Tobirama (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.

Tobirama Senju[edit]

Medium humanoid (Senju), lawful evil


Armor Class 20 (Natural Armor)
Hit Points 110 (20d8 + 20)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 20 (+5) 12 (+1) 9 (-1)

Saving Throws Dex +10, Int +11, Wis +7
Skills Acrobatics +10, Arcana +11, Deception +5, History +11, Intimidation +5, Investigation +11, Insight +7, Perception +7, Persuasion +5, Sleight of Hand +10, Stealth +10
Senses passive Perception Expression error: Unexpected number.
Languages Common
Challenge 20 (25,000 XP)


Chakra. Tobirama has 33 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Mastery. Tobirama can add half his proficiency bonus rounded up to all checks and saves he is not proficient in.

ACTIONS

Multiattack. Tobirama can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Tobirama 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.

Heavenly Weeping (5 Chakra). Ranged Spell Attack: +11 to hit, range 30 ft., two targets. Hit: 8 (1d6 + 5) magical piercing damage. This jutsu can be used even if the user is restrained or incapacitated, but not unconscious.

'Water Prison (4 Chakra). One creature Tobirama can touch must make a DC 19 Dexterity saving throw. On a failure, they are restrained and begin suffocating for 1 minute (concentration). At the end of each of its turns, the target can make a DC 19 Strength saving throw. On a success, the effect ends. If Tobirama can no longer touch the creature, he loses concentration on this jutsu.

Water Style Shadow Clone (4+ Chakra/Clone). Tobirama creates up to 5 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. Tobirama 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, Tobirama dismisses them at will, or Tobirama falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).

  • Clones have no range limit as to how far away they can be.
  • Tobirama may increase the number of hit points each clone has to 30 for 1 chakra point, also causing them to dispel if they leave a 60 ft. radius of him.
  • Any effects affecting Tobirama when the clone is created carries over to the clone.
  • A clone carries a copy of all his equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, Tobirama is aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a 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 his clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If he has an exhaustion level of 2 while his clone clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

Water Dragon (15 Chakra). Tobirama 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 you. It acts on your initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 3 (1d6) piercing damage
    • Claw deals 2 (1d4) 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 36 (8d8) cold damage on a successful hit.

Bringer of Darkness (10 Chakra). One creature within 50 ft. must make a DC 19 Constitution saving throw. On a failure, they are blinded for 1 minute (concentration). As an action, the target can repeat the saving throw.

Mutually Multiplying Explosive Tags (2 Chakra). One creature of Tobirama's choice that is controlled or charmed by Tobirama, including himself, has their movement speed halved. At the beginning of each of their turns, all creatures in a 10 foot radius of the creature, including the creature themselves, must attempt a DC 19 Dexterity saving throw. On a failure, they take 16 (3d6 + 5) fire damage until the creature is reduced to 0 hit points.

Giant Vortex Jutsu (20 Chakra). All creatures within a 20 ft. x 120 ft. line must attempt a DC 19 Dexterity saving throw. On a failure, they take 20 (3d12) 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.

Instant Water (3+ Chakra).' As a bonus action or reaction, Tobirama moves 15 feet in any direction, including straight up. He may double this jutsu's cost to make an unarmed strike immediately after.

Flying Raijin (10 Chakra). Tobirama places a Flying Raijin Seal anywhere he can touch.

Flying Raijin Teleport (2 Chakra). As a bonus action or a reaction to being targeted by an attack, spell effect, or mild annoyance, Tobirama teleports to a Flying Raijin Seal.

Revolving Flying Raijin (5 Chakra). As a bonus action or a reaction to being targeted by an attack, spell effect, or mild annoyance while Tobirama is within 5 ft. of a Flying Raijin Seal that is not on himself, he teleports to a Flying Raijin Seal, and a creature within 5 ft. of the selected seal is placed at his previous location.

Flying Raijin Slash (6 Chakra). As a bonus action or a reaction to being targeted by an attack, spell effect, or mild annoyance while Tobirama teleports to a Flying Raijin Seal and makes an unarmed strike with advantage.

'''Impure World Reincarnation (15+ Chakra/Target). Tobirama targets an amount of living humanoids that are paralyzed, restrained, or unconscious within 15 ft. of him. They are killed instantly and become another dead humanoid, the DNA of which Tobirama must have, in every way. The creature is resurrected and restored to its maximum hit points. This counts as casting true resurrection for the sake of overcoming limitations. After being resurrected in this manner, their type becomes Undead, they regain 10 hit points at the end of each of their turns even if they are at 0 hit points, their maximum chakra points are reduced by 1/4, any non-jutsu damage they deal is reduced by 1d4, if the campaign uses the #Chakra Exhaustion|Chakra Exhaustion variant rule, they can not spend jutsu below 0 chakra points, and they can not benefit from Rinnegan Mastered. They can only be killed if they are killed instantly or if Tobirama undoes any instance of this jutsu under his control of his choice as an action. Once killed, any part of their body is reduced to ash.

Tobirama may choose to either allow creatures under the effect of this jutsu to act on their own initiative count independently, or control them directly on his initiative count. Switching between levels of control requires an action. A creature who is under the effect of this jutsu may break your control as an action for twice the amount of chakra he spent. A creature that knows this jutsu must spend an equal amount.


Tobirama_Senju_full.png
[Source].

Fulfilling the role of Hokage of the Hidden Leaf Village in the wake of his brother Hashirama's death at the hands of Madara Uchiha, Tobirama Senju's distrust of the Uchiha never faded. This ultimately resulted in the Hidden Leaf Police Force being primarily Uchiha, partially to gain trust on both ends of the relationship and partially to have a tighter watch over their movements. While not the "God of Shinobi" his brother was, Tobirama is considered one of, if not the, most influential shinobi in history in regards to creating jutsu. After his death in his second battle with the the Gold and Silver Brothers, his successor Hiruzen Sarutobi took the title of Hokage.



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