Toroi (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.

Toroi[edit]

Medium humanoid (Kazekage), lawful neutral


Armor Class 19 (Natural Armor)
Hit Points 104 (16d8 + 32)
Speed 70 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 18 (+4) 12 (+1) 11 (+0)

Saving Throws Dex +9, Int +9
Skills Acrobatics +9, Deception +5, Perception +6, Stealth +9
Senses passive Perception 16
Languages Common
Challenge 16 (15,000 XP)


Chakra. Toroi has 34 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Specialized Chakra. Toroi has 8 specialized chakra points which he can expend on jutsu labeled Magnet Style. All chakra points are regained at the end of a long rest.

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

ACTIONS

Multiattack. Toroi makes three unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 4) magical bludgeoning damage.

Shuriken. Thrown Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 5 (1d3 + 4) piercing damage. Toroi may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 2 (1d3 + 1) piercing damage on a hit. Toroi may make one of these attacks as a bonus action after making one of these attacks as an action.

Fuma Shuriken. Thrown Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Toroi may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d6 + 1) piercing damage on a hit.

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

Hazy Moon Night (8 Chakra). As a bonus action, one creature within 5 feet of Toroi takes 5 (1d3 + 4) magical slashing damage. This damage can not be increased in any way.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Toroi 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 Toroi 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.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Toroi's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn.

Magnet Style Aura. As a bonus action, Toroi begins exuding dangerous chakra up to a number of feet equal to the amount of chakra spent at the beginning of each subsequent turn x 5. This effect ends if he stops spending chakra. Any creatures that end their turn in this area take 3 (1d6) thunder damage. Any attacks made against Toroi by creatures inside this area have disadvantage, and if he is subject to a saving throw caused by a creature inside this area, he has advantage.

Magnet Style: Magnet Rise (11 Chakra). As a bonus action, Toroi gains the benefits of this jutsu for 1 minute (concentration). As a bonus action while concentrating on this jutsu, Toroi can magnetize an additional object or creature he can touch and force them to make a DC 18 Wisdom saving throw, taking 9 (1d8 + 5) piercing damage and becoming frightened for 1 minute on a failure. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, no longer being frightened on a success. If a creature is magnetized, attack rolls against the creature with metal weapons have advantage or disadvantage (Toroi's choice). Magnetized objects can be moved up to 10 ft. per round.

Magnet Style: Conserving Bee Twin Blades (6 Chakra). As a bonus action, 2 metal thrown weapons of Toroi's choice are charged with Magnet Style chakra for 1 minute (concentration). On a hit with one of these imbued weapons, the target becomes magnetized and must succeed a DC 20 Constitution saving throw or also be restrained and blinded for 1 minute and take 9 (1d8 + 5) thunder damage. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, no longer being blinded on a success. Toroi may move a magnetized creature up to 15 ft. as part of each of your turns. The target may attempt a DC 20 Intelligence saving throw at the end of each of their turns, ending this effect on a success.

Magnet Style: Electromagnetic Vision (12 Chakra). Each creature within a 45 ft. cone must make a DC 18 Constitution saving throw. On a failure, they are confused and their movement speed drops to 0 for 1 minute (concentration). As an action, the target can repeat the saving throw.

REACTIONS

Substitution (3+ Chakra). When Toroi is hit by an attack and would take damage, he decreases the damage by 21 (1d10 + 16) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. Toroi can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Magnet Style: Magnetic Reflect (10 Chakra). As a bonus action, Toroi creates a 10-foot radius chakra shield around himself that lasts for 1 minute (concentration). While this is active, Toroi gains a +2 bonus to his AC, and attacks using metal weapons made against creatures within the radius have disadvantage. If their attack misses, Toroi can choose for that weapon attack to backfire on the target, forcing them to make a DC 18 Dexterity saving throw. On a failure, they take 5 + the attack’s damage.

Edo_Toroi_OL.png
[Source].

A hero of the Hidden Cloud, Toroi is a legend in shurikenjutsu, a skill only enhanced by his mastery of his Magnet Style Kekkei Genkai. Due to the rarity of such a power in the Cloud, it's likely he came from the results of an Anbu raid on the Hidden Sand Village's Kazekage clan during the Second Shinobi World War, acting as an eventual prototype for the Hyuga Affair. During the Fourth Shinobi World War, he was resurrected by Kabuto to fight the Allied Shinobi Forces' Surprise Attack Division alongside Pakura, Gari, Haku, and Zabuza, but was eventually sealed, and his soul was released after Kabuto's defeat.


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