Sora (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.

Sora[edit]

Medium humanoid, neutral


Armor Class 17 (Natural Armor)
Hit Points 65 (10d8 + 20)
Speed 50 ft. (60 ft. in Initial Release, 70 ft. in Tailed Release)


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 12 (+1) 12 (+1) 10 (+0)

Saving Throws Dex +7, Wis +5
Skills Acrobatics +7, Animal Handling +5, Athletics +5, Performance +4, Persuasion +4
Senses passive Perception 11
Languages Common
Challenge 10 (5,900 XP)


Chakra. Sora has 22 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Red Chakra. Some of Sora's features grant him "red chakra". If his own chakra is less than his red chakra, he must attempt a DC 14 Wisdom saving throw at the end of each of his turns. On a failure, he is forced to activate Initial Release and is controlled by Kurama. If he is already in Initial Release, the DC becomes 16, and he enters Tailed Release instead. This ends if he becomes unconscious, or if Kurama chooses to do so willingly. These special "red" chakra are counted separately from his normal chakra. He can use this chakra on one Jutsu or spread them across multiple, but he can not spend these points and his own normal chakra points on the same jutsu. This chakra can extend above his chakra point maximum, and is lost at the end of a short rest.

ACTIONS

Multiattack. Sora can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Ranged Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

Beast Tearing Palm (4 Chakra). Melee Weapon Attack: +6 to hit, range 10 ft., one target. Hit: 14 (2d6 + 3) thunder damage. This has advantage against creatures without chakra detection, blindsight, or truesight

Transformation (1+ Chakra). Sora 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, and he can not recreate a magical effect. Creatures must make an DC 13 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). Sora's movement speed doubles, and his movement does not provoke attacks of opportunity.

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

Tailed Beast Shockwave (4+ Chakra). Each creature within a 5 ft. radius must succeed a Strength saving throw or take 4 (1d8) force damage and be pushed to the edge of this jutsu’s range. Sora can add an additional 5 (1d8) damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage. Sora may spend 4 additional chakra separate from the previous effects to use this as a reaction, causing the ranged attacks it may be made in response to to miss in addition to its normal effects.

Hidden Chakra. When Sora has less than half his maximum chakra, he gains 10 red chakra. He may use this once, regaining all uses at the end of a long rest.

Initial Release. As a bonus action, Sora enters Initial Release. This reveals him as a Jinchūriki to anyone that can see him and anyone who can detect magic or see chakra may make an DC 13 Insight check, and he gains the following benefits:

  • The cost of all Jutsu Sora knows are reduced in chakra costs by 1, except for Jutsu that only cost 1 chakra.
  • Sora's movement speed increases by +10 ft.
  • At the start of each of his turns, Sora regains 2 hit points.
  • Sora gains advantage on Strength and Dexterity checks and saving throws.
  • This state ends if Sora chooses to do so as an action, or if he is knocked unconscious.
  • Sora loses 2 chakra and gains 2 red chakra at the end of each of his turns.

Tailed Release. While Initial Release is active, Sora gains the following:

  • Sora's unarmed strikes deal an additional 1d4 slashing damage.
  • Sora's movement speeds increase by 15 ft.
  • He regains 2 additional hit points (4 total) at the beginning of each of his turns.
  • He can activate Hidden Chakra as a bonus action, and can use red chakra in tandem with his own.
  • He loses 4 chakra and gains 4 red chakra at the end of each of his turns.

REACTIONS

Substitution (3+ Chakra). When Sora is hit by an attack and would take damage, he decreases the damage by 16 (1d10 + 10) 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. Sora can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Sora_full.png
Sora in the Hidden Leaf Village, Source [[1]].

Being implanted with residual chakra from the Nine-Tails's attack on the Hidden Leaf Village by his father Kazuma, Sora eventually became the pseudo-Jinchuriki of a partially formed Nine-Tails, being cloistered in the Fire Temple under Chiriku. Due to their similarities, he quickly became friends with Naruto.


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