Sai, Young (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 15 (Natural Armor)
Hit Points 22 (4d8 + 4)
Speed 40 ft.


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

Saving Throws Dex +5, Int +5
Skills Acrobatics +5, Deception +1, Perception +4, Sleight of Hand +5, Stealth +5
Senses passive Perception 14
Languages Common
Challenge 4 (1,100 XP)


Chakra. Sai has 9 chakra points which he can expend. All chakra points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +5 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: +5 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.

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.

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.

REACTIONS

Substitution (3+ Chakra). When Sai is hit by an attack and would take damage, he decreases the damage by 9 (1d10 + 4) 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 add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Sai_as_a_Child.png
[Source]

Sai, like many in the Hidden Leaf Village, was an orphan of two shinobi who died in the Third Shinobi World War shortly after his birth. Having a unique talent for fuinjutsu, he was recruited into Danzo Shimura's ROOT organization, where his personality, history, and even his own name were stripped away. Even "Sai" was just one of his code names. However, one piece of his personality was allowed to remain, his love of art, which fueled his one-of-a-kind jutsu. During his time training in ROOT, he began to see another operative, codenamed Shin, as an older brother, a decision that would soon become fatal.



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