Ryogi (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.

Ryogi[edit]

Medium humanoid (Yuki), lawful good


Armor Class 17 (Natural Armor)
Hit Points 66 (12d8 + 12)
Speed 70 ft.


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

Saving Throws Dex +7, Int +7, Wis +5
Skills Acrobatics +7, Arcana +7, Deception +5, Perception +5, Sleight of Hand +7, Stealth +7
Senses passive Perception 15
Languages Common
Challenge 12 (8,400 XP)


Chakra. Ryogi has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

ACTIONS

Multiattack. Ryogi can make 3 unarmed strike or kunai attacks.

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

Kunai. Thrown Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Ryogi may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Transformation (1+ Chakra). Ryogi becomes identical to a person, creature or non-magical object he a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 15 Investigation check realize that he is transformed. If the creature saw him 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). Ryogi's movement speed doubled, and his movement does not provoke attacks of opportunity.

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

Crystal Ice Wall (6 Chakra). Ryogi creates a 5 foot wide, 10 foot tall wall within 5 ft. of him that lasts for 1 minute. The wall has 5 hit points and 16 AC, and regains hit points (maximum 20) when it takes cold damage, and is 5 feet wide and 10 feet tall. Pushing, dragging, or lifting the wall takes 100 pounds of force. It may be manipulated up to 60 feet from him as a free action or bonus action, and has a movement speed of 60 feet. If the wall moves through a creature's space, they must attempt a DC 15 Strength saving throw. On a failure, they are moved along with the wall, take 10 (2d6 + 3) cold damage, and are knocked prone. On a success, the wall is destroyed. A creature may only make this saving throw once per turn.

Frozen Capturing Field (6 Chakra). One creature within 30 feet must succeed a DC 15 Strength saving throw or be restrained for 1 minute. At the end of each of the creature's turns, they can retry the saving throw, ending this effect on a success. Ryogi may choose additional targets within 15 ft. of the target for 5 chakra each. A 15 ft. radius of ice surrounds any affected creatures, which counts as difficult terrain.

Ten Thousand Ice Petals (10 Chakra). Every creature in a 30 ft. cone must make a DC 15 Constitution saving throw. On a failure, the target takes 17 (4d6 + 3) cold damage and its movement speed is halved until the end of their next turn. On a success, they take half as much damage.

Yuki-onna Whirlwind (15+ Chakra). Ryogi creates a 10 foot radius whirlwind around one creature within 40 feet that lasts for 1 minute (concentration). Creatures in the whirlwind must make a DC 15 Constitution saving throw when this technique is used and at the start of the creature's turn when inside the whirlwind, taking 12 (2d8 + 3) cold damage and 9 (2d8) magical slashing damage and having their movement speeds reduced to 0 on a failure. On a success, their movement is halved and they take half damage.

When creatures fails 2 saving throws in a row, they become restrained until the whirlwind dissipates. They can use their action to make a DC 15 Strength saving throw, no longer being restrained on a success. If they are restrained and fail 2 saving throws from this jutsu in a row, they are paralyzed for 1 hour. Time spent next to a heat source counts for 60 times as much for the sake of ending the paralysis.

This technique cancels out the basic scorch and basic fire style techniques due to the coldness and wind sapping any heat created. Ryogi must spend 3 chakra at the beginning of your turns to maintain this jutsu.

REACTIONS

Substitution (3+ Chakra). When Ryogi is hit by an attack and would take damage, he decreases the damage by 17 (1d10 + 12) 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. Naruto can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Ryougi.png
[Source]

Shortly following the Fourth Shinobi World War, Ryogi's father and his partner Gekko went on many missions together as a team of shinobi. Whoever, when Gekko killed his parents for reasons the young boy couldn't comprehend, Ryogi lashed out with his Ice Style. Recognizing his power, he sealed away Ryogi's memories of discovering the assailant's identity and adopted him. In the process, Gekko invited Ryogi to the Byakuya Gang, a group of thieves that stole from the rich and gave to the poor, though they took a sizable portion for themselves beyond Ryogi's sight. However, during an operation in the Leaf Village, he befriended Shikadai Nara, who quickly saw through his disguise. Presented with the fact that, matter how much their organization stole, small villages never truly improved and members of the organization continued to die, Ryogi was forced to flee. The next time they fought, the seal Gekko had put on his memories began to undo itself. With his full memories, he surrendered himself to the law, though in prison he stayed in contact with Shikadai.


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