Tsukiyo (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.

Tsukiyo[edit]

Medium humanoid (human), neutral good


Armor Class 18 (Natural Armor)
Hit Points 63 (14d8)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 18 (+4) 12 (+1) 10 (+0)

Saving Throws Con +4, Cha +4
Skills Acrobatics +8, Arcana +8, Deception +4, Stealth +8
Senses passive Perception 11
Languages Common
Challenge 11 (7,200 XP)


Chakra. Tsukiyo has 32 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Tsukiyo is targeted by an area effect that lets him make a Wisdom or Intelligence 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. Tsukiyo can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Silent Killing. Once per turn when Tsukiyo has advantage on any one weapon attack roll that uses Dexterity or Strength, he may deal an additional 7 (2d6) damage.

Terrifying. While frightened of Tsukiyo by any means, creatures must attempt a DC 16 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action.

ACTIONS

Multiattack. Tsukiyo makes three unarmed strike or kunai attacks.

Unarmed Strike. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Tsukiyo 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.

Transformation (1+ Chakra). Tsukiyo becomes identical to a person, creature or non-magical object he a complete visual image of. 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 his 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). Tsukiyo's movement speed doubles, and his movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Tsukiyo 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.

Shadow Possession (2 Chakra). One creature in a straight line with a range of 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness from Tsukiyo attempt a DC 17 Dexterity saving throw. On a failure, it becomes restrained, and mimics his actions while restrained in this way. The target can attempt a DC 17 Strength saving throw at the end of each of its turns, ending this effect early on a success. Tsukiyo must spend 1 chakra at the beginning of each of his turns to maintain this effect. If circumstances change so that the target is outside of this jutsu's range, Tsukiyo must spend twice as much chakra, or the target has advantage on the saving throw. If the target is beyond twice this Jutsu's range, it ends immediately.

Shadow Strangle (3 Chakra). As a bonus action while a creature is under the effects of Shadow Possession, the target must attempt a DC 17 Dexterity saving throw. On a success, it must hold its breath. On a failure, it immediately begins suffocating. This jutsu ends if Shadow Possession ends. The target may attempt a DC 17 Strength saving throw at the end of each of its turns, taking 9 (1d8 + 5) magical bludgeoning damage on a failure, or ending this effect early and taking half as much damage on a success.

Pink Lightning (3 Chakra). Ranged Spell Attack: +9 to hit, range 30 ft., one target. Hit: 11 (1d12 + 5) lightning damage and they are moved 10 ft. in a direction of Tsukiyo's choice. This jutsu's range is increased to 60 feet in dim light, and 120 feet in darkness.

Shadow Sword (3 Chakra). While in darkness, Tsukiyo creates a weapon of his choice that lasts for 1 minute. This weapon counts as magical and gains a +1 bonus to its attack and damage rolls.

Moon Shadow Technique (5+ Chakra/Clone). Tsukiyo creates up to five clones. Each clone has 5 hit points and the chakra spent creating it (this applies to things that would reduce the cost), but can not leave a 60 ft. radius of Tsukiyo. The clones can take actions as normal, but do not benefit from the Extra Attack feature. Tsukiyo controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, Tsukiyo dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, Tsukiyo regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Tsukiyo, including equipment, features, and any effects affecting Tsukiyo when he creates the clone. Any charges, such as from features or magic items, are shared between all clones and Tsukiyo. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.

If a clone is created within 5 feet of another humanoid creature, Tsukiyo may imbue the clone with the Shadow Imitation Technique. One creature per clone within 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness must attempt a DC 17 Dexterity saving throw. On a failure, the shadow clone is a clone of them, using their statistics instead of Tsukiyo's. The clone can not speak, is visibly made of shadows, can still only use jutsu he knows, and has 60 ft. of darkvision. In bright light, the shadow clone loses 3 hit points at the end of each of its turns, in dim light it acts normally, and in darkness it regains 3 hit points at the end of each of its turns. This also causes you to not regain the base chakra spent to create the clone.

REACTIONS

Substitution (3+ Chakra). When Tsukiyo is hit by an attack and would take damage, he decreases the damage by 15 (1d10 + 10) 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. Tsukiyo can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Shadow Possession (4 Chakra). When Tsukiyo is targeted by an attack from a creature within a straight line with a range of 30 ft. in bright light, 60 ft. in dim light, 120 ft. in darkness, the attacker must attempt a DC 17 Dexterity saving throw. On a failure, it becomes restrained, and mimics his actions while restrained in this way. The target can attempt a DC 17 Strength saving throw at the end of each of its turns, ending this effect early on a success. Tsukiyo must spend 1 chakra at the beginning of each of his turns to maintain this effect. If circumstances change so that the target is outside of this jutsu's range, Tsukiyo must spend twice as much chakra, or the target has advantage on the saving throw. If the target is beyond twice this Jutsu's range, it ends immediately.

Tsukiyo.png
[Source]

A top-rank rogue nin after the Fourth Shinobi World War, Tsukiyo was second in command of a small gang lead by Shojoji, dubbed the Mujina Bandits, that successfully robbed numerous institutions ranging from banks to ninjutsu research facilities. When he and Shojoji were cornered by the authorities, Tsukiyo was killed and eaten, allowing Shojoji to impersonate him, getting off with life in prison instead of execution and keeping the threat of the Mujina Bandits present in the world's mind.



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