Shura (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.

Shura[edit]

Medium humanoid (human), chaotic neutral


Armor Class 16 (Natural Armor)
Hit Points 44 (8d8 + 8)
Speed 55 ft., fly 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 16 (+3) 13 (+1) 10 (+0)

Saving Throws Str +3, Dex +6
Skills Acrobatics +6, Perception +4, Sleight of Hand +6, Stealth +6
Senses passive Perception 14
Languages Common
Challenge 6 (2,300 XP)


Chakra. Shura has 19 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Ninja Speed. Shura can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Silent Killing. Once per turn when Shura has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 3 (1d6) damage.

ACTIONS

Multiattack. Shura makes 2 unarmed strike, piano wire, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Flamethrower (1 Chakra). Ranged Weapon Attack: +6 to hit, range 75/120 ft., one target. Hit: 12 (2d8 + 3) fire damage.

Senbon (0-3 Chakra). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shura may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional senbon deals 3 (1d4 + 1) piercing damage on a hit. Shura may spend 2 additional chakra to allow him to spend any number of chakra points on these additional attacks, but may only make 1 attack against each creature within range.

Shadow Senbon (5 Chakra). For 1 minute (concentration), Shura's thrown weapon attacks gain advantage, but cost twice as many weapons to make. As a reaction to a thrown weapon attack under the effects of this jutsu, the target may attempt a DC 14 Intelligence saving throw, becoming immune to this jutsu's effects for 1 hour on a success.

Thousand Shuriken of Death (6 Chakra). One creature within 60 ft. must attempt a DC 14 Dexterity saving throw. On a failure, they take 23 (6d4 + 8) piercing damage. On a success, they take half as much damage.

Roof Tile Shuriken (1 Chakra). When Shura makes a thrown attack with a improvised weapon, it counts as a dagger for the sake of proficiency, damage, and properties for the attack.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Shura makes two unarmed strikes

Leaf Gust (8 Chakra). Shura makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Shura's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Shura 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 Shura casts this Jutsu while submerged in a liquid, the Jutsu carries them 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.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Shura's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn.

REACTIONS

Substitution (3+ Chakra). When the genin is hit by an attack and would take damage, they decrease the damage by 11 (1d10 + 6) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. The genin can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Shura.png
[Source].

Leader of the Shinobazu, a small team of dropout academy students turned rogue nin hiding out in the Land of Forests, Shura made a living attacking homes and cargo ships. Like the rest of his team, he made sure to kill any survivors to ensure they wouldn't be attacked by anyone seeking revenge. In an attempt to break Gantetsu, a member of their organization who had been apprehended by the authorities shortly after stealing a large sum of money from the group, Shura kidnapped the transport's head guard's younger brother. When Naruto confronted him, he used his umbrella to fly above the genin and barrage him with shuriken, but was thrown from it by Naruto's Rasengan, causing him to plummet to the ground, killing him on impact.


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