Yoshiteru (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.

Yoshiteru[edit]

Medium humanoid (human), lawful neutral


Armor Class 18 (Samurai Armor)
Hit Points 130 (20d8 + 40)
Speed 65 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 12 (+1)

Saving Throws Con +7, Int +6
Skills Acrobatics +7, Animal Handling +6, Athletics +14, Medicine +6, Perception +6, Persuasion +6
Senses passive Perception 16
Languages Common
Challenge 16 (15,000 XP)


Chakra. Yoshiteru has 44 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Iaidō. On his first turn, or if he did not deal damage on his previous turn, Yoshiteru's first attack roll with a melee weapon is made with advantage or deals twice as much damage. Additionally, his first time drawing and stowing a melee weapon on each of his turns no longer takes his item interaction and can be done as at will.

Ninja Speed. Yoshiteru can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Brawn. When Yoshiteru is targeted by an effect that allows him to make a Strength saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Heavy Armor. Yoshiteru has disadvantage on Stealth saving throws.

Uplink. Yoshiteru can communicate via radio to other suits of samurai armor and similarly advanced radios.

Respirators. While wearing this armor, Yoshiteru has advantage on saving throws against airborne toxins and resistance to poison damage from airborne toxins.

ACTIONS

Multiattack. Yoshiteru makes 3 attacks with his unarmed strike or katana attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Katana. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) magical slashing damage. Yoshiteru may make one of these attacks as a bonus action.

Samurai Sabre (4 Chakra). As a bonus action, Yoshiteru may add his unarmed strike die to his katana's damage rolls for 1 minute.

Flash (2 Chakra). One creature within 5 ft. must attempt a DC 15 Strength. On a failure, they take the damage they would have taken from a hit with Yoshiteru's katana. On a success, they take half as much damage.

Rupture (1 Chakra). As part of a weapon attack while Samurai Sabre is active, the attack gains an additional 30 feet of reach, but he may not add his unarmed strike to the attack's damage.

Iai-Nuki (2-4 Chakra). As a bonus action while Yoshiteru is prone, or as a reaction when he falls prone for 2 additional chakra, he immediately stops being prone and makes a katana attack.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Yoshiteru 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 Yoshiteru 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.

Swift Strike. As a bonus action, Yoshiteru makes two unarmed strike or katana attack.

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Yoshiteru's choice.

REACTIONS

Mifune-Style First Tachi: Blaze (10 Chakra). When another creature forces Yoshiteru to make a Strength, Dexterity, or Constitution saving throw, or when he is targeted by an attack roll, while Samurai Sabre is active, he makes a melee weapon attack roll. If this roll is higher than effect's DC or attack roll, the effect fails. If the roll is lower, he automatically fails the saving throw and the attack automatically hits her.

Halting Strike. When Yoshiteru sees a creature attempting to cast a spell or use a Jutsu, he moves up to half his movement speed and makes a katana attack. If he hits, the target's hand signs are interrupted, it fails to use the Jutsu or cast the spell and it immediately ends its turn.

Samurai_Sabre_Technique.png
[Source].

Yoshiteru was a typical samurai captain in the Land of Iron, wielding a pair of swords with twice the proficiency of your average samurai. Under orders from Urakaku to bring down Sasuke Uchiha, who had infiltrated the castle during the Five Kage Summit, Yoshiteru was the first person to make contact with the rogue nin. Attacking him despite his warnings, Yoshiteru's opening volley of attacks were quickly countered, being reduced to a bloody heap in a single attack.



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