Hamura (Shinobi World Supplement)
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Medium humanoid (Hyuga/Hamura), lawful good
Armor Class 22 (Natural Armor)
Saving Throws Str +10, Dex +12
Chakra. Hamura has 65 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Otsutsuki Chakra. Hamura 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/Discernment. When Hamura is targeted by an area effect that lets him make a Dexterity, Intelligence, or Wisdom 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. Hamura can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Byakugan. Hamura can see in 360 degree vision in a 15 foot radius, can not be surprised while conscious, and can see through objects that would not block his Chakra Sense.
Chakra Sense. When Hamura 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 2 feet of stone, 2 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt.
Dying Breath. At the beginning of each of Hamura'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.
Dream-Speak. Hamura can telepathically enter a creature's dreams so long as he has seen them at least once, but can only communicate with them. Additionally, he can telepathically communicate with creatures within 250 feet.
Multiattack. Hamura makes three unarmed strike attacks.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (5d4 + 4) magical bludgeoning damage.
Basic Taijutsu Technique (3 Chakra). As a bonus action, Hamura makes two unarmed strikes
Leaf Gust (8 Chakra). Hamura makes an unarmed strike against every creature within 5 ft.
Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Hamura's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.
Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Hamura 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 Hamura 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.
Palm Bottom (1+ Chakra). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: the target is stunned until the end of their next turn. For every additional chakra point spent, the target takes an additional 2 force damage.
Chakra Disruption (2 Chakra). One creature within 5 ft. must attempt a DC 20 Constitution saving throw. On a failure, the target cannot cast spells of 1st level or higher or use any Jutsu feature that uses chakra until the end of Hamura's next turn. However, it may continue to concentrate on spells or Jutsu that it cast before being affected by Chakra Disruption.
Body Blow (4+ Chakra). Each creature within a 5 ft. radius must succeed a DC 21 Strength saving throw or take 10 (1d8 + 6) force damage and be pushed to the edge of this jutsu's range. Hamura can add an additional 5 (1d8) damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage. Hamura may spend 4 additional chakra separate from the previous effects to use this as a reaction when he is targeted by a ranged attack, causing the attack to miss in addition to this jutsu's normal effects.
Rotation (3 Chakra). Any creatures in a 10 ft. radius must make a DC 21 Strength saving throw or be pushed back 10 ft. and knocked prone. If a creature enters this range after the initial use, they must succeed a DC 21 Dexterity saving throw or take 9 (1d8 + 5) force damage. Ranged attacks that must pass within the sphere have disadvantage, and Hamura gains resistance to nonmagical bludgeoning, piercing, and slashing damage. This lasts until the beginning of Hamura's next turn.
Heavy Palm (1 Chakra). As a bonus action after hitting with an unarmed attack, the target must succeed a DC 21 Constitution saving throw or be stunned until the end of Hamura's next turn.
Air Palm (4-7 Chakra). Ranged Spell Attack: +13 to hit, range 60 ft., one target. Hit: 18 (2d12 + 5) thunder damage. Whether or not it hits, the targeted creature must make a DC 21 Strength saving throw. On a failure, it is pushed back 10 feet. As a bonus action for 3 additional chakra, Hamura may make an unarmed strike with advantage.
Eight Trigrams Mountain Crusher (16 Chakra). Ranged Spell Attack: +13 to hit, 60 ft. x 10 ft. line. Hit: 18 (2d12 + 5) thunder damage. Whether or not it hits, the targeted creature must make a DC 21 Strength saving throw. On a failure, it is pushed back 30 ft. If they collide with a sturdy surface such as a wall or large rock, they take an additional 13 (3d4 + 5) bludgeoning damage.
Puppet White Attack (20 Chakra). All creatures in a 20 ft. cube 5 feet from Hamura must attempt a DC 21 Constitution saving throw. On a failure, they take 64 (10d10 + 5) force damage, are pushed to the edge of the area, and are knocked prone on a failure. On a success, they take half as much damage. This jutsu ignores Endurance.
Chakra Transfer Technique (1+ Chakra). One creature that Hamura touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum, and Hamura may grant them the ability to cast 1 jutsu that he knows until they lose any chakra he granted them, but they must spend at least 1 chakra he granted them on this jutsu. A creature may only learn 1 jutsu in this way from any single creature. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest.
Rotation (9 Chakra). When Hamura is targeted by a ranged attack while Byakugan is active, any creatures in a 10 ft. radius must make a DC 21 Strength saving throw or be pushed back 10 ft. and knocked prone. If a creature enters this range after the initial use, they must succeed a DC 21 Dexterity saving throw or take 9 (1d8 + 5) force damage. Ranged attacks that must pass within the sphere have disadvantage, and Hamura gains resistance to nonmagical bludgeoning, piercing, and slashing damage. This lasts until the beginning of Hamura's next turn.
Following the Ten-Tailed Beast's defeat, Hamura created an ornate tomb within the moon to mourn his mother's "death", as well as to ensure her corpse would remain eternally sealed. Saddened to likely never see his brother ever again, the two created a rift in a cave deep within the Land of Ancestors, allowing anyone to travel from the earth to the moon in minutes. While Hagoromo nurtured a society of lively companionship, the Land of the Moon was dominated by a solemn respect for one another; not emotional detachment, but silent understanding. In his old age, Hamura would acquire a new power, the likes of which not even his mother knew.
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