Ameyuki (Shinobi World Supplement)
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Ameyuki[edit]
Medium humanoid (Kazuma), neutral good Armor Class 16 (Natural Armor)
Saving Throws Dex +6, Cha +5 Chakra. Ameyuki has 26 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When Ameyuki 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. Ameyuki can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. ACTIONSMultiattack. Ameyuki can make 3 unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 2) magical bludgeoning damage. Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Ameyuki 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, the jonin 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. Transformation (1+ Chakra). Ameyuki 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, and he can not recreate a magical effect. Creatures must make a DC 15 Investigation check realize that he is transformed. If the creature saw him performing this jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds. Body Flicker (3 Chakra). Ameyuki's movement speed doubles and his movement does not provoke attacks of opportunity until the beginning of his next turn. Body Elimination (5 Chakra). One creature Ameyuki can touch that has 1 or fewer hit points is killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash. Bottomless Mud Hole (32 Chakra). Ameyuki turns a 30 ft. radius, 20 ft. deep area of earth within 60 ft. to mud for 1 hour. When a creature enters or starts their turn in this jutsu's range, they must make a DC 17 Strength saving throw. On a failure, they sink 2.5 ft. into the mud. On a success, the number of times they have sunk decreases by 1. After sinking once before leaving the area, the area counts as difficult terrain. After sinking twice before leaving the area, they become slowed. If they sink three times, they begin to suffocate. While within 5 ft. of this jutsu's edge, each failure causes the creature to sink twice as mud hands pull them deeper. Creatures can sink up to 8 times. For each size category below Medium, creatures gain the effects of the first +1 instances of sinking on one failure. For each size category above Medium, creatures can suffer +1 instances of sinking before suffering any ill effects. Landslide (5-20 Chakra). Every creature in a 40 ft. cone must attempt a DC 19 Strength saving throw, taking 24 (4d8 + 5) magical bludgeoning damage, move 10 ft. away from Ameyuki, and become frightened on a failure, or half as much damage and movement on a success. The area of this jutsu counts as difficult terrain when moving against the direction he cast this jutsu form, and moving in the direction this jutsu was cast inside this area costs half as much movement speed. For every 5 chakra spent, this jutsu's range increases by 5 ft. The target may attempt a DC 19 Wisdom saving throw at the end of each of their turns, no longer being frightened on a success. Muddy Water Fall (5 Chakra). One creature within 45 feet must succeed a DC 17 Strength saving throw with disadvantage. On a failure, they take 16 (3d6 + 5) magical bludgeoning damage, and their movement speed is reduced by 15 ft. for 5 minutes. On a success, they take half as much damage and their movement speed is not reduced. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. Mud Doll (6+ Chakra/Doll). Ameyuki creates up to five clones. The clones have 5 hit points each, gain 5 temporary hit points at the beginning of each of their turns, and they have an amount of chakra equal to 4+ any additional chakra spent creating the clone. The clones can take actions as normal, however they only have one attack each. Ameyuki 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, Ameyuki dismisses them at will, or he falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone minus the 4 chakra used to make it. When a clone dissipates, the main body receives any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching his clone's exhaustion level. While one of these clones is grappling a creature, they begin . REACTIONSSubstitution (3+ Chakra). When Ameyuki is hit by an attack and would take damage, he decreases the damage by 17 (1d10 + 12) 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. Ameyuki can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. |
Ameyuki was a villager from the Land of Earth. As a child, he awakened his Mud Style kekkei genkai, causing his fellow villagers to fear and hate him; all except Hohozuki, who became his only friend. When Hohozuki was taken by slavers, Ameyuki, still just a child, gave chase, saving the villagers and killing the slavers where they stood. However, a true display of his power made the villagers fearful rather than thankful, organizing a plot to kill him. Instead, Hohozuki plotted for the two of them to flea to Shangri-la, a village of former and current rogue nin in the inconspicuous Land of Rock. Before they could try, however, their plan was found out. Hohozuki was killed first, sending Ameyuki into a rage and wiping their village off the map. With a sizable bounty and a heart of regret and guilt, the only thing keeping him alive was wanting to keep his friend's final request to stay alive. Assuming Hohozuki's identity, he eventually made his way to Shangri-la, where he lived alongside a mud doll assuming his own identity. One day, he discovered Hidan and Kakuzu killing an rogue nin from Shangri-la in the surrounding Valley of Lies. Fascinated by Hidan's Jashinist beliefs, he followed the pair for a time, showing them around his new home, unaware that they were there to collect his bounty as well. Later that night, the two attacked Shangri-la, looking to collect its numerous bounties. Ameyuki released his disguise, attacking Hidan directly under the pretense that he viewed Hidan as a friend, and Jashinism proclaimed one should kill their neighbors for the sake of salvation. As the battle raged on, Hidan gradually gained the upper hand, catching Ameyuki in his ritual on a ridge high above the village. Ameyuki asked to make one final sacrifice to Jashin, destroying not only Shangri-la, but the entire Valley of Lies in a landslide. Hidan praised Ameyuki's devotion before fulfilling his own, killing Ameyuki through the ritual, and performing an extended post-sacrificial ritual, hailing Ameyuki as a martyr. No other victims of the Shangri-la Collapse were recovered, with Kakuzu considering Ameyuki's bounty far beyond the combined total of the villagers. |
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