Shikamaru, War Arc (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.

Shikamaru Nara[edit]

Medium humanoid (Nara), neutral good


Armor Class 18 (Natural Armor)
Hit Points 76 (17d8)
Speed 75 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 20 (+5) 12 (+1) 12 (+1)

Saving Throws Dex +8, Int +10
Skills Acrobatics +8, Insight +6, Investigation +10, Perception +6, Stealth +8
Senses passive Perception 16
Languages Common
Challenge 15 (13,000 XP)


Chakra. Shikamaru has 35 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Shikamaru is targeted by an area effect that lets him make a Wisdom or Intelligence 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. Shikamaru can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Shadow Master. When Shikamaru spends chakra to maintain a jutsu labeled Hiden, he may reduce its cost by 5 (minimum 0). Shikamaru may use this feature 5, regaining all uses at the end of a long rest.

Shadow Chain. While Shadow Possession is active, Shikamaru can cast it again from the space of any creature affected, using their space for the beginning of its range.

ACTIONS

Multiattack. Shikamaru makes three unarmed strike or kunai attacks.

Unarmed Strike. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shikamaru 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.

Flying Swallow. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 16 (5d4 + 3) psychic damage.

Transformation (1+ Chakra). Shikamaru 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 17 Investigation check realize that he is transformed. If the creature saw his 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). Shikamaru's movement speed doubles, and his movement does not provoke attacks of opportunity.

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

Hiden: Shadow Possession (2 Chakra). One creature in a straight line with a range of 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness from Shikamaru attempt a DC 18 Dexterity saving throw. On a failure, it becomes restrained, and mimics his actions while restrained in this way. The target can attempt a DC 18 Strength saving throw at the end of each of its turns, ending this effect early on a success. Shikamaru must spend 1 chakra at the beginning of each of his turns to maintain this effect. If circumstances change so that the target is outside of this jutsu's range, Shikamaru must spend twice as much chakra, or the target has advantage on the saving throw. If the target is beyond twice this Jutsu's range, it ends immediately.

Hiden: Shadow Strangle (3 Chakra). As a bonus action while a creature is under the effects of Shadow Possession, the target must attempt a DC 18 Dexterity saving throw. On a success, it must hold its breath. On a failure, it immediately begins suffocating. This jutsu ends if Shadow Possession ends. The target may attempt a DC 18 Strength saving throw at the end of each of its turns, taking 9 (1d8 + 5) magical bludgeoning damage on a failure, or ending this effect early and taking half as much damage on a success.

Hiden: Shadow Network (4 Chakra). Shikamaru places a ball of shadows in one fist-sized or larger area of darkness he can touch that lasts for 1 minute. When a creature comes within 10 ft. in bright light, 20 ft. in dim light, or 40 ft. in darkness of the ball, he may target them with Shadow Possession as a bonus action or reaction without spending chakra.

Hiden: Ninja Art: Shadow Sewing (2 Chakra). As a bonus action or reaction to a creature making a d20 roll, one creature within 30 ft. in bright light, 60 ft. in dim light, or 120 ft. in darkness must attempt a DC 18 Dexterity saving throw. On a failure, they take 11 (1d12 + 5) necrotic damage and have disadvantage on the roll. On a success, they take half as much damage. Shikamaru can use Shadow Possession immediately after using this jutsu for an additional 8 chakra, which includes the cost of the Jutsu itself, without using any form of action.

Hiden: Shadow Gathering (1 Chakra). As a bonus action, Shikamaru targets 1 object of his choice within 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness. He may manipulate it as if he were standing in its space. Shikamaru must spend 1 chakra at the end of each of your turns to maintain this jutsu. If circumstances change so that the target is outside of his range, he must spend twice as much chakra.

Hiden: Shadow Possession Shuriken (2 Chakra). Immediately before making an attack with a weapon, Shikamaru imbues it with Shadow Imitation. On a hit, he forgoes dealing damage to instead cast Shadow Possession immediately after, with the target automatically failing the Dexterity saving throw.

REACTIONS

Substitution (3+ Chakra). When Shikamaru is hit by an attack and would take damage, he decreases the damage by 20 (1d10 + 15) 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. Shikamaru can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Hiden: Shadow Possession (4 Chakra). When Shikamaru is targeted by an attack from a creature within a straight line with a range of 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness, the attacker must attempt a DC 18 Dexterity saving throw. On a failure, it becomes restrained, and mimics his actions while restrained in this way. The target can attempt a DC 18 Strength saving throw at the end of each of its turns, ending this effect early on a success. Shikamaru must spend 1 chakra at the beginning of each of his turns to maintain this effect. If circumstances change so that the target is outside of this jutsu's range, Shikamaru must spend twice as much chakra, or the target has advantage on the saving throw. If the target is beyond twice this jutsu's range, it ends immediately.

Hiden: Shadow Imitation Shadow Bind (1 Chakra). As a bonus action, one creature within 30 ft. in bright light, 60 ft. in dim light, or 120 ft. in darkness counts as being under the effects of Shadow Possession for the sake of Shadow Chain. Shikamaru must spend 1 chakra at the end of his turns to maintain this effect.

Hiden: Shadow Imitation Field (14 Chakra). Every creature within a 10 ft. radius in bright light, 20 ft. radius in dim light, and 40 ft. radius in darkness is targeted by Shadow Possession. Shikamaru must spend 5 chakra at the beginning of each of his turns to maintain this effect. If circumstances change so that the target is outside of this range, he must spend twice as much chakra, or they have advantage on the saving throw.

Hiden: Human Bullet Yo-Yo (3 Chakra). As a bonus action, one willing creature of Shikamaru's choice within 40 ft. in bright light, 80 ft. in dim light, or 160 ft. in darkness moves up to 35 feet. Shikamaru can continue to do so as a bonus action for no additional chakra for as long as he maintains this Jutsu. He must spend 1 chakra at the beginning of each of his turns to maintain this Jutsu. If circumstances change so that the target is outside of your range, you must spend twice as much chakra.

Shikamaru_full.png
[Source]

As the Fourth Shinobi World War became imminent, Shikamaru was called to the Hidden Leaf Village's strategy council, being the youngest member of the group, where he helped situate teams in their most beneficial arrangements. Being assigned to second in command under Gaara in the Long Range Attack Division, though he would quickly be diverted to the Mid-Range Attack Division to assist Choji and Ino in taking down the reincarnated Kinkaku before moving their sights to Kakuzu and Asuma. While emotionally difficult, the trio eventually best the two, with their old master leaving them with one final piece of encouragement; that their teamwork was perfect and he had nothing more to teach them. However, their relief was short lived as the Gedo Mazo, rivaling the entire division with its strength. However, realizing this is likely a distraction, he tracked down the "masked Madara" nearby attempting to recover Ginkaku and Kinkaku's sealed bodies, though he was not strong enough alone to defeat the powerful foe, and would have died had Choji not saved him.

After a restful night, Shikamaru quickly defeated the reincarnated Tayuya before combining the entire Allied Shinobi Forces to do battle with the Ten-Tails and the two Madaras. Following Shikaku's orders, relayed from the force's headquarters by Inoichi, Shikamaru and numerous other Nara clan members attempted to restrain the Ten-Tails with their Hiden while the rest of the force blinded, bound, and battered the beast with their strongest attacks, to little effect. Still, concerned at the effects an organized force could have, the two Madaras aimed a Tailed Beast Ball at headquarters. As impending doom drew closer, Shikaku relayed his final strategy and the title of chief strategist to Shikamaru. Leading the force through a purely defensive formation while Naruto, Guy, Kakashi, and Lee battled the Madaras head on, Shikamaru nearly failed before Sasuke and the four dead Hokage appeared, turning the tide in their favor. With the birth of the Ten-Tails' Jinchuriki, Shikamaru maneuvered the force away from the battlefield, leaving the fight to Naruto and Sasuke.

With the end of the war, Shikamaru changed from a combat tactician to coordinator of the Shinobi Union. In a constant state of work not only from that, but his numerous high-profile missions, such as leading Ro and Saku in taking down Gengo and leading Sakura and Naruto in taking down Toneri, his life strayed far from the cloud-watching laziness he dreamed of, though such trails did serve to sharpen his skills.



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