Yurinojo (Shinobi World Supplement)

From D&D Wiki
Jump to navigation Jump to search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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.

Yurinojo[edit]

Medium humanoid (Nojo), lawful good


Armor Class 16 (Natural Armor)
Hit Points 27 (6d8)
Speed 45 ft.


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

Saving Throws Dex +6, Con +3
Skills Acrobatics +6, Nature +6, Perception +4, Persuasion +4
Senses passive Perception 14
Languages Common
Challenge 6 (2,300 XP)


Chakra. Yurinojo has 17 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Ninja Speed. Yurinojo can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

ACTIONS

Multiattack. Yurinojo can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Yurinojo 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 Ninjutsu Technique (1 Chakra). As a bonus action, Yurinojo 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). Yurinojo 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 14 Investigation check realize that he is transformed. If the creature saw him 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). Yurinojo's movement speed doubles, and his movement does not provoke attacks of opportunity.

Flower Ninja Art (2 Chakra). Any non-living thing in a 30 ft. radius around Yurinojo that can sustain any amount of plant life is covered in golden flowers. These flowers live, grow, and die like any other flower.

Many Blooming Flowers (10 Chakra). When Yurinojo uses Flower Ninja Art, the next damaging area of effect jutsu or spell that targets any part of the created area of flowers targets any creature touching the flowers as well for 1 minute.

Flower Shuriken: Falling Blossoms and Scattering Leaves (6 Chakra). A 30 foot radius area of golden flowers within 30 feet of Yurinojo becomes weaponized for 1 minute. When Yurinojo would make an attack while the chosen area is within 30 feet, he may make a ranged spell attack (+7) against a target within 30 feet of the area, dealing 7 (1d6 + 4) radiant damage on a hit. If Yurinojo makes 5 of these attacks, this jutsu ends.

REACTIONS

Substitution (3+ Chakra). When Yurinojo is hit by an attack and would take damage, he decreases the damage by 11 (1d10 + 6) 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. Yurinojo can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Yurinoj%C5%8D.png
[Source].

From a young age, Yurinojo and Kikunojo were the two most talented shinobi in the Land of Vegetables, though there was not much competition. Becoming one of the land's best operatives, he undertook many missions to protect and nourish their small nation. However, when the Janin attacked the Land of Vegetables, the two were sent to protect the daimyo's daughter. After Kikunojo died at the hands of Ruiga, Yurinojo gathered Naruto and Choji to deal with the Janin head-on. Following their defeat, Yurinojo returned to duty, becoming his friend's successor as guardian of the daimyo.


FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World