Rivers Twins (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.

Rivers Twins[edit]

Medium humanoid (Human), chaotic evil


Armor Class 17 (natural armor)
Hit Points 71 (13d8 + 13)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 14 (+2) 12 (+1) 13 (+1)

Saving Throws Dex +7, Int +6, Wis +5
Skills Acrobatics +7, Deception +5, Intimidation +5, Perception +5, Persuasion +5, Stealth +7
Senses passive Perception 15
Languages Common
Challenge 11 (7,200 XP)


Chakra. The twin has 28 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Black Chakra. Some of the twin's features grant them "black chakra". Black chakra can exceed their maximum chakra, and is lost at the end of a long rest. The twin can spend black chakra as if it were normal chakra, but if they choose to do so they must spend an equal number of normal and black chakra. While the twin has more black chakra than regular chakra, they must attempt a DC 15 Charisma saving throw at the end of each of their turns. On a failure, they become berserk until the end of their next turn.

Cursed Seal Device. A creature touching the twin may attempt a DC 17 Strength (Athletics) or Dexterity (Sleight of Hand) check as an action. On a success, they can not use Cursed Mark or Second Stage as they remove their device. If they are benefitting from Cursed Mark or Second Stage, they automatically take 30 necrotic damage when this happens

ACTIONS

Multiattack. The twin can make 2 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. The twin may make 1 additional attack for every additional chakra point spent. The twin may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Basic Taijutsu Technique (3 Chakra). As a bonus action, the twin makes two unarmed strikes

Leaf Gust (8 Chakra). The twin makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of the twin's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, the twin gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If the twin casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Additionally, their movement speed increases by half its total (rounded down), and attacks of opportunity against them have disadvantage.

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

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage. The twin may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: The target is restrained until the twin is not within 5 feet or the beginning of their next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to the twin using this jutsu.

Lion Combo (2 Chakra). The target must attempt a DC 15 Strength saving throw. On a failure, they take 6 ((3d4 + 3) / 2) magical bludgeoning damage and are pushed 20 feet into the air until the end of the twin's next turn. On a success, they take half as much damage.

Peregrine Falcon Drop (2 Chakra). The twin leaps up to 20 feet into the air, grabbing one creature they could grapple. The target must make a DC 15 Strength saving throw. On a failure, they take 12 (2d8 + 3) magical bludgeoning damage as they and the target return to the ground. On a success, they take half as much damage.

Iron Mountain Leaning (3 Chakra). As a bonus action when a friendly creature attempts to knock a creature within 5 feet prone, the target has disadvantage if the effect is a saving throw, or the friendly creature has advantage if it is an an attack roll or skill check.

Iron Claw (3+ Chakra). As a bonus action, one prone creature within 5 feet can not attempt to stand up from being prone, and once per turn if they try to leave the twin's reach, they must attempt a DC 15 Strength saving throw. On a success, they leave their reach. On a failure, they may not attempt to do so until the beginning of their next turn. This lasts until the beginning of the twin's next turn. The twin may spend 1 chakra to increase this jutsu's duration by 1 turn.

Cursed Mark. As a bonus action, the twin gains the following until they end this effect as an action:

  • The twin's maximum hit points are decreased by 3 (1d4 + 1) at the end of each of their turns, and they gain an equal number of black chakra. The twin's hit point maximum returns to normal at the end of a long rest.
  • The twin's Dexterity increases by 2 to a maximum of 24, and thus their unarmed strikes, taijutsu, and Cursed Seal Device gain a +1 bonus to attack rolls, damage rolls, and DCs.

Second State. While Cursed Mark is active, the twin gains the following:

  • The twin's maximum hit points are decreased by a total of 5 (1d4 + 3) at the end of each of their turns, and they gain an equal number of black chakra. The twin's hit point maximum returns to normal at the end of a long rest.
  • The twin's Constitution increases by 2 to a maximum of 26, and thus they gain a +1 bonus to their chakra point maximum and a +11 bonus to their maximum hit points.

REACTIONS

Substitution (3+ Chakra). When the twin is hit by an attack and would take damage, they decrease the damage by 16 (1d10 + 11) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. The twin can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Iron Mountain Leaning (3 Chakra). When a friendly creature attempts to knock a creature within 5 feet prone, the target has disadvantage if the effect is a saving throw, or the friendly creature has advantage if it is an an attack roll or skill check.

Momo_Infobox.png
Momo, [Source].
Sasami.png
Sasami, [Source].

A pair of twins from the Land of Rivers, Momo and Sasami share a sadistic lust for battle and loyalty to Tosaka alone. After attacking the Leaf Village's Team 15, though Sumire escaped, they used the weakened state of the shinobi team sent to contain Jugo to insert their own research team from the Land or Rivers. Returning to the forest to ensure Sumire's death, the two were ambushed by her and Sarada, who destroyed their cursed seal devices and left them in prison in the Land of Fire.



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