Rahyo (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.

Rahyo[edit]

Medium humanoid (Yuki), neutral good


Armor Class 18 (Natural Armor)
Hit Points 58 (13d8)
Speed 50 ft.


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

Saving Throws Str +6, Wis +6
Skills Acrobatics +8, Arcana +8, Athletics +11, Deception +5, Sleight of Hand +8, Stealth +8
Senses passive Perception 11
Languages Common
Challenge 13 (10,000 XP)


Chakra. Rahyo has 36 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Ronin. Once per turn when Rahyo has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 6 (2d4) damage.

ACTIONS

Multiattack. Rahyo makes 3 attacks with his unarmed strike, greatsword, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical slashing damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Rahyo 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 Ninjutsu Technique (1 Chakra). As a bonus action, Rahyo 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.

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

Transformation (1+ Chakra). Rahyo becomes identical to a person, creature or non-magical object he has a complete visual image of for 1 hour (concentration). 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 16 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.

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Rahyo's choice.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Rahyo's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 3) magical bludgeoning damage. Rahyo may fly up to 30 feet before making this attack.

Peregrine Falcon Drop (2 Chakra). Rahyo leaps up to 20 feet into the air, grabbing one creature he could grapple. The target must make a DC 16 Strength saving throw. On a failure, they take 12 (2d8 + 3) magical bludgeoning damage as he and the target return to the ground. On a success, they take half as much damage.

Ice-Breaking Sledgehammer (6 Chakra). Rahyo gains a +3 bonus to his AC and saving throws against melee attacks, Taijutsu, and Bukijutsu, and his unarmed strikes deal an additional 3 (1d6) cold damage for 1 minute (concentration).

Threatening Stolen Blade (3-5 Chakra). When Rahyo attempts to disarm a creature (see link or DMG pg. 271), he gains advantage on the check. If he succeeds, he may spend 2 additional chakra to automatically deal the weapon's damage to the target the first time they attempt to act or move in any way before the end of their next turn while they are within his reach.

REACTIONS

Substitution (3+ Chakra). When Rahyo is hit by an attack and would take damage, he decreases the damage by 18 (1d10 + 13) 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. Rahyo can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Ice-Breaking Fist (3 Chakra). When Rahyo would be hit by an attack, he make an unarmed strike attack roll. If his attack roll is higher than the attack's, the attack automatically misses. Bonuses to his AC from jutsu are added to this jutsu's attack roll.

Ice-Breaking Sledgehammer (6 Chakra). When Rahyo is targeted by a melee attack, Taijutsu, or Bukijutsu, he gains a +3 bonus to his AC and saving throws against melee attacks, Taijutsu, and Bukijutsu, and his unarmed strikes deal an additional 3 (1d6) cold damage for 1 minute (concentration).

Slicing Clear (2 Chakra). When Rahyo is targeted by a saving throw that deals damage, he makes a greatsword attack against its DC. On a hit, the damage he takes is halved, except for any psychic damage dealt. If it would already be halved, it is instead reduced to 0. Additionally, the weapon takes half of the damage it reduced. If this damage is over 20, the greatsword breaks, and he takes the damage of one greatsword attack.

Despite being native to the Hidden Mist Village, Rahyo and her brother Rahyo were looked down on by the rest of the village and used as expendable pawns due to being from a conquered clan. After finding out of the death of his nephew, he joined Kahyo in the Ryūha Armament Alliance, who sought to end such needless deaths through wealth redistribution.

After their leader was taken by the Leaf Village and locked up in Hozuki Castle, the remaining elements of the RAA hijacked the Tobishachimaru, a popular, high-capacity airship, threatening to kill its occupancy should Garyo not be released. However, Kakashi Hatake and Might Guy confronted them, questioning their motives, especially after multiple civilians were killed. However, by the time Kahyo realized that her extremism would only cause more needless suffering, the very thing they were trying to destroy, damage to the ship itself had become irreparable. Doing their combined best to repair it enough to land, Rahyo was thrown overboard, but was saved by Kakashi, who finally made him realize the errors of his ways as well. However, another explosion shook his grasp, causing Rahyo to fall to his death, though everyone else landed safely.


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