Byakuren (Shinobi World Supplement)
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Medium humanoid (human), lawful neutral
Armor Class 19 (Natural Armor)
Saving Throws Int +10, Wis +8
Chakra. Byakuren has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Specialized Chakra. Byakuren has 12 specialized chakra points which he can expend on jutsu labeled Water Style. All chakra points are regained at the end of a long rest.
Endurance. When Byakuren is targeted by an area effect that lets him make a Constitution 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. Byakuren can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Multiattack. Byakuren makes three unarmed strike or kunai attacks.
Unarmed Strike. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 3) magical bludgeoning damage.
Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Byakuren 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, Byakuren 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). Byakuren 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 18 Investigation check realize that he is transformed. If the creature saw Byakuren 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). Byakuren's movement speed doubles, and his movement does not provoke attacks of opportunity.
Water Style Aura. As a bonus action, Byakuren begins exuding dangerous chakra up to a number of feet equal to the amount of chakra spent at the beginning of each subsequent turn x 5. This effect ends if he stops spending chakra. Any creatures that end their turn in this area take 3 (1d6) cold damage. Any attacks made against Rasa by creatures inside this area have disadvantage, and if he is subject to a saving throw caused by a creature inside this area, he has advantage.
Water Style: Water Gun (1 Chakra). Ranged Spell Attack: +11 to hit, range 20 ft., one target. Hit: 9 (1d8 + 5) magical piercing or cold damage. This attack has advantage. Additionally, them must attempt a DC 19 Constitution saving throw, taking 4 (1d8) poison damage and being poisoned for 1 minute. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success.
Water Style: Water Hail (5 Chakra). All creatures in a 30 x 10 foot line must attempt a DC 19 Dexterity saving throw. On a failure, they take 9 (1d8 + 5) magical piercing or cold damage. On a success, they take half as much.
Water Style: Water Prison (4 Chakra). As an action or bonus action, one creature Byakuren can touch must make a DC 21 Dexterity saving throw with disadvantage. On a failure, they are restrained and begin suffocating. Additionally, they must make a DC 21 Constitution saving throw, taking 9 (1d8 + 5) thunder or cold damage and being blinded on a failure. These effects last for 1 minute (concentration). At the end of each of its turns, the target can make a DC 21 Strength saving throw with disadvantage. On a success, the target is no longer restrained, blinded, or suffocating. If Byakuren is no longer touching the creature, they lose concentration on this jutsu.
Water Style: Falling Rain Needles (8 Chakra). Any pre-existing rain within a 30 ft. radius is filled with chakra for 1 minute (concentration). Any creature that ends their turn touching the rain takes 21 - their AC slashing or cold damage.
Water Style: Water Spikes (7 Chakra). One creature within 15 ft. must succeed a DC 19 Dexterity saving throw or take 16 (3d6 + 5) piercing or cold damage. If Byakuren and the target can touch the same water source, including rain, he may extend this jutsu's range.
Substitution (3+ Chakra). When Byakuren is hit by an attack and would take damage, he decreases the damage by 23 (1d10 + 18) 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. Byakuren can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.
Water Style: Instant Water (3+ Chakra). When Byakuren is hit by an attack, he moves 15 feet in any direction, including straight up. The damage taken is halved, and he may spend 3 additional chakra to make an unarmed strike immediately after. This can also be used as a bonus action.
Stern, frank, unwavering, and slightly unnerving, Byakuren was the Hidden Mist Village's first Mizukage. Being an elderly, but none the less skilled, shinobi, he died of natural causes shortly after the first Five Kage Summit, resulting in Gengetsu Hozuki becoming Hokage due to his assassination skills and charisma.
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