Zori (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, 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.

Zori[edit]

Medium humanoid (human), lawful neutral


Armor Class 12 (Natural Armor)
Hit Points 32 (5d8 + 10)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 12 (+1) 12 (+1) 8 (-1)

Saving Throws Str +5, Dex +2
Skills Acrobatics +2, Athletics +7, Deception +1, Perception +3, Stealth +2
Senses passive Perception 13
Languages Common
Challenge 3 (700 XP)


Chakra. Zori has 8 chakra points which he can expend. All chakra points are regained at the end of a long rest.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Katana. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Zori gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Zori casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

Amputation Punishment (2+ Chakra). Zori jumps up to 20 feet in the air. As a bonus action no later than the end of your next turn, he falls to the ground and makes a katana attack. His critical threshold increases by 1 for this attack, which he may increase by 1 for every 3 additional chakra spent to a maximum critical threshold of 18-20.

Swift Strike Knockout (2 Chakra). When Zori makes a melee attack that deals bludgeoning damage against a creature that is not a construct, undead, or elemental, if twice the attack's damage would reduce the target to 0 hit points, they are knocked unconcious for 1 hour or until another creature wakes them as an action, otherwise they take no damage.


Zori.png
[Source].

Long ago, Zori and his partner Waraji were samurai-in-training within the legendary Land of Iron. Despite training most of his life in the arts and philosophies of the samurai, Zori's love for money and gambling shone through, resulting in his teacher denying any increase in rank. Leaving the country as ronin, the two used the reputation of the Land of Iron to secure numerous jobs to fulfill their desire. One way or another, they ended up in the Land of Waves acting as the personal guards of Gato, a business magnate using his weight to keep the small country under his thumb, which Tazuna, a local bridge builder, threatened. When Gato questioned Zabuza Momochi's failed assassination attempt on Tazuna due to the efforts of Team Kakashi, he was confronted by Haku, who nearly crushed his arm, resulting in Zori and Waraji attacking Haku, only to be momentarily held hostage by their own swords. With their prime assassin bedridden, the two were ordered to kidnap Tazuna's daughter as a hostage, which they succeeded in. However, in the final fight between Zabuza and Kakashi, when Gato Company arrived to finish off any survivors rather than pay Zabuza his due or allow any of the exhausted Team Kakashi to live, Zabuza flew into a rage, killing Gato and many of his men before succumbing to his wounds. Along with the other survivors of Gato Company, Zori and Waraji were soon beaten and tied up by Naruto and Kakashi before being left in the custody of the Land of Waves. However, before the authorities could arrive, the two ronin escaped, making one final failed attempt to seize control of the island before fleeing yet another country. A few years later, the two decided to stop running, making contact with the Hidden Mist Village. After a long period of deliberation, they were eventually brought on as genin shortly before the Fourth Shinobi World War, where they became part of the Short- and Mid-Range Battle Division.



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

Home of user-generated,
homebrew pages!


Advertisements: