Gengetsu (Shinobi World Supplement)
From D&D Wiki
Medium humanoid (Hozuki), chaotic neutral
Armor Class 19 (Natural Armor)
Saving Throws Con +8, Int +9
Chakra. Gengetsu has 48 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Endurance. When Gengetsu is targeted by an area effect that lets him make a Constitution 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. Gengetsu can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Afterglow. Once per turn when Gengetsu has advantage on any one attack roll, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 11 (3d6) damage.
Terrifying. While frightened of Gengetsu by any means, creatures must attempt a DC 17 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action.
Untraceable. Gengetsu can't be tracked by non-magical means unless she chooses to leave a trail.
Multiattack. Gengetsu 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. Gengetsu 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.
Killing Intent. Any creatures of Gengetsu's choice that can see or hear him must succeed a DC 17 Charisma saving throw or become frightened of him for 1 minute. Gengetsu may do this twice, regaining all uses at the end of a long rest.
Vanish (2 Chakra). As a bonus action while lightly obscured, Gengetsu becomes invisible. He remains invisible until he is no longer lightly obscured, takes the attack action, or casts a jutsu.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, Gengetsu 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.
Transformation (1+ Chakra). Gengetsu becomes identical to a person, creature or non-magical object he has 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 Gengetsu 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). Gengetsu's movement speed doubles, and his movement does not provoke attacks of opportunity.
Summoning Jutsu (36 Chakra). Gengetsu summons a giant clam underneath him.
Hydrification (3 Chakra). Gengetsu gains the ability to transform into or out of a liquid form at will once per turn for 1 minute. In this form, he gains immunity to bludgeoning, slashing, and piercing damage, but vulnerability to lightning and fire damage, and can squeeze through any space, no matter how small. After 1 minute of this being active, he returns to his solid form.
Drowning Water Blob (5 Chakra). One creature Gengetsu is grappling while Hydrification is active is no longer grappled and begins suffocating, and Gengetsu becomes restrained and occupies the target's space until this jutsu ends. Gengetsu must spend 1 chakra at the end of each of his turns to maintain this effect. If Hydrification ends while this jutsu is active, this jutsu ends, and Gengetsu takes 2d6 force damage as he is shunted to the closest open space.
Water Style Shadow Clone (5+ Chakra/Clone). Gengetsu creates up to five clones. Each clone has 30 hit points and the chakra spent creating it (this applies to things that would reduce the cost), but can not leave a 60 ft. radius of Gengetsu. The clones can take actions as normal, but do not benefit from the Extra Attack feature. Gengetsu controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, Gengetsu dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, Gengetsu regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Gengetsu, including equipment, features, and any effects affecting Gengetsu when he creates the clone. Any charges, such as from features or magic items, are shared between all clones and Gengetsu. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.
Steaming Danger Tyranny (15 Chakra). Gengetsu creates one small Water Style Shadow Clone that is Small and has a movement speed of X feet. Every time it moves at least 30 ft. on one of its turns, its size increases by 1 category. It may only use its action to detonate. Upon doing so, all creatures in a certain radius must succeed a DC 18 Dexterity saving throw, taking the following damage on a failure or half as much on a success. This also causes Gengetsu to not regain the base chakra spent to create the clone.
Water Gun (1 Chakra). Ranged Spell Attack: +10 to hit, range 20 ft., one target. Hit: 8 (1d8 + 4) magical piercing damage.
Water Gun: Two Gun Style (12 Chakra). Ranged Spell Attack: +10 to hit, range 30 ft., two targets. Hit: 11 (2d6 + 4) magical piercing damage and 6 (1d12) cold damage.
Water Balloon (15 Chakra). Gengetsu exhales a 15 foot radius cloud of bubbles anywhere within 60 feet that lasts for 1 minute. Once per turn per creature when a creature spends more than 10 ft. of movement while with this area, they must succeed a DC 18 Dexterity saving throw. On a failure, they take 11 (2d6 + 4) bludgeoning or acid damage.
Substitution (3+ Chakra). When Gengetsu is hit by an attack and would take damage, he decreases the damage by 19 (1d10 + 14) 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. Gengetsu can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.
Instant Water (1+ Chakra). When Gengetsu is hit by an attack, he moves 15 feet in any direction, including straight up. The damage taken is halved, and he may spend 3 additional chakra to make an unarmed strike immediately after. This can also be used as a bonus action.
Succeeding the First Mizukage, Gengetsu Hozuki is a hot tempered, stylish shinobi. In life, he had a long-standing rivalry with Mu, the second Tsuchikage, and thoroughly enjoyed picking on Onoki, ultimately leading to a long-standing rivalry between the two villages. After his death at Mu's hands, which was not without immediate retribution, he would be succeeded by the Third Mizukage.
Back to Main Page → 5e Homebrew → Campaign Settings → Shinobi World