Shira (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.

Shira[edit]

Medium humanoid (Kazekage), chaotic good


Armor Class 16 (Natural Armor)
Hit Points 75 (10d8 + 30)
Speed 50 ft.


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

Saving Throws Str +5, Dex +7
Skills Acrobatics +7, Athletics +5, Intimidation +4, Perception +4, Stealth +7
Senses passive Perception 14
Languages Common
Challenge 10 (5,900 XP)


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

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

Advanced Stratagem. Any of Shira's jutsu that deal an additional 5 (2d4) damage may have their damage bonus replaced with dealing fire damage instead.

ACTIONS

Multiattack. Shira 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. Shira 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.

Seven Heavens Breathing Method. Shira gains the following. He may gain this action's benefits up to 3 times, and may end 1 instance of it as an action or bonus action.

  • Shira gains 5 temporary hit points.
  • Shira gains a +1 bonus to AC.
  • Shira gains a +5 bonus to his movement speed.
  • Shira gains a +2 bonus to attack and damage rolls.
  • Shira loses 2 (1d4) hit points at the end of each of his turns.

Silent Fist (5 Chakra). Shira's body no longer makes noise (not including his voice), and his unarmed strikes' attack rolls and AC gain a +1 bonus. This lasts for 1 minute (concentration).

Tenketsu Blocking Strike (1+ Chakra). As part of an unarmed strike, the target loses a number of chakra points equal to the amount of chakra spent. If they do not have any chakra points remaining, they instead take twice as much necrotic damage as chakra spent.

Leaf Gust (7 Chakra). Shira makes an unarmed strike against every creature within 5 ft. with a +3 bonus to its attack roll and a +1 bonus to their damage rolls, and they must attempt a DC 16 Constitution saving throw. On a failure, they take 5 (1d8 + 1) thunder damage and are blinded for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Leaf Great Flash (10 Chakra). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: The target moves 30 ft. in a direction of Shira's choice and takes 5 (2d4) magical bludgeoning damage.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Shira's unarmed strikes deal twice as much damage to objects, deal half as much damage to creatures, and deal an additional 5 (2d4) damage until the beginning of his next turn.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Shira 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.

REACTIONS

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

Shira.png
[Source].

Born in the far northern border of the Land of Wind, Shira's family moved to the Hidden Sand when he was very young. He was ridiculed and rejected from being a shinobi based on a law passed by the Fourth Kazekage due to having no skill in genjutsu nor ninjutsu. Training his taijutsu anyway, he eventually caught the eye of the Fifth Kazekage, whom he reminded of a great shinobi from the Hidden Leaf. Repealing the forbiddance, Shira was not only allowed to become a shinobi, but became Gaara's own private taijutsu tutor. However, this not only turned others' ridicule toward him into jealousy, but brought doubt over the still-new Kazekage. Joining the Sand's Chunin Exams, he proved himself a worthy challenger to Rock Lee, and successfully made rank. After his promotion, he almost immediately signed onto the Sand's special forces.


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