Water Style Jonin (Shinobi World Supplement)
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Water Style Jonin[edit]
Medium humanoid (Human), any alignment Armor Class 19 (Rudimentary Jacket)
Saving Throws Dex +8, Int +8, Wis +6 Chakra. The jonin has 27 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When the jonin 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 jonin can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. ACTIONSMultiattack. The jonin can make 3 unarmed strikes. Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) magical bludgeoning damage. Shuriken (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 4 (1d3 + 3) slashing damage. The jonin may make 1 additional attack for every additional chakra point spent. The jonin 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. Shuriken Shadow Clone (1 Chakra). When the jonin makes a shuriken attack, they may instantly create a copy of the weapon thrown. This weapon disappears at the end of their turn. Basic Ninjutsu Technique (1 Chakra). As a bonus action, the jonin 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 jonin 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 jonin must attempt a DC 16 Intelligence saving throw. On a failure, attacks against the jonin have disadvantage, and the jonin 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 jonin 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 16 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 jonin's movement speed doubles, and their movement does not provoke attacks of opportunity. Water Gun (1 Chakra). Ranged Spell Attack: +8 to hit, range 20 ft., one target. Hit: 8 (1d8 + 4) magical piercing damage. Water Prison (4 Chakra). One creature the jonin can touch must make a DC 15 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 15 Strength saving throw. On a success, the target is no longer restrained or suffocating. If the jonin 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 15 Dexterity saving throw or take 16 (3d6 + 5) 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 jonin creates an explosive seal on one surface they can touch. Paralysis Seal (2+ Chakra). The jonin creates a paralysis seal on one surface they can touch. Sealing Seal (5+ Chakra). The jonin creates a sealing seal on one surface they can touch. Healing Seal (1+ Chakra). The jonin creates a healing seal on one surface they can touch. Transparent Escape (6 Chakra). The jonin becomes invisible until the end of their next turn. Body Elimination (5 Chakra). One creature the jonin can touch that has 1 or fewer hit points is killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash. Shadow Clone (4+ Chakra/Clone). The jonin creates up to five clones. Each clone has 5 hit points and the chakra spent creating it (this applies to things that would reduce the cost). The clones can take actions as normal, but do not benefit from the Extra Attack feature. The jonin controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, the jonin dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, the jonin regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to the jonin, including equipment, features, and any effects affecting the jonin when they create the clone. Any charges, such as from features or magic items, are shared between all clones and the jonin. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself. Water Style Shadow Clone (1 Chakra). When the jonin creates a shadow clone, they may imbue them with Water Style Chakra. Each clone has 30 hit points, but can not leave a 60 ft. radius of the jonin. This also causes the jonin to not regain the base chakra spent to create the clone. REACTIONSSubstitution (3+ Chakra). When the jonin 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 jonin can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. Instant Water (3+ Chakra). When the jonin is hit by an attack, they move 15 feet in any direction, including straight up. The damage taken is halved, and the jonin may spend 3 additional chakra to make an unarmed strike immediately after. This can also be used as a bonus action. |
Jonin are chunin who have become so exceptional that they have earned the notice of their respective Kage and received enough commendations from civilians and other shinobi. Jonin primarily take A-Rank missions, and are the only shinobi authorized to take S-Rank missions, lead teams of genin, and even learn forbidden jutsu. |
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