Chojuro, Boruto (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.

Chojuro[edit]

Medium humanoid (Human), lawful good


Armor Class 17 (Natural Armor)
Hit Points 90 (20d8)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 16 (+3) 10 (+0) 14 (+2)

Saving Throws Dex +10, Int +9
Skills Acrobatics +10, Arcana +9, Deception +8, Insight +6, Perception +6, Persuasion +8, Stealth +10
Senses passive Perception 16
Languages Common
Challenge 20 (25,000 XP)


Chakra. Chojuro has 40 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Afterglow. Once per turn when Chojuro has advantage on any one attack roll, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 11 (3d6) damage. Chojuro may double this damage if the jutsu was a Bukijutsu twice, regaining all uses at the end of a long rest.

Terrifying. While frightened of Chojuro by any means, creatures must attempt a DC 17 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.

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

Chakra Storage. Chojuro may store any amount of chakra within his sword, Hiramekarei, at will to a maximum of 24 chakra points stored.

Master Assassin. Chojuro may wield any weapon with one hand, but if it has the two-handed property he can not wield another weapon or shield in his other hand. His footsteps, breathing, heartbeat, and any other potentially perceivable ambient noises he would produce can no longer be heard.

ACTIONS

Multiattack. Chojuro can make 3 unarmed strike, Hiramekarei, katana, or kunai attacks.

Unarmed Strike. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 4) magical bludgeoning damage.

Katana. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) magical slashing damage.

Hiramekarei. Melee Spell Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) magical piercing damage.

Unleash Hiramekarei. As an action, Chojuro gains access to the chakra stored within Hiramekarei andit sheds bright light for 15 feet, and dim light for another 15 feet. Hiramekarei's stored chakra decreases by 1 at the end of each of Chojuro's turns until he ends this effect as an action.

Twinsword Style: Crushing Hammer (4 Chakra). On a hit with Hiramekarei, the target is also targeted by a shove attack. This can only be used while Unleash Hiramekarei is active, and causes Hiramekarei's stored chakra to decrease by 1 additional chakra point at the end of each of Chojuro's turns until he ends this effect as a bonus action, or ends Unleash Hiramekarei.

Twinsword Style: Cut to Pieces (4 Chakra). Chojuro gains a +1 bonus to AC and a +5 ft. bonus to Hiramekarei's reach. This can only be used while Unleash Hiramekarei is active, and causes Hiramekarei's stored chakra to decrease by 1 additional chakra point at the end of each of Chojuro's turns until he ends this effect as a bonus action, or ends Unleash Hiramekarei.

Twinsword Style: Twin Swords (4 Chakra). Chojuro gains a second Hiramekarei, and both gain the Light property. As a bonus action after taking the Attack action, Chojuro may make a Hiramekarei attack. This can only be used while Unleash Hiramekarei is active, and lasts until CHojuro ends this effect as a bonus action, or ends Unleash Hiramekarei.

Bukijutsu: Kunai. Thrown Weapon Attack: +10 to hit, range 30/90 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Chojuro 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.

Killing Intent. Any creatures of Chojuro's choice that can see or hear him must succeed a DC 17 Charisma saving throw or become frightened of him for 1 minute. Chojuro may do this twice, regaining all uses at the end of a long rest. Chojuro may spend chakra when a creature makes this saving throw to grant them an equal penalty for that saving throw.

Bukijutsu: Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Chojuro is proficient with against a restrained creature, he deals maximum damage and an additional 11 damage, and the target is no longer restrained.

Dragon Tail Foot (3 Chakra). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (4d4 + 5) magical bludgeoning damage and the target is forced 15 feet away from Chojuro. This can be used as a bonus action immediately after damaging a creature with an attack with a weapon Chojuro is proficient with.

Bukijutsu: Flying Revolving Sword (2 Chakra). When Chojuro makes a melee weapon attack, it becomes a thrown attack with a range of 60 feet. If the weapon is two-handed and an object is targeted, the blade is planted firmly into its side, and creatures with the Path of the Assassin or a passive Acrobatics of 19 or higher may stand on the blade as if it were normal terrain.

Leaf Great Flash (10 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: The target moves 30 ft. in a direction of Chojuro's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Chojuro 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 he 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.

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

Giant Vortex Jutsu (20 Chakra). All creatures within a 20 ft. x 120 ft. line must attempt a DC 17 Dexterity saving throw. On a failure, they take 23 (3d12 + 3) cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone.

Water Spikes (7 Chakra). One creature within 15 feet, or within 90 feet if both Chojuro and the target are touching the same water source, must succeed a DC 17 Dexterity saving throw or take 13 (3d6 + 3) magical piercing damage.

Bukijutsu: Bloody Mist Sword Art: Bone Mutilation (8 Chakra). One creature within 15 feet must attempt a DC 18 Constitution saving throw. On a failure, they take 13 (2d8 + 4) magical piercing damage and lose 2 (1d4) chakra or maximum hit points at the end of their turn, their choice, for 1 minute. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early.

REACTIONS

Substitution (3+ Chakra). When Chojuro is hit by an attack and would take damage, he decreases the damage by 25 (1d10 + 20) 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. Chojuro can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Chojuro_Part_III.png
[Source].

In the early days of the Shinobi Union immediately following the Fourth Shinobi World War, Chojuro represented his village while Mei handled its internal affairs, bringing reports of needed relief efforts, missing shinobi, and other necessary information to the other villages. Among the last of Naruto's era to be elected Kage, Chojuro assisted in tracking down any possible leads on Kaguya-level threats.

In order to strengthen the bonds between villages, Chojuro allowed Boruto's class to take a field trip to the Hidden Mist Village, assigning Kagura as their guide. When it was revealed that the boy had betrayed him and stolen not one, but all seven of the Mist's legendary blades for Shizuma's gang, he considered sending a squad of hunter nin to kill the chunin where they stood, though Boruto was ultimately able to convince him otherwise. While Sarada fought Buntan Kurosuki and Boruto fought Kagura, Chojuro took down the other five with nothing more than a typical katana, proving that a swordsman's worth is not in the sword, but the man. Covering up the rebellion to the best of his abilities and letting off most of the squad with a lighter sentence than he believed they deserved with hopes of rehabilitation instead of life in prison, Chojuro continued to rule with a much softer hand. When Urashiki, Kinshiki and Momoshiki attacked during the five nations' Chunin Exams, Chojuro backed up Gaara in warding off his attacker before joining up with Sasuke, Darui, and Kurosuki to take the fight to the Otsutsuki and free Naruto. While he, Kurosuki, and Sasuke were able to capture Kinshiki, he was quickly absorbed by Momoshiki, who captured the four invading kage, forcing Naruto, Sasuke, and Boruto to take him down alone.


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