Doto (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.

Doto Kazahana[edit]

Medium humanoid (human), lawful neutral


Armor Class 22 (Chakra Armor)
Hit Points 82 (15d8 + 15)
Speed 50 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 16 (+3)

Saving Throws Str +5, Con +6
Skills Acrobatics +8, Deception +8, Perception +5, Persuasion +8, Stealth +8
Senses passive Perception 15
Languages Common
Challenge 13 (10,000 XP)


Chakra. Doto has 28 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Doto is targeted by an area effect that lets him make a Dexterity saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

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

Crystal Resonation. If another creature wearing Chakra Armor or their Chakra-Crystal Barrier touches Doto or his Chakra-Crystal Barrier, both creatures' barriers immediately drops to 0 hit points and can not be erected again for 1 hour. A creature wearing and attuned to a disabled set of Chakra Armor may attempt a DC 18 Arcana check as an action, fixing it on a success, thus allowing the barrier to be erected again.

ACTIONS

Multiattack. Doto makes 3 attacks with his unarmed strikes or kunai.

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

Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Doto may make 1 additional attack for every additional chakra point spent. Doto 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.

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

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Doto's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Doto 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 Doto 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 Rock-Destroying Rise (4 Chakra). As a bonus action, Doto's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage. Doto may fly up to 30 feet before making this attack.

Black Dragon Blizzard (15 Chakra). Doto makes a black ice dragon anywhere within 40 feet that lasts for 1 minute (concentration). The dragon has 40 hit points and 18 AC. Doto can form and control up to 3 dragons at a time. Beyond being Large, immune to cold damage and regains 1/2 as many hit points as cold damage it takes, resistant to fire and vulnerable to bludgeoning, it has the same statistics as Doto. The dragon acts on his initiative and he can use his action to command it. If he does not command it, it will not act in any way other than defensively. It has the following actions:

  • Multiattack. It can make one bite or self destruct attack and two claw or grapple attacks.
    • Bite deals 6 (1d8 + 2) cold damage.
    • Claw deals 5 (1d6 + 2) cold damage.
  • Grapple. The dragon uses the grapple attack.
  • Freezing Breath (5-6 recharge). The dragon exhales frost biting cold in a 20-foot cone. Each creature in that area must succeed a DC 15 Constitution saving throw. On a failed save, the creature takes 24 (4d10 + 2) cold damage and their movement speed is reduced to 0 until the end of their next turn. On a success, they take half as much damage and their movement speed is halved until the end of their next turn.
  • Self Destruct. The black ice dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft. into any direction and takes 11 (2d8 + 2) cold damage. Once this feature is used, the dragon is destroyed.

Tearing Dragon Fierce Tiger (5 Chakra). When Doto causes a black ice dragon to self destruct, the dragon is not destroyed. Additionally, he may use this jutsu as a reaction to a creature casting a Water Style jutsu to cause the Black Ice Dragon to self destruct on the caster, causing the Water Style jutsu to fail on a hit in addition to not being destroyed.

Twin Dragon Blizzard (5 Chakra). When Doto causes his black ice dragon to self destruct, any dragon jutsu under his control use their destruct as well. If he uses 'Tearing Dragon Fierce Tiger on a self destruct attack made as part of this jutsu, it costs 2 chakra.

Inspiring Words (1 Chakra). As a bonus action, one creature within 30 feet of Doto that can hear him gains a +3 bonus to their attack and damage rolls until the end of their next turn.

Understanding the Enemy. As a bonus action, Doto makes a DC 15 Insight check against one creature he can see within 30 feet. On a success, he learns one of their ability modifiers of his choice, or if they are above or below half their maximum hit points.

Chakra-Crystal Barrier (1 Chakra). As a bonus action, Doto erects a 10 foot radius chakra barrier that follows him. He may only have 1 barrier erected at a time, but he may spend chakra as a bonus action to grant the barrier three times as many hit points as chakra points spent. Each barrier has 50 hit points, and grants immunity to damage and effects from jutsu that are not taijutsu, and thrown weapon attacks to any creatures within it while erected. When at least 1 creature within the barrier would take damage the barrier makes them immune to, the barrier takes the damage instead.


Doto_Kazahana.png
[Source].

Two years after the death of the Fourth Hokage, Doto Kazahan, brother of Sosetsu Kazahan, leader of the Land of Snow, assassinated his brother in a power-hungry coup. Over the net few years, he and his personal guard, consisting of Nadare, Fubuki, and Mizore, traveled from town to town to instill loyalty through force, though the frigid Land of Snow lacks many towns. When Koyuki Kazahan, Doto's niece, returned to the Land of Snow as its rightful heir, Doto had his Three-Man Squad attack her to both secure his legitimacy and take her necklace; the key to the mysterious treasure of the Land of Snow. After she was successfully captured, though after the loss of most of his men, he discovered that the key she held had been a fake, switched by Kakashi in her sleep. Using her as a hostage, he drew in Team 7, with each of them having a shot at him, stealing the key back from Kakashi, only to discover that the treasure he had sought for decades was nothing more than a light-based generator. But as the Land of Snow began to melt, giving way to a "Land of Spring", the energy of the generator enhanced Naruto's chakra, culminating in a "Rainbow Rasengan" that drilled through Doto's armor, killing him and releasing the full force of the generator's power.



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