Gekko (Shinobi World Supplement)
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Gekko[edit]
Medium humanoid (human), neutral evil Armor Class 19 (Natural Armor)
Saving Throws Dex +9, Int +9, Wis +7 Chakra. Gekko has 36 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When Gekko 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. Gekko can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. ACTIONSMultiattack. Gekko can make 3 unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage. Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Gekko 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. Transformation (1+ Chakra). Gekko 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 a DC 17 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). Gekko's movement speed doubled, and his movement does not provoke attacks of opportunity. 'Basic Ninjutsu Technique (1 Chakra). As a bonus action, Gekko 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. Cajolery of Glamor (12 Chakra). One creature within 50 feet must make a DC 17 Intelligence saving throw. On a failure, they are charmed for 1 minute (concentration). At the end of each of their turns, the target can repeat the saving throw. Coercion Genjutsu (7 Chakra). One creature within 50 feet must make a DC 17 Constitution saving throw. On a failure, they are frightened for 1 minute (concentration), and are knocked prone. At the end of each of their turns, the target can repeat the saving throw. Paranoia Technique (12+ Chakra). One creature within 30 ft. must attempt a DC 17 Wisdom saving throw. On a failure, they become taunted towards one creature of Gekko's choice for 1 minute (concentration). They may retry this saving throw each of their turns, ending this effect early on a success. Rasa may target an additional creature for every 3 additional chakra spent. False Surroundings (3+ Chakra). Gekko creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 5-foot cube in a spot that he can see within 30 ft. that lasts for 1 minute (concentration). It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. Gekko can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). Gekko may change this illusion at will and move it as an action while it is within range. If a creature touches the illusion or succeeds a DC 17 Investigation check, it is revealed to be false and they may choose to not experience it at will. Gekko may increase the maximum size of the illusion by 5 ft. for every 2 additional chakra points spent, and he may remove the need to concentrate on this jutsu for 12 additional chakra independent from this. Genjutsu Cursed Seal (20 Chakra). One willing or unconcious creature within 5 ft. that is under the effects of one genjutsu of Gekko's choice gains a seal. For 24 hours, they are under the effects of the genjutsu, which no longer requires concentration and can not be escaped using a saving throw. A creature may see how many minutes this jutsu has remaining based on the number of ticks in the seal's spiral, and Gekko may cast this jutsu on a creature under the effects of this jutsu for half as much, resetting its duration. If this seal is destroyed by any means, such as from this jutsu ending, the Unsealing Technique, or by removing the limb bearing the seal, the genjutsu this jutsu was effecting ends as well. REACTIONSSubstitution (3+ Chakra). When Gekko is hit by an attack and would take damage, he decreases the damage by 22 (1d10 + 17) 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. Naruto can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost. |
Shortly following the Fourth Shinobi World War, Gekko and his partner from the Land of Snow went on many missions together as a team of shinobi. Whoever, mere work wasn't enough for him, creating the Byakuya Gang, a group of thieves that stole from the rich and gave to the poor, though they took a sizable portion for themselves behind the scenes. Recognizing the potential in his partner's son, Ryogi, but being unable to convince him to introduce him to the life of a thief, he killed his partner and his wife, sealing away Ryogi's memories of discovering Gekko's identity as the assailant and adopting him. However, during an operation in the Leaf Village, Ryogi had his memories unsealed, turning on Gekko. Escaping via train, he was stopped in a flash of light by the Seventh Hokage. Before he could even process what had happened, he was behind bars in a Leaf Village prison. |
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