Might Duy (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 class 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 is not follow traditional CR.

Might Duy[edit]

Medium humanoid (Human), lawful good


Armor Class 13 (Natural Armor)
Hit Points 45 (10d8)
Speed 55 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 10 (+0) 10 (+0) 15 (+2) 14 (+2)

Saving Throws Str +6, Con +3
Skills Acrobatics +3, Arcana +3, Athletics +6, Nature +3, Perception +5, Performance +5, Persuasion +5, Survival +5
Senses passive Perception Expression error: Unexpected number.
Languages Common
Challenge 8 (3,900 XP)


Chakra. Duy has 16 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Endurance. When Duy is targeted by an effect that allows him to make a Constitution saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Gates. Some of Duy's actions are listed as Gates. Duy can only benefit from one Gate at time.

ACTIONS

Multiattack. Duy can make 2 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

Leaf Great Flash (10 Chakra). Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: The target moves 30 ft. in a direction of Duy's choice.

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

Dynamic Entry (4 Chakra). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 2d4 + 3) magical bludgeoning damage + 5 (2d4) force damage and the target must succeed a DC 14 Dexterity saving throw or be pushed 20 feet in a direction of Duy's choice. Duy may move up to 40 ft. before making this attack as part of his action.

Front Lotus. While Duy is under the effects of the First Gate, one creature within 5 ft. must succeed a DC 14 Dexterity saving throw or be launched 20 ft. directly up and be stunned until the end of his next turn. As an action before the end of his next turn, Duy may pile-drive the creature into the ground, dealing 16 (2d10 + 2d4) force damage.

Reverse Lotus. While Duy is under the effects of the Third Gate, he uses his multiattack on a creature stunned by the Front Lotus. As a bonus action after, he may knock them to the ground, dealing 14 (2d8 + 2d4) bludgeoning damage and 9 (2d8) force damage. After Duy uses this technique, he may choose to close the 3rd Gate immediately, and he is knocked prone and stunned until the start of his next turn.

Great Dynamic Entry (10 Chakra). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 2d4 + 5) magical bludgeoning damage + 11 (3d6) force damage and the target must succeed a DC 14 Dexterity saving throw or be pushed 50 feet in a direction of Duy's choice. Duy may move up to 50 ft. before making this attack as part of his action. This can only be used while Duy is under the effects of the 5th Gate.

Morning Peacock (20 Chakra). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 2d4) bludgeoning damage and 5 (2d4) fire damage. Duy may use this up to 5 times after spending the chakra. Any creatures in a 20 ft. cone not including the creature must attempt a DC 14 Dexterity saving throw, taking 11 (3d6) fire damage on a failure, or half as much on a success. This can only be used while Duy is under the effects of the 5th Gate.

Leaf Guillotine (20 Chakra). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 2d4) force damage and the target must succeed a DC 14 Constitution saving throw or become paralyzed until the end of their next turn. This can only be used while Duy is under the effects of the 7th Gate.

Burning Youth, No holds barred, Full Power Dynamic Entry (20 Chakra). 32 (4d10 + 2d4 + 5) magical bludgeoning damage + 18 (5d6) force damage and the target must succeed a DC 14 Dexterity saving throw or be pushed 80 feet in a direction of Duy's choice. Duy may move up to 80 ft. before making this attack as part of his action. This can only be used while Duy is under the effects of the 8th Gate.

Evening Elephant/Sekizo Assault (30 Chakra). Melee Weapon Attack: +6 to hit, reach 5 ft., four targets. Hit: 27 (2d6 + 2d4 + 5) force damage. On each consecutive hit, this damage increases by 4 (1d6) to a maximum of 5d6. This can only be used while Duy is under the effects of the 8th Gate.

1st Gate. As a bonus action, Duy gains the following until he ends this effect as a bonus action:

  • Duy gains a +1 bonus to AC.
  • Duy gains a +10 ft. bonus to his movement speed.
  • Duy gains a +3 bonus to attack and damage rolls.
  • Duy loses 3 hit points at the end of each of his turns.

3rd Gate. As a bonus action, Duy gains the following until he ends this effect as a bonus action:

  • Duy gains a +2 bonus to AC.
  • Duy gains a +20 ft. bonus to his movement speed.
  • Duy gains a +5 bonus to attack and damage rolls.
  • Duy loses 6 hit points at the end of each of his turns.

5th Gate. As a bonus action, Duy gains the following until he ends this effect as a bonus action:

  • Duy gains a +3 bonus to AC.
  • Duy gains a +40 ft. bonus to his movement speed.
  • Duy gains a +7 bonus to attack and damage rolls.
  • Duy loses 9 hit points at the end of each of his turns.

7th Gate. As a bonus action, Duy gains the following until he ends this effect as a bonus action:

  • Duy gains a +5 bonus to AC.
  • Duy gains a +60 ft. bonus to your movement speed.
  • Duy gains a +9 bonus to attack and damage rolls.
  • Duy loses 12 hit points at the end of each of his turns.

8th Gate. As an action, Duy gains the following. He can end this form as an action, taking 52 (8d12) necrotic damage. If this reduces him to 0 hit points, he is stable, otherwise he is paralyzed for 1 minute.

  • Duy gains a +9 bonus to AC.
  • Duy gains a +90 ft. bonus to his movement speed.
  • Duy gains a fly speed equal to half his movement speed (rounded down), as you kick the air hard enough to gain lift.
  • Duy gains a +15 bonus to attack and damage rolls.
  • Duy gains 2 levels of exhaustion at the end of each of his turns.


Duy_using_the_Eight_Gates.png
[Source].

Might Duy spend his entire life as a genin, mocked by those around him for having no skill in using even the most basic of ninjutsu. In secret over 20 years of life, however, he had been formulating one of the strongest taijutsu to ever exist, the 8th Gate. When his son Might Guy showed the same shortcoming, he taught him this talent. While many people pitied or mocked them, there were two who saw their hidden talent, Sakumo Hatake and his son Kakashi. As part of Team Choza, he fought alongside Genma Shiranui and Ebisu. When his team, along with Guy, were cornered by the Seven Ninja Swordsmen of the Mist, he alone held them off, killing the wielders of Kabutowari, Nuibari, and Shibuki. While his efforts ultimately succeeded, they also lead to his death.



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