Wind Style Chunin (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.

Wind Style Chunin[edit]

Medium humanoid (Human), any alignment


Armor Class 16 (Rudimentary Jacket)
Hit Points 45 (10d8)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 16 (+3) 12 (+1) 13 (+1)

Saving Throws Dex +7, Int +7, Wis +5
Skills Acrobatics +7, Deception +5, Perception +5, Stealth +7, Survival +5
Senses passive Perception 15
Languages Common
Challenge 10 (5,900 XP)


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.

ACTIONS

Multiattack. 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.

Blade of Wind (4 Chakra). Melee Weapon Attack: +8 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.

Air Bullet (8 Chakra). Each creature in a 15 ft. line must make a DC 16 Constitution saving throw. On a failure, the creatures take 18 (3d8 + 4) thunder damage and are pushed 40 feet away. If it collides with a creature or object, both take an additional 5 (1d8 + 1) bludgeoning. On a success, they take half as much damage.

Gale Palm (5 Chakra). Any effects that would be cleared by a strong wind within a 25 ft. line is cleared. Alternatively, the chunin doubles a creature's jump distance, and allows them to jump a single time as part of the chunin's action until the end of their turn. Alternatively, as a bonus action, the ranges of any thrown weapons the chunin attacks with are doubled until the end of his turn.

Violent Whirlwind (1 Chakra). Each creature in a 5 foot wide, 30 foot line must make a DC 15 Strength saving throw, taking 8 (1d8 + 4) bludgeoning damage and pushed 15 feet away on a failure.

Wind Wall (3+ Chakra). Any creatures of the chunin'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). The chunin can spend 2 additional chakra to expand the radius by 5 feet.

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.

REACTIONS

Substitution (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.

Ch%C5%ABnin_Examiners.png
Various Leaf Village chunin before the 4th Shinobi World War, Source [[1]].

After intense training, a Wind 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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