Claw Mark Implant (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search

Wondrous Item (Shinobi-Ware), Very Rare (requires attunement)

Developed during the New Era, Shinobi-Ware implants directly succeeded shinobi gauntlets, trading off variety of uses with ease of usage. After attuning to this item, you and any other creatures that spent the same Short Rest assisting you, during which they can not attune to any other magic items, must attempt a DC 18 Intelligence (Medicine) check. If any check succeeds, you attune to this item. If all checks are a failure, the implantation fails and you gain 1 level of exhaustion. After implanting this item once, you can attune and unattune to this item normally.

While attuned to this implant, placed along the top of your head, you may place a claw mark resembling the implant on any surface you can touch using chakra-infused blood for 5 chakra and 10 hit points.

As a bonus action or a reaction to being targeted by any effect, including attacks, while touching one of these marks, you can spend 2 chakra teleport to another claw mark. If you are still within area of an effect, or if the effect automatically effects you, you are still targeted by it.

Code%27s_Abilities.png
Code using his Claw Mark Implant, [Source].
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Viz Media. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Viz Media. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewEquipmentMagic Weapons

Home of user-generated,
homebrew pages!


Advertisements: