Taisa (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.

Taisa Amagiri[edit]

Medium humanoid (Hanzo), chaotic good


Armor Class 15 (Natural Armor)
Hit Points 26 (4d8 + 8)
Speed 40 ft.


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

Saving Throws Dex +5, Int +5
Skills Acrobatics +5, Arcana +5, Investigation +5, Sleight of Hand +5, Stealth +5
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 10
Languages Common
Challenge 4 (1,100 XP)


Chakra. Taisa has 20 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Hive Body. When Taisa casts a jutsu, he may cast it from his space or any of his swarms' spaces. Taisa's swarms are controlled by him, act on his turn, and use his actions and bonus actions. When Taisa takes the Attack action, they may make attacks as well. These attacks count as Taisa's for the sake of how many attacks he can make when you take the Attack action. Any DCs the insects have are equal to Taisa's jutsu save DC (14). Their bites count as unarmed strikes for all of Taisa's features and jutsu except his unarmed strike damage die.

Salamander Glands. If a creature breaths within 15 ft. of Taisa for 1 continuous minute while he is not wearing a rebreather or similar equipment, they suffer the effects of Ninja Art: Poison Fog. When Taisa suffers a critical hit, he loses the rest of this feature, his immunity to poison damage and the poisoned condition, and Ninja Art: Poison Fog until the end of his next turn, and is paralyzed if he is not wearing a rebreather.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Taisa 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.

Create Swarm (2+ Chakra). As an action or bonus action, Taisa creates one swarm of kidaichu anywhere within 5 ft. of him that has as many chakra points as he spent. These swarms have an additional 2 hit points (7 total). If one of these swarms spends more than 5 minutes between being created and absorbed, or if it drops to 0 chakra points, it dies instantly.

Destroy Swarm. One swarm Taisa created that is within 5 feet of him is destroyed, causing him to regain any chakra they still have.

Transformation (1+ Chakra). Taisa 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 he can not recreate a magical effect. Creatures must make a DC 13 Investigation check to 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). Taisa's movement speed doubles, and his movement does not provoke attacks of opportunity until the end of his turn.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Taisa can move across liquid surfaces as if they were solid for 10 minutes. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Ninja Art: Poison Fog (10 Chakra). Taisa 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 13 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 5 (1d4 + 3) poison damage at the beginning of each of their turns.

Insect Repellant (15 Chakra). While Taisa has no swarms created, he loses the ability to create insects, but his chakra cannot be sensed, he gains advantage on Stealth checks, and his movement speed increases by +15 feet (55 total) for 1 minute. Taisa may end this jutsu early as an action.

Great Beetle Transformation (5 Chakra). For 1 minute (concentration) while Secret Technique: Insect Repellant is active, Taisa becomes Large and gains resistance to bludgeoning, slashing, and piercing damage, and he does not need to make a concentration check when he takes damage he is resistant to. This resistance is bypassed by damage that is dealt automatically, by attacks with advantage, and by saving throws he makes with disadvantage. If Secret Technique: Insect Repellant ends, so does this jutsu.

Lightning Tackle (4 Chakra). Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Taisa can move up to 15 feet toward his target as part of his action. This jutsu can be used as a bonus action.

REACTIONS

Substitution (3+ Chakra). When Taisa is hit by an attack and would take damage, he decreases the damage by 9 (1d10 + 4) 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. Taisa can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Taisa_Amagiri.png
[Source].

Despite being one of the last living members of the Amagiri clan, Taisa was proud to be a shinobi of the Hidden Dream Village. After watching his father Gensui die stopping a surprise attack from Itachi and a Nine-Tails-transformed Naruto Uzumaki, he dedicated his life to destroying the Hidden Leaf Village. Battling Naruto with many of his clan, he was quickly defeated, even after being rejuvenated and fighting in his Great Beetle Transformation, and Ryuka ordered him to retreat. When Enzo confronted Team Yamato in the ruins of their homeland, Taisa was ready to fight the invaders with him, but instead Enzo ordered him and Yomito to protect Ryuka while she unsealed the Three-Headed Guardian Beast. However, within the lava cavern containing the beast, Gensui appeared, betraying Ryuka and taking control of the Three-Heads himself. Not wanting to fight his own son, Gensui attempted to convince Taisa of the revenge needed to pay back the bloody history of the Amagiri clan, but Taisa refused, forcing Gensui to turn him unto a false Two-Tails. After being freed and watching his father die along with the Three-Heads, Taisa dedicated the rest of his life to atoning for the sins of his father and keeping the Hidden Dream Village a place of peace.


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