Jinno D&D 5E

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Note: Jinno here is built as a PC using a fighter archetype and equipment from Mists of Akuma. As usual, a reduced statblock (for use as a monster/NPC) is at the bottom of the post.

jinno dnd 5e.png

Jinno

Medium humanoid (soburi), lawful evil fighter (bushibot) 18
Armor Class 18 (plating augmetic, Dual Wielder)
Hit Points 202 (18d10+90)
Speed 50 ft. (+10 ft. in combat)

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 20 (+5) 20 (+5) 13 (+1) 11 (+0) 11 (+0) 5 (-3) 20 (+5)

Saving Throws Str +11, Con +11
Skills Athletics +11, Insight +6, Intimidation +11, Survival +6
Tools augmetics, land (vehicle)
Condition Immunities exhaustion
Senses darkvision 90 ft., passive Perception 10
Languages Soburi
Challenge 14 (11,500 XP)
Background: Disgraced Amputee. Jinno receives a steam arm augmetic.
Action Surge (2/short rest). On his turn, Jinno can take one additional action on top of his regular action and a possible bonus action, but only once on the same turn.
Augmetic Overcharge. Jinno may spend a bonus action to overcharge all of his augmetics. Any abilities or bonuses they grant have their effects doubled for 6 rounds. Jinno can’t use this ability again until he completes a long rest.

  • Electrolenses. Darkvision 180 ft.
  • Energized Pylon. +18 temporary hit points, +1 to Constitution modifier
  • Plating. AC +2
  • Steam Arm. +1 to attack, damage, Strength checks, Strength saving throws
  • Steam Leg. AC +1, speed +10 ft., +1 to Dexterity checks, +1 to Dexterity saving throws
  • Telescopic Arm. Reach 15 ft.

Feat: Charger. When Jinno uses his action to Dash, he can use a bonus action to make one melee weapon attack or to shove a creature. If he moves at least 10 feet in a straight line immediately before taking this bonus action, he either gains a +5 bonus to the attack’s damage roll (if he chose to make a melee attack and hits) or pushes the target up to 10 feet away from him (if he chose to shove and he succeeds).
Feat: Dual Wielder. Jinno gains a +1 bonus to AC while he is wielding a separate melee weapon in each hand, he can use two-weapon fighting even when the one handed melee weapons he is wielding aren’t light, and he can draw or stow two one-handed weapons when he would normally be able to draw or stow only one.
Feat: Mobile. When Jinno uses the Dash action, difficult terrain doesn’t cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not.
Fighting Style: Two-Weapon Fighting. When Jinno engages in two-weapon fighting, he can add his ability modifier to the damage of the second attack.
Hated. Jinno is at disadvantage when making Wisdom or Charisma checks against any humanoid that doesn’t also have the hated condition but he cannot suffer disadvantage on Intimidation checks.
High Haitoku. Jinno gains a +10 ft. bonus to speed in combat, +1 to Strength and Dexterity, he ignores the first 3 points of damage from attacks and spells, but has a visible physical mutation, and suffers disadvantage on Dignity ability checks and saving throws. Jinno’s body is a mishmash of gruesome technological wonders grafted onto what little remains of a once noble samurai apprentice, a horror he keeps hidden beneath his robes and an oversized teddy bear helmet.
Indomitable (3/long rest). Jinno can reroll a saving throw that he fails. If he does so, he must use the new roll.
Lightly, Moderately, Heavily, and Mostly Augmented. Jinno’s proficiency bonus is doubled for any ability check he makes to activate, build, conceal, hide, or understand technology. He also gained an electrolens, steam arm, telescopic arm, and electroheart (no lightning vulnerability) without increasing his Haitoku score.
Second Wind (1/short rest). On Jinno’s turn, he can use a bonus action to regain 1d10 + 18 hit points.
Unarmed Savant. Jinno’s unarmed strike damage increases by one step due to his soburi heritage and he gains proficiency in the Athletics skill.

ACTIONS
Multiattack. Jinno attacks three times (four times with a bonus action).
Katanas. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d10+5) slashing damage.
Unarmed. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8+5) bludgeoning damage.
Feat: Swordmaster. When Jinno is wielding a katana and scores a critical hit that kills his opponent, he may make another attack against a target within his reach as part of the same action.

REACTIONS
Feat: Duelist. When Jinno is wielding a finesse weapon with which he is proficient and another creature hits him with a melee attack, he can use his reaction to add +6 to his AC for that attack, potentially causing the attack to miss him.
Feat: Swordmaster. When an enemy would provoke an opportunity attack, Jinno may spend his reaction to move up to his speed, ending his movement adjacent to that enemy (or as close as possible).
In addition while wielding a katana, Jinno can use his reaction to cut a missile in twain when he is hit by a ranged weapon attack, reducing its damage by 11 (1d10+5).

AUGMETICS (can be targeted by attacks, all AC 24)
Electrolens Augmetic (2; 20 hp each). These large eyepieces crackle with energy, granting Jinno darkvision to a range of 90 feet.
Energized Pylon Augmetic (30 hp). This large battery is affixed to Jinno’s back with thick wires connecting into various parts of his body, increasing his Constitution by 2.
Plating Augmetic (30 hp). This heavy metal plate is mounted directly to Jinno’s skeleton, increasing his AC by 2.
Steam Arm Augmetic (30 hp). This metal and piston arm is mounted over one of Jinno’s severed arm stumps, increasing his Strength by 2. He is proficient at striking with his steam arm as a weapon that deals 1d6 bludgeoning damage.
Steam Leg Augmetic (30 hp). These clockwork prostheses are installed over Jinno’s severed legs, above the knees. His Dexterity increases by 2 and his speed increases by 10 feet. He is also proficient at striking with his steam leg as a weapon that deals 1d8 bludgeoning damage.
Telescopic Arm Augmetic (30 hp). Almost identical to his steam arm, Jinno’s telescopic arm also includes a hefty piston installed between the wrist and elbow. His reach increases by 5 feet. He is proficient at striking with his telescopic arm as a weapon that deals 1d8 bludgeoning damage.

EDIT Redditor Oloziz pointed out that following Overcharged was unwieldy (and that I messed up his multiattack ~.~) so the statblock has been amended to that effect. Thanks Oloziz!

—————– REDUCED STATBLOCK ——————-

 

Jinno

Medium humanoid (soburi), lawful evil fighter 18
Armor Class 18 (plating augmetic, Dual Wielder)
Hit Points 202 (18d10+90)
Speed 60 ft.

STR DEX CON INT WIS CHA Dignity Haitoku
20 (+5) 20 (+5) 20 (+5) 13 (+1) 11 (+0) 11 (+0) 5 (-3) 20 (+5)

Saving Throws Str +11, Con +11
Skills Athletics +11, Insight +6, Intimidation +11, Survival +6
Condition Immunities exhaustion
Senses darkvision 90 ft., passive Perception 10
Languages Soburi
Challenge 14 (11,500 XP)
Action Surge (2/short rest). On his turn, Jinno can take one additional action on top of his regular action and a possible bonus action, but only once on the same turn.
Augmetic Overcharge (1/long rest). Jinno may spend a bonus action to overcharge all of his augmetics. Any abilities or bonuses they grant have their effects doubled for 6 rounds (as follows).

  • Electrolenses. Darkvision 180 ft.
  • Energized Pylon. +18 temporary hit points, +1 to Constitution modifier
  • Plating. AC +2
  • Steam Arm. +1 to attack, damage, Strength checks, Strength saving throws
  • Steam Leg. AC +1, speed +10 ft., +1 to Dexterity checks, +1 to Dexterity saving throws
  • Telescopic Arm. Reach 15 ft.

Feat: Charger. When Jinno uses his action to Dash, he can use a bonus action to make one melee weapon attack or to shove a creature. If he moves at least 10 feet in a straight line immediately before taking this bonus action, he either gains a +5 bonus to the attack’s damage roll (if he chose to make a melee attack and hits) or pushes the target up to 10 feet away from him (if he chose to shove and he succeeds).
Feat: Dual Wielder. Jinno gains a +1 bonus to AC while he is wielding a separate melee weapon in each hand, he can use two-weapon fighting even when the one handed melee weapons he is wielding aren’t light, and he can draw or stow two one-handed weapons when he would normally be able to draw or stow only one.
Feat: Mobile. When Jinno uses the Dash action, difficult terrain doesn’t cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn’t provoke opportunity attacks from that creature for the rest of the turn, whether he hits or not.
High Haitoku. Jinno ignores the first 3 points of damage from attacks and spells.
Indomitable (3/long rest). Jinno can reroll a saving throw that he fails. If he does so, he must use the new roll.
Second Wind (1/short rest). On Jinno’s turn, he can use a bonus action to regain 1d10 + 18 hit points.

ACTIONS
Multiattack. Jinno attacks three times (four times with a bonus action).
Katanas. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d10+5) slashing damage.
Unarmed. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 11 (1d10+5) bludgeoning damage.
Feat: Swordmaster. When Jinno is wielding a katana and scores a critical hit that kills his opponent, he may make another attack against a target within his reach as part of the same action.

REACTIONS
Feat: Duelist. Jinno can use his reaction to add +6 to his AC for that attack, potentially causing the attack to miss him.
Feat: Swordmaster. When an enemy would provoke an opportunity attack, Jinno may spend his reaction to move up to his speed, ending his movement adjacent to that enemy (or as close as possible).
In addition while wielding a katana, Jinno can use his reaction to cut a missile in twain when he is hit by a ranged weapon attack, reducing its damage by 11 (1d10+5).

AUGMETICS (can be targeted by attacks, all AC 24)
Electrolens Augmetic (2; 20 hp each). Darkvision 90 feet.
Energized Pylon Augmetic (30 hp). Constitution +2.
Plating Augmetic (30 hp). AC +2.
Steam Arm Augmetic (30 hp). Strength +2.
Steam Leg Augmetic (30 hp). Dexterity +2, speed +10 ft., unarmed strike 1d8 bludgeoning damage.
Telescopic Arm Augmetic (30 hp). Reach +5 ft., unarmed strike 1d8 bludgeoning damage.

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