Chiyomatsu (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.

Chiyomatsu[edit]

Medium humanoid (human), lawful neutral


Armor Class 18 (Samurai Armor)
Hit Points 110 (17d8 + 34)
Speed 60 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 12 (+1)

Saving Throws Con +7, Int +6
Skills Acrobatics +7, Animal Handling +6, Athletics +13, Medicine +6, Perception +6, Persuasion +6
Senses passive Perception 16
Languages Common
Challenge 13 (10,000 XP)


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

Iaidō. On his first turn, or if he did not deal damage on his previous turn, Chiyomatsu's first attack roll with a melee weapon is made with advantage or deals twice as much damage. Additionally, his first time drawing and stowing a melee weapon on each of his turns no longer takes his item interaction and can be done as at will.

Ninja Speed. Chiyomatsu can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Brawn. When Chiyomatsu is targeted by an effect that allows him to make a Strength saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Great Weapon Fighting. When Chiyomatsu rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, such as his katana, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Heavy Armor. Chiyomatsu has disadvantage on Stealth saving throws.

Uplink. Chiyomatsu can communicate via radio to other suits of samurai armor and similarly advanced radios.

Respirators. While wearing this armor, Chiyomatsu has advantage on saving throws against airborne toxins and resistance to poison damage from airborne toxins.

ACTIONS

Multiattack. Chiyomatsu makes 3 attacks with his unarmed strike or katana attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Katana. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) magical slashing damage.

Samurai Sabre (4 Chakra). As a bonus action, Chiyomatsu may add his unarmed strike die to his katana's damage rolls for 1 minute.

Flash (2 Chakra). One creature within 5 ft. must attempt a DC 15 Strength. On a failure, they take the damage they would have taken from a hit with Chiyomatsu's katana. On a success, they take half as much damage.

Rupture (1 Chakra). As part of a weapon attack while Samurai Sabre is active, the attack gains an additional 30 feet of reach, but he may not add his unarmed strike to the attack's damage.

Iai-Nuki (2-4 Chakra). As a bonus action while Chiyomatsu is prone, or as a reaction when he falls prone for 2 additional chakra, he immediately stops being prone and makes a katana attack.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Chiyomatsu gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Chiyomatsu casts this Jutsu while submerged in a liquid, the Jutsu carries him to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Chiyomatsu makes two unarmed strikes

Leaf Gust (8 Chakra). Chiyomatsu makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Chiyomatsu's choice.

REACTIONS

Mifune-Style First Tachi: Blaze (10 Chakra). When another creature forces Chiyomatsu to make a Strength, Dexterity, or Constitution saving throw, or when he is targeted by an attack roll, while Samurai Sabre is active, he makes a melee weapon attack roll. If this roll is higher than effect's DC or attack roll, the effect fails. If the roll is lower, he automatically fails the saving throw and the attack automatically hits her.

Chiyomatsu_falls_for_the_trap.png
[Source].

Chiyomatsu was the definition of an average samurai in the Land of Iron. While he held some respect for shinobi, he held true to his people's isolationist beliefs. During the Five Kage Summit, he was mobilized to track down Sasuke Uchiha, who had infiltrated the castle. While he technically succeeded, he only found Sasuke's cloak, being knocked out from behind moments later.



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