Taijutsu Jonin (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 Jonin[edit]

Medium humanoid (Human), any alignment


Armor Class 20 (Rudimentary Jacket)
Hit Points 82 (15d8 + 15)
Speed 55 ft.


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

Saving Throws Dex +9, Int +7, Wis +6
Skills Acrobatics +9, Deception +6, Perception +6, Stealth +9, Survival +6
Senses passive Perception 16
Languages Common
Challenge 13 (10,000 XP)


Chakra. The jonin has 32 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

ACTIONS

Multiattack. The jonin can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) magical bludgeoning damage.

Tachi. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. The jonin may spend 3 chakra to increase this jutsu's range to 20 feet and grant it a +1 bonus to his attack and damage rolls.

Shuriken (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d3 + 4) slashing damage. The jonin may make 1 additional attack for every additional chakra point spent. The jonin 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 jonin makes two unarmed strikes

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of the jonin's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, the jonin 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 jonin 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 jonin'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: +10 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) bludgeoning damage. The jonin may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: The target is restrained until the jonin 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 jonin using this jutsu.

Lion Combo (2 Chakra). The target must attempt a DC 18 Strength saving throw. On a failure, they take 7 ((3d4 + 4 / 2) + 1) magical bludgeoning damage and are pushed 20 feet into the air until the end of the jonin's next turn. On a success, they take half as much damage.

Peregrine Falcon Drop (2 Chakra). The jonin leap up to 20 feet into the air, grabbing one creature they could grapple. The target must make a DC 18 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 jonin's reach, they must attempt a DC 17 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 jonin's next turn. The jonin may spend 1 chakra to increase this jutsu's duration by 1 turn.

Heavenly Foot of Pain (12 Chakra). One creature within 5 feet and every creature except you within 5 feet of them must attempt a DC 18 Strength saving throw. On a failure, the original target takes 12 (3d4 + 5) magical bludgeoning damage, creatures within the radius take half as much damage, and all creatures fall prone. On a success, a creature takes half as much damage as they would have taken had they failed.

Assassination Mode (5 Chakra). For 1 minute (concentration), when the jonin makes a weapon attack as a bonus action as per two-weapon fighting, they gain a +1 bonus to attack and damage rolls and may make 1 additional attack.

Hazy Moon Night (8 Chakra). Until the end of the jonin's turn, their Tachi deal 9 (1d8 + 5) slashing damage and automatically hits, but can not gain any bonuses to its damage. This jutsu counts as an attack for the sake of two-weapon fighting.

REACTIONS

Substitution (3+ Chakra). When the jonin 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 jonin 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.

Nij%C5%AB_Sh%C5%8Dtai_Asuma.png
Various Leaf Village jonin before the 4th Shinobi World War, Source [[1]].

Jonin are chunin who have become so exceptional that they have earned the notice of their respective Kage and received enough commendations from civilians and other shinobi. Jonin primarily take A-Rank missions, and are the only shinobi authorized to take S-Rank missions, lead teams of genin, and even learn forbidden jutsu. Of all jonin, taijutsu masters are some of the rarest.



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