Shiin (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

Shiin[edit]

Small humanoid (Shiin), neutral good


Armor Class 16 (Natural Armor)
Hit Points 72 (16d8)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 10 (+0) 16 (+3) 14 (+2) 14 (+2)

Saving Throws Int +8, Wis +7
Skills Arcana +8, Deception +7, Perception +7, Persuasion +7, Stealth +6
Senses passive Perception 17
Languages Common
Challenge 14 (11,500 XP)


Chakra. Shiin has 38 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Brave. Shiin as advantage on saving throws and ability checks to avoid becoming charmed or frightened.

Chakra Sense. When Shiin takes the search action, he may also attempt a DC 13 Arcana check to locate living creatures and magical effects within 60 feet. He sees a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Auditory Genjutsu. Shiin may spend 4 chakra to make a genjutsu an auditory genjutsu. An auditory genjutsu effects every creature within 10 ft. of the targeted area, and only effects creatures that are not deafened, and the jutsu's range is doubled. Additionally, Shiin may spend 5 chakra to remove a creature's immunity to a condition caused by an auditory genjutsu.

Telepathy. Shiin can implant a small part of his consciousness into one creature he can see for 4 chakra as an action, allowing him to communicate with them telepathically in Common. Shiin may have up to 2 creatures affected by this at a time.

ACTIONS

Multiattack. Shiin makes three unarmed strike or kunai attacks.

Unarmed Strike. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (3d4 + 1) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 1) piercing damage. Shiin 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.

Transformation (1+ Chakra). Shiin becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and he can not recreate a magical effect. Creatures must make a DC 17 Investigation check to realize that he is transformed. If the creature saw him performing this Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (3 Chakra). Shiin's movement speed doubles, and his movement does not provoke attacks of opportunity until the beginning of his next turn.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Shiin can move across liquid surfaces as if they were solid for 10 minutes. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Mental Resistance (12 Chakra). One creature Shiin touches becomes resistant to genjutsu. When a creature casts a genjutsu on the target, this jutsu ends and they must attempt a DC 17 Charisma saving throw. On a failure, the genjutsu fails and they are frightened of the target for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Genjutsu: Exploding Kunai (8+ Chakra). One creature within 30 feet must attempt a DC 17 Wisdom saving throw. On a failure, they immediately drop any weapon they are holding and are unable to hold any weapons they are not wielding for 1 minute (concentration). They may retry this saving throw at each of their turns, ending this effect early on a success. When Shiin casts this jutsu, he may target an additional creature for every 2 additional chakra spent.

Genjutsu: Vision Blur (8+ Chakra). One creature within 30 ft. must attempt a DC 17 Wisdom saving throw. On a failure, they become blinded for 1 minute (concentration). They may retry this saving throw at each of their turns, ending this effect early on a success. Shiin may target an additional creature for every 3 additional chakra spent.

Genjutsu: Phantom Sound Chains (12 Chakra). One creature within 50 ft. must make a DC 17 Intelligence saving throw. On a failure, they are paralyzed for 1 minute (concentration). At the end of each of their turns, the target can repeat the saving throw.

Genjutsu: Chakra-Enhancing Music. This jutsu can not be effected by the Auditory Genjutsu feature. One creature within 30 feet that is not deafened gains the following until they are not within range or you end this jutsu:

  • They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • They gain a +3 bonus to attack and damage rolls, and their AC.
  • Shiin loses 5 chakra at the end of each of his turns.

Genjutsu: Offsetting Sound (12 Chakra). Any creatures of Shiin's choice within 30 ft. that are not deafened loses the effects of one genjutsu of his choice that is effecting them. This jutsu can not be effected by the Auditory Genjutsu feature.

REACTIONS

Substitution (3+ Chakra). When Shiin is hit by an attack and would take damage, he decreases the damage by 19 (1d10 + 14) 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. Shiin can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Shiin.png
[Source].

The leader of the Shiin clan, a small group of shinobi from the Land of Rice Fields, Shiin and his family lost their line of work when Orochimaru founded the Hidden Sound Village, with his most skilled subordinates defecting to the village while the rest starved. Setting their eyes on Nan's village, which lacked a standing force despite being built on a gold mine, the clan killed any citizens that resisted, leading to Menma's defection as well. After a failed attack on the Hidden Leaf Shinobi to either kill Menma or force him to rejoin, he retreated to the village, planning to flood Nan's village to open up the land around the mine, inevitably killing those who remained in the process, and potentially those trailing him. While his pursuers were able to disarm Shiin's explosive tags, Menma realized that it was a temporary solution. Reactivating the tags within the mine itself, Menma sacrificed himself to collapse the mine, making it inaccessible. With nowhere left to run, Naruto Uzumaki caught up to Shiin, knocking him out with a Rasengan and leaving him and his bandits in prison at the village's mercy.


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