Yoroi (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.

Yoroi Akado[edit]

Medium humanoid (Akado), lawful evil


Armor Class 14 (Natural Armor)
Hit Points 22 (4d8 + 4)
Speed 40 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 16 (+3) 12 (+1) 11 (+0)

Saving Throws Dex +4, Cha +2
Skills Acrobatics +4, Arcana +5, Deception +2, Investigation +5, Survival +3
Senses passive Perception 11
Languages Common
Challenge 4 (1,100 XP)


Chakra. Yoroi has 14 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Silent Killing. Once per turn when Yoroi has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 3 (1d6) damage.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

Basic Chakra Absorbing Technique. As a bonus action immediately after a successful unarmed strike against a creature, Yoroi regains 2 chakra.

Kuani (0-3 Chakra). Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Yoroi may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

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

Leaf Gust (8 Chakra). Yoroi makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Yoroi's choice.

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

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Yoroi may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: The target is restrained until Yoroi is not within 5 feet or the beginning of their next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Yoroi using this jutsu.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Yoroi 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.

Transformation (1+ Chakra). Yoroi becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 13 Investigation check realize that he is transformed. If the creature saw him performing this jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (3 Chakra). Yoroi's movement speed doubles, and his movement does not provoke attacks of opportunity.

Rope Escape (6 Chakra). When Yoroi 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.

Shadow Clone (4+ Chakra/Clone). Yoroi creates up to five clones. The clones have 5 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. Yoroi controls them and they act on the same initiative as him. They last until they are reduced to 0 hit points, they expend all of their chakra, Yoroi dismisses them at will, or Yoroi falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).

  • Shadow clones have no range limit as to how far away they can be.
  • Any effects affecting Yoroi when the clone is created carries over to the clone.
  • A shadow clone carries a copy of all his equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, Yoroi is aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching his shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

Water Style Shadow Clone (1 Chakra). When Yoroi creates a shadow clone, he may imbue them with Water Style Chakra. Each clone has 30 hit points, but can not leave a 60 ft. radius of him. This also causes Yoroi to not regain the base chakra spent to create the clone.

Giant Vortex Jutsu (20 Chakra). All creatures within a 20 ft. x 120 ft. line must attempt a DC 13 Dexterity saving throw. On a failure, they take 23 (3d12 + 3) cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone.

Coercion Genjutsu (7 Chakra). One creature within 50 feet must make a DC 13 Charisma saving throw. On a failure, they are frightened for 1 minute (concentration), and are knocked prone. At the end of each of their turns, the target can repeat the saving throw.

Paralyzing Chakra Field (5 Chakra). Melee Spell Attack: +3 to hit, range 30 ft. radius. Hit: they become paralyzed until the end of Yoroi's next turn. This jutsu is contested with the creature's jutsu DC (or 8 + their proficiency bonus + their Intelligence modifier if they don't have one). If the creature can not cast jutsu, this DC is decreased by 2. Any objects within range take an amount of thunder damage equal to the attack roll.

REACTIONS

Substitution (3+ Chakra). When the genin is hit by an attack and would take damage, they decrease the damage by 11 (1d10 + 5) 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.

Yoroi_Akado_anime.png
[Source].

Yoroi is a genin of the Hidden Leaf Village. Mastering the rare ability to absorb chakra at a young age, he became overconfident in his abilities, often toying with his opponents in battle. This often lead to his defeat, leaving him a genin at the age of 23 despite his abilities. Before leaving the Leaf, he wore a simple black cloth over his face and clothes. Defecting to the Hidden Sound Village along with his teammates Misumi and Kabuto, the trio stayed within the Leaf as Orochimaru's eyes and ears. During the Sound and Sand's invasion of the Leaf, Team Kabuto, not including their jonin leader Saburo, assisted by ganging up on numerous Leaf ANBU before fleeing into the Land of Sound.

Later, he and Misumi were reassigned to Amachi, a scientist Orochimaru once worked side-by-side with to kidnap villagers in the Land of the Sea to develop an aquatic variant of the Cursed Mark, dubbed Kaima. While Orochimaru considered the project not worthwhile, assigning the two to put two weak shinobi in charge of a poor project, its attacks on Land of the Sea delivery ships led to the land hiring a team of Leaf shinobi to slay the supposed "sea monsters". Being discovered by Shino, Yoroi was defeated after a long fight, sinking to the bottom of the southern sea.



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