Roshi (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.

Roshi[edit]

Medium humanoid (Terumi), neutral good


Armor Class 19 (natural armor)
Hit Points 81 (18d8)
Speed 55 ft. (65 in Initial Release, 85 in Tailed Release)


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 11 (+0) 18 (+4) 10 (+0) 11 (+0)

Saving Throws Con +5, Cha +5
Skills Acrobatics +9, Animal Handling +5, Athletics +5, Insight +5, Intimidation +5
Senses passive Perception 10
Languages Common
Challenge 16 (15,000 XP)


Chakra. Roshi has 35 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Red Chakra. Some of Roshi's features grant him "red chakra". If his own chakra is less than his red chakra, he must attempt a DC 12 Constitution saving throw at the end of each of his turns. On a failure, he gains 1 level of exhaustion. This DC increases to 14 in Initial Release, 16 in Tailed Release, and 18 in Tailed Beast Mode. These special "red" chakra are counted separately from his normal chakra. He can use this chakra on one Jutsu or spread them across multiple, but he can not spend these points and his own normal chakra points on the same jutsu. This chakra can extend above his chakra point maximum, and is lost at the end of a short rest.

ACTIONS

Multiattack. Roshi makes 3 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Roshi may make 1 additional attack for every additional chakra point spent. Roshi may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 3 (1d4 + 1) piercing damage on a hit.

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

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Roshi's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Roshi 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 Roshi 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, her movement

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Roshi'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: +10 to hit, reach 5 ft., one target. Hit: 13 (3d4 + 5) bludgeoning damage. Roshi may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: The target is restrained until Roshi 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 Roshi using this jutsu.

Heavenly Foot of Pain (12 Chakra). One creature within 5 feet and every creature except Roshi within 5 feet of them must attempt a DC 18 Strength saving throw. On a failure, the original target takes 13 (3d4 + 5) magical bludgeoning damage, creatures within the radius take half as much damage, and all creatures fall prone. On a success, a creature takes half as much damage as they would have taken had they failed.

Hidden Chakra. When Roshi has less than half his maximum chakra, he gains 16 red chakra. He may use this once, regaining all uses at the end of a long rest.

Initial Release. As a bonus action, Roshi enters Initial Release. This reveals him as a Jinchūriki to anyone that can see him and anyone who can detect magic or see chakra may make an Insight check, and he gains the following benefits:

  • The cost of all Jutsu Roshi knows are reduced in chakra costs by 1, except for Jutsu that only cost 1 chakra.
  • Roshi's movement speed increases by +10 ft.
  • At the start of each of his turns, Roshi regains 4 hit points.
  • Roshi gains advantage on Strength and Dexterity checks and saving throws.
  • This state ends if Roshi chooses to do so as an action, or if he is knocked unconscious.
  • Roshi loses 2 chakra and gains 2 red chakra at the end of each of his turns.

Tailed Release. While Initial Release is active, Roshi gains the following:

  • Roshi's unarmed strikes deal an additional 3 (1d4) slashing damage.
  • Roshi's movement speeds increase by 20 ft.
  • Roshi regains additional 4 hit points (8 total) at the beginning of each of his turns.
  • Roshi has advantage on grappling checks, can squeeze through spaces twice as small, and does not suffer the penalties of squeezing into a space one size smaller than him.
  • Roshi can activate Hidden Chakra as a bonus action, and can use red chakra in tandem with his own.
  • Roshi loses 4 chakra and gains 4 red chakra at the end of each of his turns.

Tailed Beast Mode. As a full turn action, Roshi becomes identical to Son Gokū with the same percentage of hit points remaining. If he is reduced to 0 hit points, Roshi returns to his normal form. Roshi keeps his features, chakra points, and chakra point maximum while in this form. Roshi loses 6 chakra and gains 6 red chakra at the end of each of his turns.

Lava Style Chakra Mode (5 Chakra). For 1 minute, Roshi's unarmed strikes deal 15 (3d6 + 4) fire damage on a hit, and half as much on a miss. If a creature hits Roshi with a melee attack, he makes an unarmed strike against them, dealing half as much damage on a hit, and one fourth as much on a miss.

Flower-Fruit Mountain (10 Chakra). While Lava Style Chakra Mode is active, Roshi summons a 20 ft. radius, 40 ft. tall volcano anywhere within 20 ft. of him which counts as difficult terrain to creatures without Lava Style Chakra Mode active and lasts for 24 hours. As an action for 10 chakra while this is active, any creatures within 60 ft. of the volcano must make a DC 18 Constitution saving throw, taking 39 (5d12 + 5) fire damage on a failure, or half as much on a success. Roshi can choose up to 4 creatures to not be affected by this saving throw.

Scorching Rocks (18 Chakra). Ranged Spell Attack: +10 to hit, reach 50 ft., four targets. Hit: 20 (4d6 + 5) fire damage and 5 (2d4) magical bludgeoning damage.

REACTIONS

Substitution (3+ Chakra). When Roshi is hit by an attack and would take damage, he decreases the damage by 21 (1d10 + 16) 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 Roshi takes any remaining damage from that attack. Roshi can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Roshi_OL.png
[Source].

The jinchuriki of Son Gokū for over forty years, Roshi left the Hidden Stone Village in order to better understand and control his Tailed Beast. On this journey, he came to the conclusion that the true path to peace, at least among the jinchuriki, is to befriend the Tailed Beasts. Despite this, his stubborn, prideful nature, which was said to only be rivaled by Onoki, whom he had a close relationship with, kept him from using the Four-Tails's real name until the time of his death at the hands of Itachi and Kisame.

After Pain's defeat, he would be reincarnated by Kabuto and Obito, where he did battle with Killer B and Naruto, eventually being taken down by Kakashi and Might Guy long enough for Itachi to force Kabuto to release his Edo Tensei.


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