Haku (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.

Haku Yuki[edit]

Medium humanoid (Yuki), lawful neutral


Armor Class 20 (Natural Armor)
Hit Points 76 (17d8)
Speed 60 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 10 (+0) 18 (+4) 15 (+2) 10 (+0)

Saving Throws Dex +10, Int +10
Skills Acrobatics +10, Medicine +8, Nature +10, Perception +8, Stealth +10
Senses passive Perception 18
Languages Common
Challenge 17 (18,000 XP)


Chakra. Haku has 44 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Specialized Chakra. Haku has 11 specialized chakra points which he can expend on jutsu labeled Ice Style. All chakra points are regained at the end of a long rest.

Evasion. When Haku 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. Haku can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Silent Killing. Once per turn when Haku has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 14 (4d6) damage.

ACTIONS

Multiattack. Haku makes three unarmed strike or senbon attacks.

Unarmed Strike. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 4) magical bludgeoning damage.

Senbon. Thrown Weapon Attack: +11 to hit, range 10/30 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Haku may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional senbon deals 4 (1d4 + 2) piercing damage on a hit. Haku may add 11 (4d4) additional damage to one of these additional attacks.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Haku 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). Haku 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 19 Investigation check realize that he is transformed. If the creature saw Haku 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). Haku's movement speed doubles, and his movement does not provoke attacks of opportunity.

Ice Style Aura. As a bonus action, Haku begins exuding dangerous chakra up to a number of feet equal to the amount of chakra spent at the beginning of each subsequent turn x 5. This effect ends if he stops spending chakra. Any creatures that end their turn in this area take 3 (1d6) cold damage. Any attacks made against Haku by creatures inside this area have disadvantage, and if he is subject to a saving throw caused by a creature inside this area, he has advantage.

Ice Style: Crystal Ice Mirrors (18 Chakra). Haku creates a 30 ft. dome of ice mirrors that lasts for 1 minute (concentration). At the start of its turn, a creature inside takes 9 (1d8 + 5) cold damage. A creature can enter the dome freely; however when trying to leave through the dome, it must break one mirror with a successful DC 19 Strength or Dexterity saving throw, their choice, as an action. On a failure, Haku can make an attack of opportunity. This doesn’t use her reaction. If at least 5 mirrors are destroyed, this jutsu ends. While this jutsu is active, you cannot use other Jutsu.

Additionally, creatures within the dome when it is created must attempt a DC 19 Wisdom saving throw, taking 4 (1d8) piercing damage and being frightened for 1 minute on a failure. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Ice Style: Crystal Ice Mirror: Reflect. While within Crystal Ice Mirrors' dome, Haku may become untargetable by any effect until the jutsu ends. While this is active, he may only use his turn to end this effect or make one attack against any creature within the dome for 2 chakra. This attack gains a +6 bonus to its attack and damage rolls. On a miss, they may make an opportunity attack against Haku.

Ice Style: Certain-Kill Ice Spears (24 Chakra). All creatures within a 30 foot radius must attempt a DC 19 Strength saving throw. On a failure, they take 14 (2d8 + 5) cold damage and 9 (2d8) piercing damage, are pushed out of this jutsu's range, and the area targeted by this jutsu becomes full cover with 13 AC and 15 hit points for every 5 ft. cubic area. This technique deals double damage to buildings and structures.

Ice Style: Ice Rock Dome of Magnificent Nothingness (8+ Chakra). Haku creates a 10 foot radius dome of ice around him. The Ice Dome has 18 AC and 50 hit points, is immune to cold damage, resistant to fire damage, and vulnerable to bludgeoning damage. Attacks and effects from once side of the barrier that target the other side target the barrier instead, including visual and auditory genjutsu, despite being able to see and hear through the dome as easily as without.

If the the dome breaks, the creature closest to the effect or damage that broke the barrier is hit first with the leftover damage. As a bonus action for 4 chakra, Haku can cause the barrier to regain 15 hit points. You must spend 4 chakra at the beginning of your turn to maintain this jutsu.

Ice Style: Thousand Needles of Death (4 Chakra). One creature within 30 feet must make a DC 21 Dexterity saving throw, taking 12 (2d6 + 5) cold damage and 4 (1d8) thunder damage, have its movement speed reduced by 10 ft. until the start of your next turn on a failure, and be blinded for 1 minute. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Additionally, they must attempt a DC 18 Constitution saving throw, taking 4 (1d8) poison damage and being poisoned for 1 minute. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Ice Style: Cold Attack of the Demon (10 Chakra). When a creature within 30 feet takes water damage or damage from a Water Style jutsu, they must succeed a DC 19 Dexterity 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.

Ice Style: Devil Region Ice Death (3 Chakra). As a bonus action while Crystal Ice Mirrors is active, every creature within the mirrors must attempt a DC 19 Constitution saving throw. On a failure, they 17 (2d6 + 10) cold damage. On a success, they take half as much damage. Immediately after using this jutsu, Crystal Ice Mirrors ends as the mirrors shatter.

Ice Style: Mirroring Thin Ice (3 Chakra). As a bonus action, Haku teleports into one Crystal Ice Mirrors dome he has created. If he is still within the area of an effect, or if the effect automatically effects him, he as still targeted by it.

Threatening Stolen Blade (3-5 Chakra). When Haku attempts to disarm a creature (see link or DMG pg. 271), he gains advantage on the check. If he succeeds, he may spend 2 additional chakra to automatically deal the weapon's damage to the target the first time they attempt to act or move in any way before the end of their next turn while they are within his reach.

Pressure Point False Killing (10 Chakra). Haku makes a senbon attack. On a hit, the target enters a death-like state. They may attempt a DC 18 Wisdom saving throw at the end of each of their turns, ending this effect early on a success. A creature that is aware of this jutsu may prepare for it as a bonus action, causing this jutsu to automatically succeed against them, but allowing them to end its effects at will after the end of their next turn.

REACTIONS

Substitution (3+ Chakra). When Haku is hit by an attack and would take damage, he decreases the damage by 24 (1d10 + 19) 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. Haku can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Ice Style: Ice Rock Dome of Magnificent Nothingness (8+ Chakra). When he is targeted by an attack, Haku creates a 10 foot radius dome of ice around him. The Ice Dome has 18 AC and 50 hit points, is immune to cold damage, resistant to fire damage, and vulnerable to bludgeoning damage. Attacks and effects from once side of the barrier that target the other side target the barrier instead, including visual and auditory genjutsu, despite being able to see and hear through the dome as easily as without.

If the the dome breaks, the creature closest to the effect or damage that broke the barrier is hit first with the leftover damage. As a bonus action for 4 chakra, Haku can cause the barrier to regain 15 hit points. You must spend 4 chakra at the beginning of your turn to maintain this jutsu.

Ice Style: Mirroring Thin Ice (3 Chakra). When Haku is targeted by any effect, including attacks, Haku teleports into one Crystal Ice Mirrors dome he has created. If he is still within the area of an effect, or if the effect automatically affects him, he as still targeted by it.

Haku%27s_shinobi_attire.png
Haku holding a hunter-nin mask, [source].

Good-hearted, compliant, and eager, Haku's personality disguises a traumatic past. Born in a small village in the Land of Water, Haku and his mother hail from a clan with the ability to use the Ice Style Kekkei Genkai. After repeated wars, they were feared, hated, and limited in number, with the few who survived the war being believed to only invite further conflict. His father killed his mother after learning of this dark secret, and attempted to kill him, resulting in his own sudden orphaning when he destroyed his childhood home with a mountain of ice spears. A wandering, broken, unwanted child, he eventually dedicated his life to serving Zabuza Momochi after discovering that they had similar trauma; the "same eyes" in his own words. As he was trained to be Zabuza's ultimate weapon, he regularly served as a hunter-nin, mastering a variety of skills, from medicine to recognizing animal patterns. Despite enjoying his time as a Mist nin, he only ever served Zabuza. When the Kaguya clan attacked the Mist, Zabuza and Haku stayed on the edge of town, watching the conflict. When Kimimaro crossed their path, Haku wished to interact with the boy and potentially add him to their group, but Zabuza favored their stealth over numbers. Having surpassed his master, Haku lead the charge on Zabuza's ultimately failed coup, standing les than favorably against the Mizukage and his backers.

One of the few remaining shinobi to stay by Zabuza's side after the failure, Haku followed the orders of whoever Zabuza was working for, save for those that would put his wielder in danger. Under Gato's pay, Haku rescued Zabuza from Kakashi Hatake and his underlings, not engaging so the two could make use of the intel gathered. However, as his master healed, Haku incidentally stumbled onto Naruto Uzumaki. Recognizing that they both lived to prove their worth to another, they gradually became friends, if with some surprise from his androgyny. In their next conflict, Zabuza intentionally split Kakashi from the group, leaving Naruto and Sasuke to Haku. While the pain allowed Sasuke to slightly keep up with Haku, his apparent death put Naruto overboard, awakening a huge portion of his latent Nine-Tails chakra. After crushing Haku's mask, Naruto came back to his sense, but it was too late. In order to protect Zabuza one final time, Haku dashed to Zabuza's side, taking a Chidori straight to the heart.

Following Kabuto joining the Akatsuki in order to begin the Fourth Shinobi World War, Haku and Zabuza were resurrected alongside Pakura and Gari to do battle with the Taijutsu Division. However, between Might Guy and an improved Kakashi they and their resurrected comrades were quickly allowed to return to the afterlife, for which Haku was grateful.


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