Sai, ROOT (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.

Sai[edit]

Medium humanoid (human), lawful neutral


Armor Class 16 (Natural Armor)
Hit Points 38 (7d8 + 7)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 16 (+3) 14 (+2) 8 (-1)

Saving Throws Dex +6, Int +6
Skills Acrobatics +6, Deception +2, Perception +5, Sleight of Hand +6, Stealth +6
Senses passive Perception 15
Languages Common
Challenge 7 (2,900 XP)


Chakra. Sai has 15 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Cursed Tongue Eradication Seal. If Sai tries to speak about ROOT information, he becomes paralyzed until the beginning of his next turn, failing to say what he tried to say. This only ends if Danzo removes this feature as an action or dies.

Evasion. When Sai 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. Sai can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Silent Killing. Once per turn when Sai has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 7 (2d6) damage.

ACTIONS

Multiattack. Sai makes two unarmed strike, kunai, or tachi attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Sai may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit.

Tachi. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

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

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

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Sai 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 he casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

Headhunter (6 Chakra). Sai gains a burrowing speed equal to his movement speed +5 feet until the beginning of his next turn. If he hits a creature with an unarmed strike while burrowing, he may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a DC 13 Strength saving throw at the end of each of their turns, ending this effect early in a success.

Super Beast Imitating Drawing. Sai may spend 1 additional minute writing on a formula scroll to paint an intricate illustration of a creature with a CR no greater than his own that are his size category or smaller and do not have a flying speed. These creatures must be beasts or monstrosities and can not have legendary actions. As an action for half the creature's CR + 3, he may use this jutsu, bringing the creature to life anywhere within 5 feet for 1 minute (concentration). Creatures created in this way act on Sai's turn and use his actions, but have their own movement speed. Sai may concentrate on up to 2 instances of this jutsu at a time.

Super Beast Imitating Drawing: Dragon. Sai may spend 1 additional minute writing on a Super Beast Imitation Drawing scroll to give the painting the form of a dragon, granting the creature a flying speed equal to its movement speed, increasing the creature's summoning cost by 3 chakra. Sai may spend 3 additional chakra when he summons this creature to cause it to be one size larger than himself.

Super Beast Imitating Drawing: White Sketch. Sai may spend 1 additional minute writing on a Super Beast Imitation Drawing scroll to give the painting detachable body parts, allowing the creature to make ranged attacks using one of its natural attacks (i.e. claws, unarmed strike, horns, etc.) with a range of 30/60 ft., increasing the creature's summoning cost by 3 chakra. Sai may spend 3 additional chakra when he summons this creature to double this attack's range.

Enclosing Technique (10 Chakra). Over the course of 1 minute, Sai may write complex formulas onto one scroll within his possession. He can draw up to 5 formula scrolls. If he exceeds this maximum, the oldest formula scroll immediately ends before the new one applies. As an action while in possession of a formula scroll, he may use this jutsu, storing an amount of objects he is touching that are not in possession of another creature inside a formula scroll depending on the size. Scrolls, Handy haversacks, and bags of holding cannot be stored within scrolls, if attempted, the attempt fails and the scroll, and any of its contents, are destroyed. Objects within a scroll are sent to their own dimension exactly as large as the scroll's maximum capacity.

  • Hand-Sized Scrolls can hold up to 5 square feet of objects that weigh a maximum total of 20 pounds. Costs 20 gp and weighs 2 lbs.
  • Forearm-Sized Scrolls can hold up to 10 square feet of objects that weigh a maximum total of 80 pounds. Costs 45 gp and weighs 8 lbs.
  • Arm-Sized Scrolls can hold up to 20 square feet of objects that weigh a maximum total of 150 pounds. Costs 80 gp and weighs 15 lbs.
  • Weapon Scrolls take twice as long to draw. You may store 2 light weapons for every square foot of storage.

Objects sealed within scrolls can be removed from a scroll as a bonus action for 3 chakra by a creature that can use basic ninjutsu while touching it, 1 chakra for a creature that can use Fuinjutsu while touching it, by having counterspell or dispel magic cast on it, or by directly accessing the scroll's storage dimension. Formula scrolls, and any modified versions of them, count as magical items for the sake of being destroyed.

Unsealing Technique (1+ Chakra). Touching any kind of chakra seal bound to a physical object (i.e. Explosive Seal, Secret Treasure of the Toads, Flying Raijin, Object Manipulation), but not a creature, Sai defuses the chakra within the seal. He must spend an equal number of chakra as created the seal. The seal loses any magical properties, returning to a normal piece of paper.

Ink Mist Technique (6 Chakra). Sai creates a 50 ft. radius cloud of ink that lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. For any creature that doesn't have levels in the Path of the Assassin, this area is considered lightly obscured beyond 5 ft.

REACTIONS

Substitution (3+ Chakra). When Sai is hit by an attack and would take damage, he decreases the damage by 12 (1d10 + 7) 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. Sai can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Sai_as_a_Child.png
[Source]

As his final test to become a fully-fledged ROOT member, Sai was ordered to kill his older brother figure, Shin, in order to eliminate all remaining emotion within him. However, before their fight could even begin, Shin's illness got the better of him. With Shin's final words to live for the both of them as what ROOT needed them to be and his final ROOT training, the last of Shin's emotions were eradicated, and he was given a seal to prevent him from leaking intel. As a member of ROOT, he undertook a wide number of assassinations. Years later, when Team 7 reunited, Sai would be deployed by Danzo to stand in as their replacement for the rogue Sasuke, who they were attempting to track down alongside Orochimaru.



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