Hoki (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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.

Hoki[edit]

Medium humanoid (Human), neutral evil


Armor Class 13 (Natural Armor)
Hit Points 27 (6d8)
Speed 45 ft.


STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 10 (+0) 16 (+3) 10 (+0) 16 (+3)

Saving Throws Dex +3, Cha +6
Skills Acrobatics +3, Deception +6, Insight +3, Persuasion +6
Senses passive Perception 10
Languages Common
Challenge 6 (2,300 XP)


Chakra. Hoki has 12 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Ninja Speed. Hoki can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage.

Kunai. Thrown Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 2 (1d4) piercing damage. Hoki may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 2(1d4) piercing damage on a hit.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Hoki can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Transformation (1+ Chakra). Hoki becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 14 Investigation check realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (3 Chakra). Hoki's movement speed doubles, and his movement does not provoke attacks of opportunity.

Inspiring Words (1 Chakra). As a bonus action, one creature within 30 feet of Hoki gains a +3 bonus to their attack and damage rolls until the end of their next turn.

Shadow Clone (4+ Chakra/Clone). Hoki creates up to five clones. The clones have 5 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. Hoki controls them and they act on the same initiative as him. They last until they are reduced to 0 hit points, they expend all of their chakra, Hoki dismisses them at will, or Hoki falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).

  • Shadow clones have no range limit as to how far away they can be.
  • Any effects affecting Hoki when the clone is created carries over to the clone.
  • A shadow clone carries a copy of all his equipment. Any equipment the clones have with charges, such as magic items, share the initial item's charges.
  • While the clone is active, Hoki is aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and gradual blindness, deafness, and numbness level, but it will not suffer negative effects such as curses, poison or anything of the like.

Haze Clone (2 Chakra). When Hoki creates shadow clones, he reduces all created clones' base cost by 1. In return, they become intangible, unable to be damaged, and unable to deal damage. They remain indistinguishable from Hoki. These clones are automatically destroyed after 1 minute passes. This also causes Hoki to not regain the 2 chakra spent to create the clone.

Water Style Shadow Clone (1 Chakra). When Hoki creates a shadow clone, he may imbue them with Water Style Chakra. Each clone has 30 hit points, but can not leave a 60 ft. radius of Hoki. This also causes Hoki to not regain the base chakra spent to create the clone.

Water Gun (1 Chakra). Ranged Spell Attack: +6 to hit, range 20 ft., one target. Hit: 7 (1d8 + 3) magical piercing damage.

Giant Vortex Jutsu (20 Chakra). All creatures within a 20 ft. x 120 ft. line must attempt a DC 14 Dexterity saving throw. On a failure, they take 22 (3d12 + 3) cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone.

Water Dragon (15 Chakra). Hoki forms a dragon from water within 60 ft. for 1 minute (concentration). He can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to fire damage, immune to non-magical and cold damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as Hoki. It acts on his initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 6 (1d6 + 3) piercing damage
    • Claw deals 5 (1d4 + 3) slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft. away and takes 39 (8d8 + 3) cold damage on a successful hit.

Great Fireball (8+ Chakra). Every creature in a 10 ft. radius centered on one point within 150 ft. must attempt a DC 14 Dexterity saving throw. On a failure, they take 31 (8d6 + 3) fire damage. On a success, they take half as much damage. Hoki may increase this jutsu's radius by 5 ft. or increase its damage by 3 (1d6) for every 2 additional chakra points spent.

Phoenix Sage Fire (8 Chakra). Hoki creates a fireball that occupies a 5 ft. cube that lasts for 1 minute (concentration). Each fireball has 5 hit points, and can not act in any way other than moving, but is otherwise mechanically identical to Hoki. If a fireball is no longer within 60 ft. of Hoki, it automatically is destroyed. Hoki may concentrate on 3 casts of this jutsu at a time. Hoki may move each fireball up to 30 ft. at the end of each of his turns, and it moves in relation to him automatically when he moves. The first time the fireball enters a creature's space on each of Hoki's turns, and each time a creature passes through or ends their turn within the fireball, they must attempt a DC 14 Dexterity saving throw. On a failure, the target takes 13 (3d6 + 3) fire damage. On a success, they take half as much damage.

REACTIONS

Substitution (3+ Chakra). When Hoki is hit by an attack and would take damage, he decreases the damage by 11 (1d10 + 6) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. Hoki can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

H%C5%8Dki_newshot.png
[Source].

Once a dangerous shinobi with loyalty to no village, Hoki eventually grew tired of the constant violence he needed to stay alive. He disguised himself as a priest in order to find favor with Owashi, daimyo of the Land of Birds, under the name Moso, and eventually became his advisor. Relapsing on his old ways, or perhaps having never truly desired peace in the first place, Hoki poisoned Owashi, leaving him as the new daimyo. While he believed the assassination had been perfect, he soon learned there was a single witness: Owashi's own son Sagi. Sagi used the Land of Birds' legend of the Cursed Warrior to make multiple attempts on Hoki's life. Unable to respond without revealing himself to be a shinobi, and thus cast the already suspicious death of Owashi into further question, Hoki hired a squad of genin from the Hidden Leaf Village to deal with the "ghost", dispatching his own underlings to deal with those Sagi had informed of Hoki's misdeeds. After discovering the truth, he was confronted by the genin team, who apprehended him after he revealed his true identity and turned over to Toki, the new rightful daimyo.


FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World]

Home of user-generated,
homebrew pages!


Advertisements: