Tenma Kodon (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.

Tenma[edit]

Medium humanoid (Kodon), neutral good


Armor Class 18 (Natural Armor)
Hit Points 84 (13d8 + 26)
Speed 60 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0)

Saving Throws Int +8, Wis +5
Skills Acrobatics +8, History +8, Intimidation +5, Investigation +8, Perception +5, Stealth +8
Senses passive Perception 15
Languages Common
Challenge 13 (10,000 XP)


Chakra. Tenma has 38 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Kodon Clan. The time and cost of crafting consumable items is halved, rounded up.

Pill Creation. Tenma can make 3 military pills during a long rest. All pills lose their potency after 48 hours.

ACTIONS

Multiattack. Tenma makes 3 unarmed strike or kunai attacks.

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

Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Tenma may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional senbon deals 3 (1d4 + 1) piercing damage on a hit. Tenma may spend 2 additional chakra to allow him to spend any number of chakra points on these additional attacks, but may only make 1 attack against each creature within range.

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

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Tenma 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 Tenma 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, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

Healing Jutsu (1-18 Chakra). One creature Tenma can touch regains a number of hit points equal to chakra spent.

Chakra Control. As a bonus action, Tenma reduces his next jutsu's cost by 2. He may do this 3 times, regaining all uses at the end of a short rest.

Mystical Palm Jutsu. Tenma has a pool of 12 d6s he can use on this action. As a bonus action, Tenma can heal one creature he can see within 60 feet, spending up to 3 dice from the pool. He must roll the dice he spends, add them together, and restore a number of hit points equal to the total. This die pool regains all expended dice when you finish a long rest.

Cell Activation (16 Chakra). Touching one creature, Tenma either reduces their levels of exhaustion by 1, remove 1 condition of his choice, one curse (including attunement to cursed items), 1 ability score reduction, or 1 effect reducing their maximum chakra or hit point maximum. This jutsu counts as Greater Restoration for effects that can only be cured with said spell.

Delicate Illness Extraction (14 Chakra). One creature being effected by a poison is cured of the poison, and they regain a number of hit points equal to the damage the poison dealt. This jutsu can also removes the poisoned condition.

Mind Body Rupture (8+ Chakra). One creature within 30 ft. must attempt a DC 16 Wisdom saving throw. On a failure, they must spend an additional 1 (1d2) chakra on any jutsu they cast for 1 minute (concentration). They may retry this saving throw at each of their turns, ending this effect early on a success. Tenma may target an additional creature for every 3 additional chakra spent.

Hypnotic Genjutsu: Wild Beast Communication (10 Chakra). One creature within 15 feet must make a DC 16 Strength saving throw. On a failure, as a reaction at the beginning of each of their turns, Tenma may control the target and communicate telepathically with them until the end of their next turn. They may retry this saving throw at the end of each of their turns, ending this effect on a success.

If the target is a Celestials, Constructs, Giants, Humanoids (not including jinchuriki), Plants, or Undead, Tenma can only use class and background features that he has and spend a number of chakra equal to half their maximum, and he must spend 5 chakra when he controls them as a reaction.

Jinchuriki Seal (20 Chakra). As an action, Tenma must first write a seal on a humanoid using ink. This seal lasts for 12 days or until it is removed as an action. As an action, Tenma targets one creature and a humanoid with the seal within 15 feet. He must then succeed a DC 25 Intelligence or Constitution saving throw. On a failure, Tenma gains three levels of exhaustion. On a success, he gains 1 level of exhaustion and the creature is sealed inside the humanoid, which is unconscious for 5 (1d10) hours. After a creature has been sealed, the only way to remove the seal is with this jutsu to target one creature sealed within them, and the target may cause this jutsu to fail by succeeding a Dexterity saving throw against the caster's jutsu save DC. If the creature is a Tailed Beast, the humanoid becomes a jinchuriki. If the creature is not a Tailed Beast, the humanoid becomes a vessel.

Grudge Tea Kettle Lid (10 Chakra). Tenma modifies a creature's Jinchuriki Seal into jagged, chaotic calligraphy, and the jinchuriki's inner world becomes the surface of a moonlit lake with a row of spikes containing their bijuu. If the target is a jinchuriki, gain their tailed beast's feat and unique jutsu, but if their passive Arcana is less than their Red Chakra saving throw while they are unconscious by any means other than dropping to 0 hit points, they are controlled by their tailed beast. If the target is a vessel, they gain two Path of Permanence Unique Jutsu of their choice and their maximum chakra points increase by 2, but reclaiming their element becomes an action, and they become berserk if they do not reclaim their element before the end of the turn after they spend it. Only 1 Jinchuriki Seal modifier may be active at a time.

Roen Kodon (12 Chakra). One creature that is not a Celestials, Constructs, Giants, Humanoids (not including jinchuriki), Plants, or Undead within 15 feet while within 30 feet of a specially made shrine must attempt a DC 16 Strength saving throw, becoming grappled on a failure. At the beginning of Tenma's next turn, they must attempt another DC 16 Strength saving throw, becoming restrained. At the beginning of Tenma's next turn while they are restrained in this way, they must attempt a DC 16 Strength saving throw, being sealed inside the shrine. They become an unconscious painting on the scroll, even if they would be immune to the condition, perfectly immortalized in their capture. They don't need to breathe, eat, or drink, and don't age. The creature may be freed by any normal means of removing an item from a scroll.

REACTIONS

Substitution (3+ Chakra). When the genin is hit by an attack and would take damage, they decrease the damage by 18 (1d10 + 13) 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 genin can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

During the second term of the Third Hokage, Tenma was the highest ranking Anbu and a skilled pharmacist of the Howling Wolf Village in the Land of Medicine. Effectively his village's Kage, he was shocked when his village head declared that the Kumanoi clan's discovery of blue fire powder, and thus their development of incredibly effective explosive devices, meant that shinobi were no longer necessary to defend their village. In an attempt to show them the error of their ways, he unsealed the great beast his Kodon clan kept at bay, Roen, and mocked an invasion, but the blue fire powder had an adverse effect on his genjutsu, causing it to break free and rampage through the town. In the end, the beast killed his wife and destroyed the shrine it had been sealed in since chakra came to the earth. Looking to his sons, his eldest Reishi was not a suitable host, but his youngest, Kina, still almost a newborn, was. The exhaustion from the sealing process was too much on his weary body, killing him, and the shinobi system within Howling Wolf Village, in the process.


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