Water Style Chunin (Shinobi World Supplement)
Water Style Chunin[edit]
Medium humanoid (Human), any alignment Armor Class 16 (Rudimentary Jacket)
Saving Throws Dex +7, Int +7, Wis +5 Chakra. The chunin has 20 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When the chunin 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. The chunin can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. ACTIONSMultiattack. The chunin can make 2 unarmed strikes. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage. Shuriken (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 4 (1d3 + 3) slashing damage. The chunin may make 1 additional attack for every additional chakra point spent. The chunin may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 2 (1d3 + 1) piercing damage on a hit. Basic Ninjutsu Technique (1 Chakra). As a bonus action, the chunin can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round. Rope Escape (6 Chakra). When the chunin attempts a d20 roll to attempt to remove an object from their person, including escaping the restrained condition from a physical restraint, they automatically roll a 20. Basic Clone (3 Chakra). Any creature that can see the chunin must attempt a DC 14 Intelligence saving throw. On a failure, attacks against the chunin have disadvantage, and the chunin has advantage on any saving throws the creature forces them to attempt. On a success, they are no longer effected by this jutsu until it is recast. Creatures with blindsight, truesight, or that can sense magic or chakra automatically succeed this saving throw. You must spend 1 chakra at the end of each of your turns to maintain this effect. Transformation (1+ Chakra). The chunin becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 14 Investigation check realize that they are transformed. If the creature saw them 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). The chunin's movement speed doubles, and their movement does not provoke attacks of opportunity. Water Gun (1 Chakra). Ranged Spell Attack: +7 to hit, range 20 ft., one target. Hit: 12 (1d8 + 2d4 + 3) magical piercing damage. Water Prison (4 Chakra). One creature the chunin can touch must make a DC 14 Dexterity saving throw. On a failure, they are restrained and begin suffocating for 1 minute (concentration). At the end of each of its turns, the target can make a DC 14 Strength saving throw. On a success, the target is no longer restrained or suffocating. If the chunin is no longer touching the creature, they lose concentration on this jutsu. Falling Rain Needles (8 Chakra). Any pre-existing rain within a 30 ft. radius is filled with chakra for 1 minute (concentration). Any creature that ends their turn touching the rain takes 20 - their AC slashing damage. Water Spikes (7 Chakra). One creature within 15 ft. must succeed a DC 14 Dexterity saving throw or take 19 (3d6 + 2d4 + 3) piercing damage. If you and the target can touch the same water source, including rainfall, you may extend this jutsu's range. Explosive Seal (1+ Chakra). The chunin creates an explosive seal on one surface they can touch. Paralysis Seal (2+ Chakra). The chunin creates a paralysis seal on one surface they can touch. REACTIONSSubstitution (3+ Chakra). When the chunin is hit by an attack and would take damage, they decrease the damage by 15 (1d10 + 10) 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 chunin can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. Instant Water (3+ Chakra). When the chunin is hit by an attack, they move 15 feet in any direction, including straight up. The damage taken is halved, and the chunin may spend 3 additional chakra to make an unarmed strike immediately after. This can also be used as a bonus action. |
After intense training, a Water Style Genin might pass the Chunin Exams, thus gaining the rank of Chunin. Chunin typically undertake C-Rank and B-Rank missions, and often become academy teachers later in life. Along with a flak jacket, and often but not necessarily a new forehead protector, chunin are granted the opportunity to oversee official shinobi events in their village, and carry a palpable respect among civilians and most chunin. With luck, and lots of training, a chunin may exceed all expectations, rising to the rank of Jonin. |
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