Reto (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.

Reto[edit]

Medium humanoid (Kazekage), lawful neutral


Armor Class 19 (Natural Armor)
Hit Points 117 (18d8 + 36)
Speed 65 ft.


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 16 (+3) 11 (+0) 16 (+3)

Saving Throws Dex +9, Wis +6, Cha +9
Skills Acrobatics +9, Arcana +9, Deception +9, History +9, Insight +6, Intimidation +9, Perception +6, Persuasion +9, Sleight of Hand +9
Senses passive Perception 16
Languages Common
Challenge 18 (20,000 XP)


Chakra. Reto has 41 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Reto is targeted by an area effect that lets him make a Wisdom or Charisma 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. Reto can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Reto can make 3 unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 3) magical bludgeoning damage.

Shuriken (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d3 + 3) slashing damage. Reto may make 1 additional attack for every additional chakra point spent. Reto 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.

Shuriken Shadow Clone (1 Chakra). When Reto makes a shuriken attack, they may instantly create a copy of the weapon thrown. This weapon disappears at the end of their turn.

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

Basic Clone (3 Chakra). Any creature that can see Reto must attempt a DC 19 Intelligence saving throw. On a failure, attacks against Reto have disadvantage, and Reto 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. Reto must spend 1 chakra at the end of each of your turns to maintain this effect.

Transformation (1+ Chakra). Reto 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 19 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). Reto's movement speed doubles, and their movement does not provoke attacks of opportunity.

Blade of Wind (4 Chakra). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.

Air Bullet (8 Chakra). Each creature in a 15 ft. line must make a DC 18 Constitution saving throw. On a failure, the creatures take 18 (3d8 + 4) thunder damage and are pushed 40 ft. away. If it collides with a creature or object, both take an additional 5 (1d8 + 1) bludgeoning. On a success, they take half as much damage.

Gale Palm (5 Chakra). Any effects that would be cleared by a strong wind within a 25 ft. line is cleared. Alternatively, Reto doubles a creature's jump distance, and allows them to jump a single time as part of Reto's action until the end of their turn. Alternatively, as a bonus action, the ranges of any thrown weapons Reto attacks with are doubled until the end of his turn.

Violent Whirlwind (1 Chakra). Each creature in a 5 foot wide, 30 foot line must make a DC 18 Strength saving throw, taking 8 (1d8 + 4) bludgeoning damage and pushed 15 feet away on a failure.

Wind Wall (3+ Chakra). Any creatures of Reto's choice within a 10 ft. radius gain a +2 bonus to AC and creatures attempting to attack from the other side of this radius have disadvantage for 1 minute (concentration). Reto can spend 2 additional chakra to expand the radius by 5 feet.

Genjutsu: Diminishing Air Technique (10+ Chakra). One creature within 30 ft. must attempt a DC 17 Wisdom saving throw. On a failure, they are staggered for 1 minute (concentration). They may retry this saving throw each of their turns, ending this effect early on a success. Rasa may target an additional creature for every 3 additional chakra spent.

Genjutsu: Vision Blur (8+ Chakra). One creature within 30 ft. must attempt a DC 17 Wisdom saving throw. On a failure, they become blinded for 1 minute (concentration). They may retry this saving throw each of their turns, ending this effect early on a success. Rasa may target an additional creature for every 2 additional chakra spent.

Genjutsu: Paranoia Technique (12+ Chakra). One creature within 30 ft. must attempt a DC 17 Wisdom saving throw. On a failure, they become taunted towards one creature of Reto's choice for 1 minute (concentration). They may retry this saving throw each of their turns, ending this effect early on a success. Rasa may target an additional creature for every 3 additional chakra spent.

REACTIONS

Substitution (3+ Chakra). When Reto is hit by an attack and would take damage, he decreases the damage by 23 (1d10 + 18) and teleport 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. Reto can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Reto.png
Reto at the first Five Kage Summit, Source [[1]].

The first Kazekage of the Hidden Sand Village, Reto was among the most skilled Sand shinobi in existence. Despite appearing fatherly and respectable, he was manipulative and somewhat greedy. During the first Five Kage Summit, he denied their terms of peace in exchange for Tailed Beasts, already having the One-Tails, instead demanding Leaf Village farmland and a portion of the other village's payment, and threatening war should his demands not be met. After his death at the hand of assassins, beginning the Kazekage's curse, he was succeeded by Shamon.


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