Ranmaru (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.

Ranmaru[edit]

Small humanoid (Ranmaru), any alignment


Armor Class 13 (Natural Armor)
Hit Points 10 (3d6)
Speed 40 ft.


STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (+0) 20 (+5) 8 (-1) 15 (+2)

Skills Acrobatics +3, Deception +4, Perception +1, Stealth +3
Senses passive Perception 11
Languages Common
Challenge 3 (700 XP)


Chakra. Ranmaru has 6 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Anti-Dōjutsu. Ranmaru has advantage on features granted by dōjutsu. Features granted by other Dōjutsu that grant advantage to the user do not do so when used against Ranmaru.

Chakra Sense. Ranmaru may take the search action as a bonus action. When Ranmaru takes the search action, he may also attempt a DC 18 Arcana check to locate living creatures and magical effects within 60 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 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

ACTIONS

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

Basic Clone (3 Chakra). Any creature that can see the genin must attempt a DC 15 Intelligence saving throw. On a failure, attacks against the genin have disadvantage, and the genin has advantage on any saving throws the creature forces them to attempt. On a success, they are no longer effected by this jutsu until it is recast. Creatures with blindsight, truesight, or that can sense magic or chakra automatically succeed this saving throw. You must spend 1 chakra at the end of each of your turns to maintain this effect.

Chakra Ghost (2 Chakra/Clone). Ranmaru creates up to 5 clones that are identical to him that last for 1 hour (concentration. These clones can not leave a 40 ft. radius of Ranmaru, are statistically identical to him, may move up to 40 ft. on each of his turns but can not otherwise act, have a hit point maximum of 1, and can not be distinguished from him in any way, even magically, without destroying them. Ranmaru may concentrate on any number of these clones at a time.

Anti-Dōjutsu Healing (8+ Chakra). One creature within 5 feet that is not a Construct or Elemental spends and rolls 1 hit die and regains hit points equal to the roll + 5. Ranmaru may spend every 2 additional chakra to use an additional hit dice.

REACTIONS

Chakra Ghost Reform (1 Chakra). When one of Ranmaru's Chakra Ghost is destroyed for 1 chakra points, he forms another clone anywhere within 15 ft. of the original.

Raiga-Ranmaru.png
Ranmaru next to Raiga, [Source].

Once an orphan on the edge of the Land of Water, Ranmaru was generously fed and given modest housing by a local farm. However, when he attempted to tend to one of the villager's injuries, an injury he had no way of knowing without his newly-awakened kekkei genkai, all services were immediately cut off, with kekkei genkai users being feared, especially in the Land of Water, as monsters that left war in their wake. When Raiga Kurosuki was payed a paltry sum en-route to a mission to kill the "menace". However, when Ranmaru unexpectedly read the sorrow within his heart, Raiga broke down, realizing how broken he truly was. Taking Ranmaru on his back, he acted as the swordsman's eyes. Even during Raiga's time in the Seven Ninja Swordsmen of the Mist, Ranmaru was never discovered, hiding under his cloak and warning Raiga of any rear attacks. Following their defection from the Mist, the two took control of the town of Katabami Gold Mine, amassing a fortune for the Kurosuki crime family. When Team Guy, with Naruto Uzumaki for backup, arrived to take down the crime group, they were immediately ambushed by the duo. When the team incidentally separated Ranmaru from Raiga, the moment of panic allowed Naruto to launch him off a cliff with a Rasengan. Revealing his past to the team, he requested to be killed instead of captured; a request the other children were unwilling to fulfill, leaving him in a small she while they continued down the mountain in order to take down the rest of the crime family. While they were away, Karashi, one of the family's members, rescued Ranmaru, who immediately poured all of his remaining chakra into Raiga in order to revive him while becoming unconscious himself. Attempting to convince Raiga to repent just as he had, Raiga believed he had been betrayed, the combined might of Team Guy protected Ranmaru, throwing him off a cliff once more. Realizing that Ranmaru could not, or at least would not, bring him back twice, the lit a lightshow above the mining town as a majestic funeral. Following his newfound freedom, Ranmaru found work in the kitchen of the Curry of Life Shop, feeding the village alongside Karashi.



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