Temari, Young (Shinobi World Supplement)

From D&D Wiki
Jump to navigation Jump to search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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.

Temari, Young[edit]

Medium humanoid (Kazekage), neutral good


Armor Class 14 (Natural Armor)
Hit Points 22 (4d8 + 4)
Speed 40 ft.


STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 14 (+2) 11 (+0) 12 (+1)

Saving Throws Dex +4, Int +4
Skills Acrobatics +4, Insight +2, Investigation +4, Perception +2, Sleight of Hand +4, Stealth +4, Survival +2
Senses passive Perception 12
Languages Common
Challenge 4 (1,100 XP)


Chakra. Temari has 14 chakra points which she can expend. All chakra points are regained at the end of a long rest.

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.

  • She gains a +2 bonus to her AC (16 total).
  • Her giant folding fan attacks deal an additional 2 (1d4 + 2 / 2) bludgeoning damage.
  • Her giant folding fan attacks gain an additional +15 feet of reach (20 total), and they deal an additional 1 (1d4 + 2 / 4) bludgeoning damage.
  • Her giant folding fan attacks gain an additional +30 feet of reach (35 total).

ACTIONS

Giant Folding Fan. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Unarmed Strike. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Blade of Wind (4 Chakra). Melee Spell Attack: +5 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 13 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 13 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.

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 12 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.-->

REACTIONS

Substitution (3+ Chakra). When Temari is hit by an attack and would take damage, she decreases the damage by 9 (1d10 + 4) 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 add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Temari_Part_1.png
[Source].

The eldest of the Fourth Kazekage's children, and the eldest sibling of Kankuro and Gaara, Temari is one of the most skilled Wind Style users ever, even at this young of an age. While her lineage and skill lead to difficulty in terms of making friends, her confidence from them leaves her unshaken. During the Chunin Exams, she was able to swiftly beat Tenten due to being a hard counter to her weapon-dependent fighting style, she was almost defeated just as easily by Shikamaru Nara's shadows, only for him to forfeit before the finishing blow. When it was revealed that they were sent to destroy the Leaf Village, Temari bought time for her brothers to escape the pursuing Sasuke Uchiha, but was defeated almost instantly by his overwhelming power. In penance for their invasion, and to redeem themselves from the mar of having been manipulated by Orochimaru, the Sand Siblings assisted the Leaf Village in retrieving the kidnapped Sasuke, allowing Temari to show off how much she had improved.


FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World