Sai (Shinobi World Supplement)
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Sai[edit]
Medium humanoid (human), any alignment Armor Class 13
Saving Throws Dex +7, Int +7 Chakra. Sai has 21 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, and can move along vertical surfaces. 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. ACTIONSMultiattack. Sai makes two unarmed strike, kunai, or tachi attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage. Kunai. Thrown Weapon Attack: +7 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: +8 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 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. Shadow Clone (4+ Chakra Per Clone). Sai creates up to five clones. Each clone created in this way counts as a different casting of this jutsu, but still only requires one action. Each clone has 5 hit points and the chakra spent creating it (this applies to things that would reduce the cost). The clones can take actions as normal, but do not benefit from the Extra Attack feature. Sai controls them and they act on the same initiative as him. They last until they are reduced to 0 hit points, they expend all of their chakra, he dismisses them at will, or he falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Sai, including equipment, features, and any effects affecting him when he create the clone. Any charges, such as from features or magic items, are shared between all clones and Sai. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself, as well as matching his shadow clone's exhaustion and gradual blindness, deafness, and numbness level if it is higher than his own, as well as any reductions to its maximum hit points it gained. Ink Clone (4 Chakra). When Sai creates a shadow clone, he imbues its internals with sprawling Fuinjutsu formulas. When it is destroyed by any means other than being dispelled, the source of the damage must attempt a DC 15 Strength saving throw. On a failure, they are restrained for 1 minute as the formulas explode across their body. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. This also causes Sai to not regain the base chakra spent to create the clone. 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 15 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.
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. REACTIONSSubstitution (3+ Chakra). When Sai is hit by an attack and would take damage, he decreases the damage by 15 (1d10 + 10) 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. |
Years after becoming a fully-fledged member of ROOT, Sai was assigned to the newly-reunited Team 7 alongside Naruto, Sakura, and Yamato, standing in as their replacement for the rogue Sasuke. While officially, he was simply acting as backup to help find their friend, he was secretly ordered by Danzo to make contact with Orochimaru. After observing his team's fight with the Sannin, he approached Orochimaru on his own, joining he and Kabuto back to their hideout, where he was quickly imprisoned, where he was forced to explain his mission: to ally the Hidden Sound Village and ROOT to take control of the Hidden Leaf Village. Shortly after, he was restrained by Team 7, but as he tried to explain that Sasuke only felt hatred toward them, he was taken aback by Naruto's determination to save his friend regardless. When Kabuto came to Sai's rescue, Sai instead counterattacked, no longer believing in ROOT as an organization. Though his mission, both official and secret, were ultimately a failure, he returned to the village with a changed heart. Working with standard Anbu instead of ROOT, Sai assisted in various scouting missions. During Pain's assault on the Hidden Leaf Village, Sai was away with Yamato and Anko Mitarashi searching for Kabuto. When he returned, Danzo had taken power as effective Hokage, ordering Sai to watch Naruto as he attended the Five Kage Summit, but his loyalty was already with Naruto, agreeing with him that Danzo could not be trusted. However, before he could arrive, Sasuke had already attacked, evidenced by his Cursed Tongue Eradication Seal disappearing. As word spread of the Allied Shinobi Forces and the upcoming Fourth Shinobi World War, Sai joined his teammates in training to reach a new level. |
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