Shinki (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.

Shinki[edit]

Medium humanoid (Kazekage), chaotic good


Armor Class 16 (Natural Armor)
Hit Points 65 (10d8 + 20)
Speed 50 ft.


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 9 (-1)

Saving Throws Str +3, Dex +7
Skills Acrobatics +7, Athletics +3, Intimidation +3, Perception +5, Stealth +7
Senses passive Perception 15
Languages Common
Challenge 10 (5,900 XP)


Chakra. Shinki has 23 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

ACTIONS

Multiattack. Shinki can make 2 unarmed strike or kunai 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: +6 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Shinki may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

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

Transformation (1+ Chakra). Shinki 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 15 Investigation check realize that he is transformed. If the creature saw him 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). Shinki's movement speed doubles, and his movement does not provoke attacks of opportunity.

Magnet Style: Black Iron Fist (7-11 Chakra). Shinki creates an iron hand within 30 ft. of him that lasts for 1 minute. He may move this hand up to 30 ft. at the end of each of his turns, and it moves in relation to his automatically when he moves. Shinki can spend an additional 4 chakra to create a second iron hand when casting this jutsu. Shinki may use this jutsu as a bonus action.

Magnet Style: Black Iron Fist Strike. Melee Weapon Attack: +8 to hit, reach 10 ft. of an iron hand, one target. Hit: 11 (2d6 + 4) magical bludgeoning damage. Shinki may make this attack as a bonus action. Creatures must also make a DC 16 Constitution saving throw, becoming poisoned for 1 minute and taking 5 (1d8 + 1) poison damage on a failure. They may retry this saving throw at the end of each of their turns, ending the effect early on a success. Shinki may make this attack as a bonus action.

Magnet Style: Iron Sand Marking (7 Chakra). One creature within 35 ft. must attempt a DC 18 Strength saving throw with disadvantage. On a failure, they have disadvantage on any saving throws incurred by Magnet Style jutsu, and attack rolls against them from Magnet Style jutsu have advantage against them. On a success, nothing happens. The target may retry this saving throw at the end of each of their turns, ending this effect on a success. Creatures must also make a DC 18 Constitution saving throw, becoming blinded for 1 minute and taking 8 (1d8 + 4) thunder damage on a failure. They may retry this saving throw at the end of each of their turns, ending the effect early on a success.

Magnet Style: Iron Sand Drizzle (8 Chakra). Each creature in a 40 ft. line must make a DC 16 Dexterity saving throw. On a failure, they take 18 (3d8 + 4) piercing damage and 5 (2d4) force damage.

Magnet Style: Iron Needle Bomb (4 Chakra). All creatures in a 30 ft. radius must attempt a DC 16 Dexterity saving throw. On a failure, the creatures take 15 (2d10 + 4) piercing damage.

Fissure (3 Chakra). Shinki creates a 30 ft. long, 10 ft. wide, 50 ft. deep or smaller fissure. Each creatures in the area must make a DC 15 Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making a DC 15 Athletics or Acrobatics check. The fissure has an initiative of 20. At the start of its fourth turn, it closes. A creature still in the fissure takes 14 (3d6 + 3) force damage and is pushed to the top.

Desert Suspension (5+ Chakra). Shinki creates a 5 ft. radius cloud that can pass through any object as if it were individual grains of sand. Shinki may increase this size by 5 ft. for every 5 additional chakra spent. As a bonus action, Shinki may move the cloud using its 30 ft. flying speed. Any willing creatures of his choice on top of the cloud move along with it, otherwise they pass through it as if it were a cloud.

Wind Wall (3+ Chakra). Any creatures of Shinki's choice within 10 ft. gain a +2 bonus to AC and creatures attempting to attack from outside this area have disadvantage. Shinki can expend 2 additional chakra to expand this radius by 5 feet. This lasts for 1 minute (concentration).

REACTIONS

Magnet Style: Black Iron Defend (6 Chakra).' When two iron hands are within 5 feet of Shinki, he gains a +4 bonus to his armor class and Dexterity saving throws until the beginning of his next turn.

Iron_Wall.png
[Source].

Once an orphan wandering the deserts surrounding the Hidden Sand, unable to control his powerful Magnet Style kekkei genkai, Shinki was approached by the Fifth Kazekage. Despite unintentionally injuring the man, he still approached, hugging the child, calming the iron storm around them. Promising to teach the youth how to control his power, Gaara adopted Shinki, naming him his successor. Quickly earning the name Shinki of the Iron Sand, his mastery of his kekkei genkai was only rivaled by his levelheadedness. Participating in the Leaf's Chunin Exams alongside Araya and Yodo, he tore through his competition before only being defeated by Boruto Uzumaki himself, who even then needed the assistance of a shinobi gauntlet. As a chunin, he has been involved in missions far above his calibre, showing his strength each time; such as in his fight against Urashiki Otsutsuki in defense of Shukaku, and even putting up a fight against Deepa despite only being on a team of other genin and early chunin.


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