Fu (Shinobi World Supplement)
Fu[edit]
Medium humanoid (Human), chaotic good Armor Class 16 (Natural Armor)
Saving Throws Con +8, Cha +7 Chakra. Fu has 38 chakra points which she can expend. All chakra points are regained at the end of a long rest. Evasion. When Fu is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save. Ninja Speed. Fu can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Red Chakra. Some of Fu's features grant her "red chakra". If her own chakra is less than her red chakra, she must attempt a DC 14 Constitution saving throw at the end of each of her turns. On a failure, she gains 1 level of exhaustion. This DC increases to 16 in Initial Release, 18 in Tailed Release, and 20 in Tailed Beast Mode. These special "red" chakra are counted separately from her normal chakra. She can use this chakra on one Jutsu or spread them across multiple, but she can not spend these points and her own normal chakra points on the same jutsu. This chakra can extend above his chakra point maximum, and is lost at the end of a short rest. ACTIONSMultiattack. Fu 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) magical bludgeoning damage. Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Fu may spend up to 3 chakra when she 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, Fu makes two unarmed strikes Leaf Gust (8 Chakra). Fu 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 Fu's choice. Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Fu 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 Fu casts this Jutsu while submerged in a liquid, the Jutsu carries her to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement speed increases by half its total (rounded down), and attacks of opportunity against her have disadvantage. Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Fu's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of her next turn. Hidden Chakra. When Fu has less than half his maximum chakra, she gains 15 red chakra. She may use this once, regaining all uses at the end of a long rest. Initial Release. As a bonus action, Fu enters Initial Release. This reveals her as a Jinchūriki to anyone that can see her and anyone who can detect magic or see chakra may make an Insight check, and she gains the following benefits:
Tailed Release. While Initial Release is active, Fu gains the following:
Flying Jinchuriki. As a bonus action while Initial Release or Tailed Release is active, Fu gains a flying speed equal to her movement speed. She must spend 2 chakra at the beginning of each of her turns to maintain this effect. Tailed Beast Mode. As a full turn action, Fu becomes identical to Chōmei with the same percentage of hit points remaining. If she is reduced to 0 hit points, Fu returns to her normal form. Fu keeps her features, chakra points, and chakra point maximum while in this form. Fu loses 6 chakra and gains 3 red chakra at the end of each of his turns. Insect Amplification (3 Chakra). When Fu casts a jutsu that deals damage, all of its damage is converted into poison damage. Additionally, if the target fails jutsu's this saving throw, they become poisoned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. If the jutsu did not have a saving throw, the target must attempt a DC 16 Constitution saving throw after they take damage. Scale Powder (4 Chakra). All creatures within 60 ft. of Fu must attempt a DC 16 Wisdom saving throw. On a failure, they are blinded until the beginning of Fu's next turn. Flying Claw (2 Chakra). As a bonus action, Fu jumps 20 feet straight into the air until the beginning of her next turn. Takigakure Whirlwind (2 Chakra). While Fu is at least 20 feet above the ground, she moves to an open space within 10 ft. any distance below her without taking damage from falling. One creature within 5 feet of this area must attempt a DC 16 Strength saving throw. On a failure, they take 14 (2d10 + 3) magical bludgeoning damage. On a success, they take half as much damage. Wave Transmission (7 Chakra). Fu can telepathically communicate with up to 4 creatures within 5 miles that are touching one surface she is touching for 1 minute (concentration). She must share a language with them, and can only communicate verbally. Net-Shaped Prison (10+ Chakra). One creature within 30 feet must succeed a DC 15 Wisdom saving throw or become restrained for 1 minute (concentration) on a failure. They may retry this saving throw at each of their turns, ending this effect on a success. When Fu casts this jutsu, she may target an additional creature for every 3 additional chakra spent. REACTIONSSubstitution (3+ Chakra). When Fu is hit by an attack and would take damage, she decreases the damage by 20 (1d10 + 15) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Fu can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost. |
Being the younger of the two children of Hisen, head of the Hidden Waterfall Village, Fu had Chōmei sealed inside her at a very young age. Being protected constantly by Shibuki, following Naruto's example of a peaceful world, as well as not wanting to lose his only remaining family member, Fu developed a carefree, playful personality that often fueled reckless actions. One day, on her way back from a simple mission alongside her teammates Kegon and Yoro, she was cornered by Kakuzu and Hidan. Despite knowing Kakuzu's shady reputation as a rogue nin, she was still excited to meet such a legendary shinobi from her home, though the two solemnly told her they hadn't come to befriend her. After a brief battle, she was captured, and Chōmei was sealed within the Gedo Mazo. When the Fourth Shinobi World War began, she and the other jinchuriki were revived by Kabuto and Obito to apprehend Naruto and B in order to resurrect the Ten-Tails, though ultimately the two strongest jinchuriki, and later Kakashi and Might Guy as backup, were able to defeat the team of beasts, leading to Obito finding an alternate solution. Following Kabuto's defeat, Fu and the other jinchuriki's souls returned to the afterlife. |
Back to Main Page → 5e Homebrew → Campaign Settings → Shinobi World