Temari, Sasuke Recovery Mission (Shinobi World Supplement)
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Temari, Sasuke Recovery Mission[edit]
Medium humanoid (Kazekage), neutral good Armor Class 15 (natural armor)
Saving Throws Dex +5, Int +5 Chakra. Temari has 20 chakra points which she can expend. All chakra points are regained at the end of a long rest. Evasion. When Temari is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save. Ninja Speed. Temari can take the dash, dodge, and disengage actions as a bonus action for 2 chakra. Fan Moons. At the beginning of each of her turns, Temari may choose which of the following she is benefitting from while she is wielding her giant folding fan.
ACTIONSMultiattack. Temari makes two unarmed strike or giant folding fan attacks. Giant Folding Fan. Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Unarmed Strike. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. Blade of Wind (4 Chakra). Melee Spell Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight. Violent Whirlwind (1 Chakra). Any creatures in a 30 ft. line must make a DC 14 Strength saving throw, taking 7 (1d8 + 3) bludgeoning damage and pushed 15 feet away on a failure. Dust Wind (6 Chakra). A 15 ft. wide, 45 ft. long area becomes lightly obscured and difficult terrain for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Any creatures within range when you cast this jutsu must attempt a DC 14 Dexterity saving throw or become blinded until the end of their next turn. Wind Wall (3+ Chakra). Any creatures of Temari's choice within a 10 ft. radius gain a +2 bonus to AC and creatures attempting to attack from the other side of this radius have disadvantage for 1 minute (concentration). Temari can spend 2 additional chakra to expand the radius by 5 feet. Great Task of the Dragon (10 Chakra). Temari creates a 15 ft. radius tornado anywhere within 60 ft. that lasts for 1 minute (concentration). All creatures within the tornado must make a DC 14 Strength saving throw, taking 27 (5d8 + 3) thunder damage and being swept 30 ft. into the air on a failure. On a success, they take half as much damage. As an action, Temari can move the tornado up to 20 ft. All creatures swept up can repeat the saving throw, taking 27 (5d8 + 3) thunder damage, lifting 30 ft. into the air, and following the tornado on a failure. On a success, it falls and is no longer caught up in the tornado. Transformation (1+ Chakra). Temari becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and she can not recreate a magical effect. Creatures must make a DC 13 Investigation check to realize that she is transformed. If the creature saw her 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). Temari's movement speed doubles, and her movement does not provoke attacks of opportunity until the end of her turn. Summoning Jutsu (7 Chakra). Temari summons Kamatari within 5 ft. of her. Summoning: Quick Beheading Dance (10 Chakra). When Temari uses Summoning Jutsu, her summon immediately takes an action REACTIONSSubstitution (3+ Chakra). When Temari is hit by an attack and would take damage, she decreases the damage by 12 (1d10 + 7) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Temari can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost. |
When Orochimaru's minions kidnapped Sasuke Uchiha, the Fifth Hokage was unable to secure more than a large squad of genin. In dire need of help, she called in the three people most bristling for a chance to get back at Orochimaru; the Three Sand Siblings. Backing up Shikamaru Nara against Tayuya, leveling an entire forest with her Wind Style and summon in the process. While the mission would ultimately be a failure, it would drive her to improve during the resulting time of peace before her next great conflict. |
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