of each of his turns to maintain this effect.

Genjutsu Ball Trap (8 Chakra). Oboro creates a 10 ft. bubble of chakra anywhere within 50 feet for 1 minute (concentration). When a creature touches the bubble, they must make a DC 13 Wisdom saving throw. On a failure, they are confused until this jutsu ends. As an action, the target can repeat this saving throw, ending this effect early on a success.

False Surroundings (3+ Chakra). Oboro creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 5-foot cube in a spot that he can see within 30 ft. that lasts for 1 minute (concentration). It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. Oboro can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). Oboro may change this illusion at will and move it as an action while it is within range. If a creature touches the illusion or succeeds a DC 13 Investigation check, it is revealed to be false and they may choose to not experience it at will. Oboro may increase the maximum size of the illusion by 5 ft. for every 2 additional chakra points spent, and he may remove the need to concentrate on this jutsu for 12 additional chakra independent from this.

REACTIONS

Substitution (3+ Chakra). When Oboro is hit by an attack and would take damage, he decreases the damage by 9 (1d10 + 4) 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. Oboro can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Oboro_Blazing.png
[Source].

A genin from the Hidden Rain Village, Oboro is the leader of Team Oboro, consisting of of himself, Mubi, and Kagari. While equally skilled in ninjutsu, genjutsu, and taijutsu, his lack of endurance puts him out of a fight too quickly if he and his team do not plan their attack ahead of time. During the second round of the Hidden Leaf Village's Chunin Exams, Team Oboro's genjutsu was used to wear out Team Kakashi and Kabuto before descending on them, only to discover that the team were only disguised shadow clones, allowing them to be ambushed themselves and ultimately fail the exam. Later, under Aoi's leadership, they attempted to hedge the Wagarashi family's bets in the footrace race to acquire the rights to Todoroki Shrine, but were yet again stopped by Naruto Uzumaki.



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