Taijutsu Chunin (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.

Taijutsu Chunin[edit]

Medium humanoid (Human), any alignment


Armor Class 17 (Rudimentary Jacket)
Hit Points 49 (11d8)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 14 (+2) 12 (+1) 13 (+1)

Saving Throws Dex +8, Int +6, Wis +5
Skills Acrobatics +8, Deception +5, Perception +5, Stealth +8, Survival +5
Senses passive Perception 15
Languages Common
Challenge 10 (5,900 XP)


Chakra. The chunin has 25 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

ACTIONS

Multiattack. The chunin can make 2 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) magical bludgeoning damage.

Shuriken (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 5 (1d3 + 4) slashing damage. The chunin may make 1 additional attack for every additional chakra point spent. The chunin may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 2 (1d3 + 1) piercing damage on a hit.

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

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of the chunin's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, the chunin 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 the chunin 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, her movement

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

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage. The chunin may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: The target is restrained until the chunin is not within 5 feet or the beginning of their next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to the chunin using this jutsu.

Lion Combo (2 Chakra). The target must attempt a DC 17 Strength saving throw. On a failure, they take 6 ((2d4 + 4 / 2) + 1) magical bludgeoning damage and are pushed 20 feet into the air until the end of the chunin's next turn. On a success, they take half as much damage.

Peregrine Falcon Drop (2 Chakra). The chunin leap up to 20 feet into the air, grabbing one creature they could grapple. The target must make a DC 17 Strength saving throw. On a failure, they take 14 (2d8 + 5) magical bludgeoning damage as they and the target return to the ground. On a success, they take half as much damage.

Iron Mountain Leaning (3 Chakra). As a bonus action when a friendly creature attempts to knock a creature within 5 feet prone, the target has disadvantage if the effect is a saving throw, or the friendly creature has advantage if it is an an attack roll or skill check.

Iron Claw (3+ Chakra). As a bonus action, one prone creature within 5 feet can not attempt to stand up from being prone, and once per turn if they try to leave the chunin's reach, they must attempt a DC 16 Strength saving throw. On a success, they leave their reach. On a failure, they may not attempt to do so until the beginning of their next turn. This lasts until the beginning of the chunin's next turn. The chunin may spend 1 chakra to increase this jutsu's duration by 1 turn.

REACTIONS

Substitution (3+ Chakra). When the chunin is hit by an attack and would take damage, they decrease the damage by 15 (1d10 + 10) 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 chunin can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Iron Mountain Leaning (3 Chakra). When a friendly creature attempts to knock a creature within 5 feet prone, the target has disadvantage if the effect is a saving throw, or the friendly creature has advantage if it is an an attack roll or skill check.

Ch%C5%ABnin_Examiners.png
Various Leaf Village chunin before the 4th Shinobi World War, Source [[1]].

After intense training, a Taijutsu Genin might pass the Chunin Exams, thus gaining the rank of Chunin. Chunin typically undertake C-Rank and B-Rank missions, and often become academy teachers later in life. Along with a flak jacket, and often but not necessarily a new forehead protector, chunin are granted the opportunity to oversee official shinobi events in their village, and carry a palpable respect among civilians and most chunin. With luck, and lots of training, a chunin may exceed all expectations, rising to the rank of Jonin.



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