Danzo (Shinobi World Supplement)
From D&D Wiki
Medium humanoid (Shimura), lawful evil
Chakra. Danzo has 37 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Discernment. When Danzo is targeted by an area effect that lets him make an Intelligence or Wisdom saving throw to take only half damage, such as Shade Style: Judgement or the Rinnegan's Human Path's Absorption Soul Technique, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.
Ninja Speed. Danzo can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Shimura Clan. When Danzo would drop to 0 hit points, he takes a turn immediately before the damage is applied.
Chakra Sense. When Danzo takes the search action while his sharingan is active, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Hashirama's Cells. Danzo benefits from the following:
Multiattack. Danzo can make 3 unarmed strike or kunai attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) bludgeoning damage.
Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Asuma 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.
Natural Health Regeneration (5 Chakra). As a bonus action, Danzo regains 4 (1d10 - 1) hit points.
Natural Chakra Regeneration. As a bonus action, Danzo regains 8 chakra and gains 1 level of exhaustion.
Transformation (1+ Chakra). Danzo becomes identical to a person, creature or non-magical object he 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 an Investigation check realize that he is transformed. If the creature saw him 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). Danzo's movement speed doubles, and his movement does not provoke attacks of opportunity.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, Danzo 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.
Cursed Tongue Eradication Seal (20 Chakra). Danzo applies a seal to the tongue of a creature he can touch that lasts until he deactivates it as an action or dies, choosing a specific type of information that the creature can not speak. Should they try, they become paralyzed until the beginning of their next turn, failing to say what they tried to say.
Blade of Wind (4 Chakra). Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.
Vacuum Serial Waves (10 Chakra). All creatures in a 25 ft. cone must attempt a DC 17 Dexterity saving throw, taking 9 (2d8) thunder damage and 9 (2d8) magical slashing damage on a failure. Creatures without chakra detection, blindsight, or truesight have disadvantage.
Izanagi. For the next ten minutes, when Danzo would die, he is restored to his maximum hit points anywhere within 15 feet of the position he casted this jutsu. This causes one of his Sharingan to go permanently blind. By default, Danzo has 11 Sharingan. On his 11th use, he loses his Kotoamatsukami action.
Sharingan (1 Chakra). As a bonus action, Danzo gains the following:
Coercion Sharingan (7 Chakra). While Danzo's sharingan is active, one creature within 100 ft. who Danzo can see the eyes of and is not blinded must make a DC 17 Charisma saving throw. On a failure, they are frightened for 1 minute (concentration), and they are knocked prone. As an action, the target can repeat the saving throw. Danzo may spend 5 chakra to remove the target's immunity to the frightened condition.
Phantom Sound Chains (12 Chakra). While Danzo's sharingan is active, one creature within 100 ft. who Danzo can see the eyes of and is not blinded must make a DC 17 Intelligence saving throw. On a failure, they are paralyzed for 1 minute (concentration). At the end of each of their turns, the target can repeat the saving throw. Danzo may spend 5 chakra to remove the target's immunity to the paralyzed condition.
Psycho Mind Transmission (20 Chakra). While Danzo's sharingan is active, he states what information he is searching for within the mind of one creature within 100 ft. who he can see the eyes of and is not blinded and makes an Intelligence saving throw. The DC for this saving throw is equal to the target's passive Insight. On a success, Danzo sees the memory of the target that is closest to the sought information. The relevancy of the memory found decreases by an amount relative to how much he failed by. If he fails by 10, he sees a completely mundane, unrelated memory.
Kotoamatsukami (8 Chakra, 100 Kotoamatsukami Charges). While his Sharingan is active, one creature Danzo can see the eyes of within 100 feet who is not blinded becomes charmed by him automatically. While charmed in this way, he may control their actions for 6 seconds (until the beginning of their next turn during initiative) at will once every minute. If they attempt to dispel any genjutsu affecting them, such as by retrying a saving throw or having the Yin Style basic technique cast on them, this jutsu automatically ends. Each time Danzo regains chakra points, he regains half as many charges for this feature, and he does not regain charges from chakra regained as part of a rest. He has 200 maximum Kotoamatsukami charges.
After using Kotoamatsukami, Danzo must attempt a DC 18 Constitution saving throw. On a failure, he takes 8 (3d4) psychic damage, and he gains 1 level of gradual blindness. For every other failure of this saving throw, he gains 1 level of exhaustion The DC on this saving throw increases by 1 on each use.
Hashirama Regeneration (5 Chakra). As a bonus action, Danzo regains 4 (1d10 - 1) hit points.
Substitution (3+ Chakra). When Danzo is hit by an attack and would take damage, he decreases the damage by 21 (1d10 + 16) 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. Danzo can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
Sharingan Dodge. As a reaction when Danzo is benefitting from sharingan, he imposes disadvantage on one attack against him. Danzo can use this 3 times, regaining all uses at the end of a short rest.
Replication. As a reaction when a creature Danzo can see uses a feature while his sharingan is active, he copies it, becoming able to use the feature in the exact same manner. If the feature is a class feature that must be activated in some way but does not have limited uses (i.e. making an Extra Attack, moving more than their standard movement speed using Unarmored Movement, or adding Foe Slayer's damage), Danzo may use it in the same manner for an amount of chakra equal to twice the level it was gained at. Danzo can not gain features with a limited number of uses that don't use a standard currency, features that are always active, or features from non-humanoid creatures. Danzo may have up to 3 of these features memorized at a time. Danzo may only use memorized features while his sharingan is active.
Spontaneous Tree Summoning (3 Chakra, 3 Hit Points). When Danzo is targeted by an attack roll or saving throw, he gains 1/2 cover until he moves at least 5 ft.
Along with his good friend Hiruzen Sarutobi, Danzo Shimura was among the first generation of shinobi to not be born into the Warring States Period. While Hiruzen continued to excel at increasing rates, Danzo became jealous, beginning a one-sided rivalry against him. When his rival was named Third Hokage, Danzo began scheming to become the next. Joining ANBU, he requested authorization from Hiruzen to begin Root, a splinter group under Danzo's exclusive control in charge of keeping track of and acting in the more clandestine form of shinobi action, something Hiruzen was incapable of doing. Kidnapping, experimenting on prisoners, cooperating with the rogue nin Orochimaru to gain functional Hashirama cells, and manipulating Hanzo the Salamander into eliminating the original Akatsuki is only a handful of what Danzo facilitated with his rule.
As threats of an Uchiha uprising grew closer, Danzo and Root was the only group willing to take direct action. Originally acting through Shisui Uchiha, he was forced to accelerate their plans, killing the legend and stealing one of his Mangekyou Sharingan, the other being taken by his next best option, Itachi Uchiha. Under Root's orders, Itachi slaughtered the entire Uchiha clan, leaving only his younger brother alive, and threatening to do the same to the rest of the village should any harm come to him. In the aftermath, the remaining sharingan were secretly split between himself, Orochimaru, and Madara Uchiha, and Root was officially disbanded, though it continued to operate in secrecy. When the Fifth Hokage became incapacitated due to Pain's Assault on the Hidden Leaf Village, Danzo became acting Hokage and the prospective Sixth Hokage during the Five Kage Summit, though his use of Kotoamatsukami had him barred from the meeting, and was killed by Sasuke Uchiha in retaliation for his clan.