Temari (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.

Temari[edit]

Medium humanoid (Kazekage), neutral good


Armor Class 18 (natural armor)
Hit Points 82 (15d8 + 15)
Speed 55 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 16 (+3) 11 (+0) 12 (+1)

Saving Throws Dex +8, Int +8, Cha +6
Skills Acrobatics +8, Insight +5, Investigation +8, Perception +5, Persuasion +6, Sleight of Hand +8, Stealth +8, Survival +5
Senses passive Perception 15
Languages Common
Challenge 15 (13,000 XP)


Chakra. Temari has 46 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, and can move along vertical surfaces.

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 5 (3d4 + 2 / 2) magical bludgeoning damage.
  • Her giant folding fan attacks gain an additional +15 feet of reach (20 total), and they deal an additional 2 (3d4 + 2 / 4) magical bludgeoning damage.
  • Her giant folding fan attacks gain an additional +30 feet of reach (35 total).

ACTIONS

Multiattack. Temari makes three unarmed strike or giant folding fan attacks.

Giant Folding Fan. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) magical bludgeoning damage.

Unarmed Strike. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Blade of Wind (4 Chakra). Melee Spell Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.

Great Sickle Weasel (10 Chakra). All creatures in a 25 ft. cone must attempt a DC 17 Dexterity saving throw. On a failure, they take 13 (2d8 + 4) thunder damage and 9 (2d8) slashing damage. Creatures without chakra detection, blindsight, or truesight have disadvantage.

Great Cast Net (12 Chakra). All creatures in a 15 foot wide, 45 foot line must attempt a DC 17 Constitution saving throw. On a failure, they take they take 18 (3d8 + 4) thunder damage and 14 (3d8) slashing damage, and are restrained for 1 minute. If they succeed the saving throw, they take half damage and are not restrained. They may retry this saving throw at the end of each of their turns. Creatures without chakra detection, blindsight, or truesight have disadvantage.

Violent Whirlwind (1 Chakra). Any creatures in a 30 ft. line must make a DC 17 Strength saving throw, taking 8 (1d8 + 4) 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 17 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 17 Strength saving throw, taking 24 (5d8 + 4) 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 24 (5d8 + 4) 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 16 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

REACTIONS

Substitution (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.

Temari_Part_2.png
[Source].

Following the Sasuke Recovery Mission, Temari rose to the rank of jonin and became the Sand Village's ambassador to the Hidden Leaf Village. While the increase in rank was a great accomplishment for her, it separated her from her brothers when they were near death after an attack on their village from the Akatsuki. During the Five Kage Summit, she acted as one of Gaara's bodyguards, and was put in charge of the Allied Shinobi Forces Long-Range Battle Division following their alliance to take down the Akatsuki.


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