Atsui (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.

Atsui[edit]

Medium humanoid (Human), any alignment


Armor Class 16 (natural armor)
Hit Points 54 (12d8)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 14 (+2) 12 (+1) 13 (+1)

Saving Throws Dex +8, Int +6, Wis +5
Skills Acrobatics +8, Deception +5, Perception +5, Stealth +8, Survival +5
Senses passive Perception 15
Languages Common
Challenge 11 (7,200 XP)


Chakra. Atsui has 22 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Atsui is targeted by an area effect that lets him make a Dexterity saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

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

ACTIONS

Multiattack. Atsui can make 3 unarmed strike, katana, shuriken, or Nail Crimson Crow Leap 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: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Atsui may make 1 additional attack for every additional chakra point spent. Atsui may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 2 (1d3 + 1) piercing damage on a hit.

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

Hazy Moon Night (8 Chakra). As a bonus action, one creature within 5 feet of Atsui takes 9 (1d10 + 4) slashing damage. This damage can not be increased in any way.

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Atsui's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Atsui 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 Atsui casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement

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

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) bludgeoning damage. Atsui may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: The target is restrained until Atsui 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 Atsui using this jutsu.

Cloud-Style Flame Beheading (3+ Chakra). Atsui makes a katana attack against any creatures of his choice within 5 feet, dealing 9 (1d10 + 4) slashing damage and 6 (1d10 + 1) fire damage on a hit. Atsui may increase this jutsu's range by 5 feet for every 4 additional chakra spent. Atsui may target creatures with this attack in the same way at the end of each of his turns for 1 minute (concentration), but must spend half this jutsu's cost, rounded down, at the end of each turn you concentrate on this jutsu. If Atsui moves more than 5 feet after maintaining this jutsu, he loses concentration.

Nail Crimson Crow Leap (3-15 Chakra). . Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 12 (1d4 + 4 x 2) fire damage. Atsui may spend up to 12 chakra when he takes this action, making one additional attack per 4 chakra points spent. Each additional attack deals 6 (1d4 + 1 x 2) fire damage on a hit.

Flame Whirlwind (1 Chakra). Ranged Spell Attack: +8 to hit, range 30 ft., one target. Hit: 8 (1d8 + 4) fire damage.

REACTIONS

Substitution (3+ Chakra). When Atsui is hit by an attack and would take damage, they decrease the damage by 15 (1d10 + 10) 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. Atsui can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Defensive Duelist. When Atsui is targeted by an attack, he gains a +4 bonus to his AC for the attack.

Atsui_mugshot.png
[Source].

A brash, positive, battle-loving Cloud Chunin who easily passed his Chunin Exam utilizing both Kenjutsu and Fire Style Ninjutsu. Completing numerous B-rank missions but lacking the experience to be made Jonin, he hoped to show his worth in the Fourth Shinobi World War, arriving on the battlefield with his sister Samui to backup Darui in his fight against the Gold and Silver Brothers. However, shortly into the battle, the two shinobi were captured by the Benihisago, though their sacrifice revealed its secrets. Following the end of the Fourth Shinobi World War, Darui poured weeks of constant effort into figuring out how to free them, ultimately succeeding.



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