Hagoromo (Shinobi World Supplement)
From D&D Wiki
Medium humanoid (Uchiha/Uzumaki), lawful good
Armor Class 25 (Natural Armor)
Saving Throws Dex +12, Int +12
Chakra. Hagoromo has 79 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Otsutsuki Chakra. Hagoromo has 50 additional chakra points which he can expend. These chakra points can be regained as a bonus action for 1 chakra not granted by this feature.
Evasion/Endurance. When Hagoromo is targeted by an area effect that lets him make a Dexterity or Constitution 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. Hagoromo can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Rinne Sharingan. Hagoromo benefits from the following:
Chakra Sense. When Hagoromo takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Dying Breath. At the beginning of each of Hagoromo's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.
Multiattack. Hagoromo can make 3 unarmed strike, Susanoo Strike, or Susanoo Shortsword, or Susanoo Katana attacks.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (5d4 + 4) magical bludgeoning damage.
Kunai. Thrown Weapon Attack: +12 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Hagoromo 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.
Skeletal Susano'o. Hagoromo becomes Large and gains 30 temporary hit points. Hagoromo must spend 2 chakra points at the end of each of his turns to maintain this effect.
Humanoid Susano'o. Hagoromo becomes Huge and gains 45 temporary hit points. Hagoromo can allow creatures of his choice into his space, causing any attacks that would target them to target him instead, however, the creature cannot affect anything outside of his space from within. If Hagoromo and another creature are both occupying his space, they may contribute the benefits of any feature that has a duration and would target themselves, such as Second Stage or Sage Mode, to Hagoromo instead. When Hagoromo moves by any means, he may choose to cause all creatures within his space to move in the exact same manner. This may be used as a bonus action while Skeletal Susano'o is active. Hagoromo must spend 2 chakra points at the end of each of his turns to maintain this effect.
Armored Susano'o. Hagoromo gains the effects of Humanoid Susano'o, a 10 ft. bonus to his reach, and 60 temporary hit points. This may be used as a bonus action while Skeletal Susano'o or Humanoid Susano'o is active.
Complete-Body Susano'o. Hagoromo gains the effects of Armored Susano'o, a 60 ft. flying speed, and 120 temporary hit points, he may make 2 additional attacks when he takes the Attack action, and he becomes Titanic. Additionally, Hagoromo may give a creature that he can touch other than himself the benefits of Susano'o instead, though Hagoromo must fulfill Susano'o's chakra cost. Only 1 creature may benefit from Hagoromo's Susano'o at a time.
Susano'o Strike. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) magical bludgeoning damage. On a successful hit, Hagoromo can attempt to grapple a creature with advantage. This can only be used while any Susano'o is active.
Susano'o Crush. A creature that Hagoromo is grappling must succeed a DC 19 Constitution saving throw or take 22 (4d8 + 4) magical bludgeoning damage. This can only be used while any Susano'o is active.
Susano'o Shortswords. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) magical slashing damage. If Hagoromo takes the Attack action and only make attacks with these weapons, he may take the attack action as a bonus action on the same turn, but may only make attacks with these weapons during this attack action. This can only be used while Humanoid Susano'o, Armored Susano'o, or Complete-Body Susano'o is active.
Susano'o Katana. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (2d12 + 8) magical slashing damage. This can only be used while Armored Susano'o, or Complete-Body Susano'o is active.
After splitting his mother's chakra into the nine tailed beasts, Hagoromo was incapacitated for months. When he awoke found himself in a new world. Without his mother's iron grip on the world, society had returned to the warring clans whose blood had created the God Tree in the first place. Traveling the land, brought peace by spreading Ninshu, a pseudo-religion in which one's spiritual energy is physically connected to others', not only bringing power similar to what he and Hamura wielded, but understanding. As Ninshu grew, so too did his fame, granting him a powerful title: Sage of Six Paths. However, not even a sage could unite the world under a single identity, at least not in one lifetime. Instead, he entrusted his will to his sons: Indra, the powerful, smart older brother; and Asura, the untalented, caring younger brother. As the time to name a successor drew ever closer, he sent the two out to villages beyond his reach to bring peace to them. Indra returned almost immediately, and with Asura nowhere in sight, the citizens of the Land of Ancestors believed Indra's ascension was inevitable. However, after years had passed, Asura returned with an entourage of friends, and was even engaged to Kanna, a woman from one of the clans he was sent to pacify. At the same time, word had come from Indra's domain of harsh martial law, and the complete obliteration of dissidents. Seeing only his mother's brutal nature in Indra's heart, he named Asura the successor to Ninshu, enraging the elder brother. When Indra attacked the Land of Ancestors in hopes of destroying Ninshu, Hagoromo was too old to fight back, instead trusting his remaining power in Asura, leaving him bedridden for what remained of his life. Knowing his death drew near, Hagoromo created a stone tablet detailing Indra's fall, hoping that one day one of his reincarnates would repent and rejoin Ninshu. As death approached years later, he would finally see his eldest son again, who paid his respects in the cover of night, but promised to destroy Ninshu. Though he passed soon thereafter, his chakra would remain in the living world, reforming in his sons' reincarnates like the Tailed Beasts in hopes of guiding them toward peace. Over 1000 years later, he granted two reincarnates his power in order to stop his mother once again.
Back to Main Page → 5e Homebrew → Campaign Settings → Shinobi World