Chojuro (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 15 (Natural Armor)
Hit Points 63 (14d8)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 16 (+3) 10 (+0) 12 (+1)

Saving Throws Dex +8, Int +8
Skills Acrobatics +8, Arcana +8, Deception +6, Insight +5, Perception +5, Persuasion +6, Stealth +8
Senses passive Perception 15
Languages Common
Challenge 14 (11,500 XP)


Chakra. Chojuro has 28 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.

Terrifying. While frightened of Chojuro by any means, creatures must attempt a DC 16 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.

ACTIONS

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

Unarmed Strike. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Hiramekarei. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) 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.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 5 (1d4 + 3) 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 16 Charisma saving throw or become frightened of him for 1 minute. Chojuro may do this once, 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.

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 1 damage, and the target is no longer restrained.

Dragon Tail Foot (3 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) 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.

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: +8 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 16 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.

REACTIONS

Substitution (3+ Chakra). When Chojuro is hit by an attack and would take damage, he decreases the damage by 20 (1d10 + 15) 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.

UNSG_Chojuro.png
[Source].

The youngest member of the final generation of the true Seven Swordsmen of the Mist, Chojuro wields Hiramekarei with the dexterity expected of someone of his rank. After Yagura's passing and Mei's ascension to Fifth Mizukage, Chojuro was chosen as one of her retainers, sharing the role with Ao. Looking up to both of his superiors, he lacks confidence both in combat and socially, though these faded with time. Proving relative, if below, Sasuke Uchiha. Alongside the Mizukage and two Leaf jonin, Chojuro defended the Daimyo during the Fourth Shinobi World War, but when reincarnated Madara appeared, now far more confident, almost demanding that Mei join the other kage to take down the threat while he headed the defense against black zetsu. Following the Fourth Shinobi World War, he acted as a bodyguard in a time of peace before becoming Sixth Mizukage alongside Naruto's generation of kage.


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