Ishidate (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.

Ishidate[edit]

Medium humanoid (human), lawful evil


Armor Class 17 (Natural Armor)
Hit Points 49 (9d8 + 9)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 16 (+3) 10 (+0) 14 (+2)

Saving Throws Str +4, Dex +7
Skills Arcana +7, Deception +6, Nature +7, Stealth +7
Senses passive Perception 10
Languages Common
Challenge 9 (5,000 XP)


Chakra. Ishidate has 19 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Ishidate 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. Ishidate can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Ishidate makes 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Ishidate 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.

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

Leaf Gust (8 Chakra). Ishidate 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 Ishidate's choice.

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

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage. Ishidate may fly up to 30 feet before making this attack.

Inspiring Words (1 Chakra). As a bonus action, one creature within 30 feet of Ishidate that can hear him gains a +2 bonus to their attack and damage rolls until the end of their next turn.

Healing Jutsu (1-18 Chakra). One creature Ishidate can touch regains a number of hit points equal to chakra spent.

Chakra Control. As a bonus action, Ishidate reduces his next jutsu's cost by 2. He may do this 3 times, regaining all uses at the end of a short rest.

Ninja Art: Poison Fog (10 Chakra). Ishidate exhales a 15 ft. radius cloud of thick purple gas up to 30 ft. from him that lasts for 1 minute (concentration). For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 feet. When this jutsu is cast, and again when they end their turn in this cloud, any creatures within the cloud must attempt a DC 15 Constitution saving throw. On a failure, they become poisoned until the end of their next turn. While poisoned in this way, they are paralyzed and take 3 (1d4 + 1) poison damage at the beginning of each of their turns.

Petrification (2 Chakra). One creature within 5 ft. must attempt a DC 15 Strength saving throw. On a failure, they are petrified, and they become vulnerable to all damage instead of being resistant. Ishidate must spend 1 chakra at the end of each of his turns to maintain this effect. If this effect is maintained for 1 minute, the target becomes petrified permanently.

Giant Hexagonal Weapon (3 Chakra). When Ishidate make a thrown weapon attack, the range of any thrown weapon attacks he makes until the end of his turn becomes a line with a width of 15 feet. They revert to normal at the end of your turn. This can be used in conjunction with the Shuriken Jutsu.

Growing Crystal Thorns (5-20 Chakra). Ishidate creates a 10 ft. cone of crystals that lasts for 1 minute (concentration). At the end of each of his turns that he concentrates on this jutsu, its range increases by +10 feet. Every creature that moves in or ends their turn in this area must attempt a DC 15 Dexterity saving throw, taking 22 (3d8 + 2d4 + 3) magical piercing damage on a failure, or half as much damage on a success. The area of this jutsu counts as difficult terrain while he is concentrating on this jutsu. For every 5 additional chakra spent, this jutsu's base range and end-of-turn range increase increases by +5 feet.

Crystal Needles (5 Chakra). As an action while Growing Crystal Thorns is active and he is touching it, its range increases by +15 feet.

REACTIONS

Substitution (3+ Chakra). When Ishidate is hit by an attack and would take damage, he decreases the damage by 14 (1d10 + 9) 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. Ishidate can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Ishidate.png
[Source].

Ishidate is the leader of the Uemon clan, a small group of rogue nin that were exiled and left to wander the world until they were approached by Shabadaba, minister of the Land of the Moon, and given a mission to wrest power from the Tsuki clan, the kingdom's current and historic rulers. While they succeeded in killing the king, Kakeru, his son Michiru and grandson Hikaru escaped, but were driven out of the country. When the heirs returned with Team Kakashi, the Uemon clan responded with force, seriously injuring their leader and kidnapping Michiru and Hikaru. When the Leaf shinobi infiltrated the capitol castle, Naruto Uzumaki eventually came face-to-face with him. While Naruto believed he had one the fight, saving Hikaru, Ishidate survived, petrifying Naruto and getting up to kill him, then Hikaru. When Shabadaba demanded that Hikaru die first, Ishidate flew into a blind rage, killing Shabadaba with his petrification gauntlet, giving Michiru a window to save his son and Naruto. Preparing his ultimate jutsu, he was cut short by Naruto driving a Rasengan enhanced by the Land of the Moon's mysterious energy, which destroyed the platform they were standing on. If the Rasengan had not killed him, the fall would have.


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