Akari Hyūga, Boruto (Shinobi World Supplement)
Akari Hyūga[edit]
Medium humanoid (Hyuga), lawful good Armor Class 19 (Natural Armor)
Saving Throws Dex +9, Wis +8 Chakra. Akari has 40 chakra points which she can expend. All chakra points are regained at the end of a long rest. Evasion. When Akari is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save. Ninja Speed. Akari can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Byakugan. Akari can see in 360 degree vision for 15 feet, and can not be surprised while conscious. Caged Bird. When Akari dies, her Byakugan are destroyed. As a bonus action, a creature that knows the Caged Bird fūinjutsu may deal up to 12 points of psychic damage. This lasts until the creature dies or a creature that can cast this jutsu ends it as an action. Chakra Sense. When Akari takes the search action, she may also attempt a DC 13 Perception check to locate living creatures and magical effects within 30 feet. She sees a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by her. This effect can penetrate most barriers, but is blocked by 5 feet of stone, 5 inches of common metal, 1 inch of lead, or 15 feet of wood or dirt. ACTIONSUnarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 3) magical bludgeoning damage. Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Akari may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit. Katana. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) magical slashing damage. Samurai Sabre (4 Chakra). As a bonus action, Tsubaki may add her unarmed strike die to her katana's damage rolls for 1 minute. Body Flicker (3 Chakra). Akari's movement speed doubles, and her movement does not provoke attacks of opportunity. Basic Ninjutsu Technique (1 Chakra). As a bonus action, Akari can move across liquid surfaces as if they were solid. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round. Leaf Great Flash (5 Chakra). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: the target is moved 30 feet in any direction. Palm Bottom (1+ Chakra). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: the target is stunned until the end of their next turn. For every additional chakra point spent, the target takes an additional 2 force damage. Focused Byakugan (2 Chakra). While Byakugan is active, Akari's chakra sense range is doubled and starts being blocked by twice as much material until the end of her next turn. Rotation (3 Chakra). While Byakugan is active, any creatures in a 10 ft. radius must make a DC 16 Strength saving throw or be pushed back 10 ft. and knocked prone. If a creature enters this range after the initial use, they must succeed a DC 16 Dexterity saving throw or take 15 (1d8 + 3d4 + 3) force damage. Ranged attacks that must pass within the sphere have disadvantage, and Akari gains resistance to nonmagical bludgeoning, piercing, and slashing damage. This lasts until the beginning of Akari's next turn. Heavy Palm (1 Chakra). As a bonus action after hitting with an unarmed attack while Byakugan is active, the target must succeed a DC 16 Constitution saving throw or be stunned until the end of her next turn. Air Palm (4-7 Chakra). Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 24 (2d12 + 3d4 + 3) thunder damage. Whether or not it hits, the targeted creature must make a DC 16 Strength saving throw. On a failure, it is pushed back 10 ft. As a bonus action for 3 additional chakra, Akari may make an unarmed strike with advantage. Eight Trigrams Sixteen Palms (8 Chakra). While Byakugan is active, one creature within 5 ft. must make a DC 16 Strength saving throw. On a failure, they take 21 (4d8 + 3) force damage and are stunned until the end of Akari's next turn. On a success, they take half as much damage and are not stunned. Eight Trigrams Thirty-Two Palms (16 Chakra). While Byakugan is active, one creature within 5 ft. must make a DC 16 Strength saving throw. On a failure, they take 47 (8d8 + 3d4 + 3) force damage, and they are poisoned and slowed for 1 minute. On a success, they take half as much damage and gain the conditions until the end of their next turn. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success. Eight Trigrams Sixty-Four Palms (32 Chakra). While Byakugan is active, one creature within 5 ft. must make a DC 16 Strength saving throw. On a failure, they take 83 (16d8 + 3d4 + 3) force damage, and they are poisoned, slowed, and paralyzed for 1 minute. On a success, they take half as much damage and gain the conditions until the end of their next turn. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success. Chidori (8-16 Chakra). Melee Spell Attack: +X to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage + 20 (4d8) + Akari's Intelligence modifier lightning damage. If Akari does not have a dojutsu active, such as her Byakugan, any attacks of opportunity made against her during this movement have advantage, otherwise they have disadvantage. Byakugan can move up to 15 feet toward his target as part of his action. He may deal an additional 5 (1d8) lightning damage per 2 additional chakra points spent. Thunderclap Arrow (6+ Chakra). One creature within 30 ft. takes 3 (1d6) lightning damage. This jutsu's range may pass through objects and attack creatures that Akari is not aware of the location of. If she attempts to do so and such a creature does not exist, the closest creature within range takes the damage instead. Akari may spend 3 chakra to deal an additional 3 (1d6) lightning damage. Thunder (3 Chakra). Each creature in a 25 ft. cone must make a DC 17 Dexterity saving throw. On a failure, the creature takes 11 (2d6 + 4) lightning damage. On a success, they take half as much damage. Lightning Ball (9+ Chakra). The Akari creates 3 balls of electricity. Each ball can be directed at a creature, dealing 3 (1d4 + 1) lightning damage and pushing the target 5 feet in a direction of your choice per ball. They may spend 3 chakra to fire 1 additional bullet. Thunderbolt (5 Chakra). All creatures within a 20 ft. radius must attempt a DC 17 Constitution saving throw. On a failure, they take 9 (2d4 + 4) lightning damage.
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While fighting in the fourth great Shinobi war she fell in love with a sand Puppeteer. |
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