Hamura, Tenseigan (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.

Hamura Otsutski[edit]

Medium humanoid (Hyuga/Hamura), lawful good


Armor Class 22 (Natural Armor)
Hit Points 240 (32d8 + 96)
Speed 75 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 16 (+3) 18 (+4) 12 (+1) 10 (+0)

Saving Throws Str +10, Dex +12
Skills Acrobatics +12, Arcana +12, Athletics +10, Perception +13
Senses passive Perception 24
Languages Common
Challenge 26 (90,000 XP)


Chakra. Hamura has 65 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Otsutsuki Chakra. Hamura has 50 additional chakra points which he can expend. These chakra points can be regained as a bonus action for 1 chakra not granted by this feature.

Evasion/Discernment. When Hamura is targeted by an area effect that lets him make a Dexterity, Intelligence, or Wisdom 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. Hamura can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Byakugan. Hamura can see in 360 degree vision in a 15 foot radius, can not be surprised while conscious, and can see through objects that would not block his Chakra Sense.

Chakra Sense. When Hamura takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 60 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 2 feet of stone, 2 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt.

Dying Breath. At the beginning of each of Hamura's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.

Dream-Speak. Hamura can telepathically enter a creature's dreams so long as he has seen them at least once, but can only communicate with them. Additionally, he can telepathically communicate with creatures within 500 feet.

Mastered Tenseigan. Hamura can see up to 4 miles away clearly. Rain, fog, and dim light do not effect his sight. In addition, when he uses a Jutsu, he can expend up to 24 additional chakra points. For every 5 chakra expended, the range of the Jutsu is doubled. For example, a Jutsu with a range of 10 ft. becomes 20 ft. at 5, 40 ft. at 10, 80 ft. at 15, and 160 ft. at 20.

Truth-Seeking Orbs. Hamura has 6 Truth-Seeking Orbs. As a reaction whenever he would take damage, he may reduce the damage he takes by the amount of damage he chooses to have his orbs take. Each orb has 100 hit points. If an orb is reduced to 0 hit points, it is destroyed and disappears. Hamura's orbs are immune to all damage and the effects of any jutsu, spells, or features that cost chakra that he does not cast. This immunity is ignored by taijutsu, senjutsu, non-magical effects and attacks, and jutsu that use chakra granted by Six Paths Power; and they have resistance to damage that would otherwise ignore immunity.

ACTIONS

Multiattack. Hamura makes three unarmed strike attacks.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (5d4 + 4) magical bludgeoning damage.

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

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

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

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Hamura 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 Hamura 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.

Palm Bottom (1+ Chakra). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: the target is stunned until the end of their next turn. For every additional chakra point spent, the target takes an additional 2 force damage.

Chakra Disruption (2 Chakra). One creature within 5 ft. must attempt a DC 20 Constitution saving throw. On a failure, the target cannot cast spells of 1st level or higher or use any Jutsu feature that uses chakra until the end of Hamura's next turn. However, it may continue to concentrate on spells or Jutsu that it cast before being affected by Chakra Disruption.

Body Blow (4+ Chakra). Each creature within a 5 ft. radius must succeed a DC 21 Strength saving throw or take 9 (1d8 + 5) force damage and be pushed to the edge of this jutsu’s range. Hamura can add an additional 5 (1d8) damage and 5 feet to the affected radius and the distance the target is pushed for every 2 additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage. Hamura may spend 4 additional chakra separate from the previous effects to use this as a reaction when he is targeted by a ranged attack, causing the attack to miss in addition to this jutsu's normal effects.

Rotation (3 Chakra). Any creatures in a 10 ft. radius must make a DC 21 Strength saving throw or be pushed back 10 ft. and knocked prone. If a creature enters this range after the initial use, they must succeed a DC 21 Dexterity saving throw or take 9 (1d8 + 5) force damage. Ranged attacks that must pass within the sphere have disadvantage, and Hamura gains resistance to nonmagical bludgeoning, piercing, and slashing damage. This lasts until the beginning of Hamura's next turn.

Heavy Palm (1 Chakra). As a bonus action after hitting with an unarmed attack, the target must succeed a DC 21 Constitution saving throw or be stunned until the end of Hamura's next turn.

Air Palm (4-7 Chakra). Ranged Spell Attack: +13 to hit, range 60 ft., one target. Hit: 18 (2d12 + 5) thunder damage. Whether or not it hits, the targeted creature must make a DC 21 Strength saving throw. On a failure, it is pushed back 10 ft. As a bonus action for 3 additional chakra, Hamura may make an unarmed strike with advantage.

Eight Trigrams Mountain Crusher (16 Chakra). Ranged Spell Attack: +13 to hit, 60 ft. x 10 ft. line. Hit: 18 (2d12 + 5) thunder damage. Whether or not it hits, the targeted creature must make a DC 21 Strength saving throw. On a failure, it is pushed back 30 feet. If they collide with a sturdy surface such as a wall or large rock, they take an additional 12 (3d4 + 4) bludgeoning damage.

Puppet White Attack (20 Chakra). All creatures in a 20 ft. cube 5 ft. from Hamura must attempt a DC 21 Constitution saving throw. On a failure, they take 64 (10d10 + 5) force damage, are pushed to the edge of the area, and are knocked prone on a failure. On a success, they take half as much damage. This Jutsu ignores Endurance.

Chakra Transfer Technique (1+ Chakra). One creature that Hamura touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum, and Hamura may grant them the ability to cast 1 jutsu that he knows until they lose any chakra he granted them, but they must spend at least 1 chakra he granted them on this jutsu. A creature may only learn 1 jutsu in this way from any single creature. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest.

Deva Path: Shinra Tensei (5+ Chakra). As an action, or as a reaction for 5 additional chakra when he is targeted by an attack, every creature within a 5 ft. radius must succeed a DC 21 Strength saving throw or take 12 (2d6 + 5) force damage and be pushed to the edge of this jutsu's range. For every additional chakra point spent, this jutsu deals an additional 3 (1d6) damage and its range increases by 5 feet. If more than 20 chakra is spent, objects take double damage. Hamura may not use a Deva Path jutsu again until the beginning of his next turn.

Deva Path: Banshō Ten'in (2+ Chakra). Any creature of Hamura's choice within a 10 ft. radius must succeed a DC 21 Strength saving throw or be pulled towards him. Hamura can increase this jutsu's range by 5 feet for every additional chakra point spent. Hamura can stop pulling a creature at any range (i.e. stop them 10 feet from him instead of 5 feet). After casting this jutsu, he can not use any Deva Path jutsu again until the beginning of his next turn.

Deva Path: Flight (5+ Chakra). Until the beginning of his next turn, Hamura gains a 5 ft. flying speed. He may increase this flying speed by 5 ft. for every additional chakra point spent. After casting this jutsu, he can not use any Deva Path jutsu again until the beginning of his next turn.

Truth-Seeking Jutsu. As part of casting another jutsu that deals damage, Hamura adds at least 1 truth-seeking orb within 5 feet of him. The jutsu’s damage and ranges are increased by half. Included orbs take half as much damage as the jutsu deals, divided equally between each orb (rounded up).

Sword of Nunoboko. Hamura shape's 3 truth-seeking orbs into his double helix Sword of Nunoboko. While wielding this weapon in one hand, his unarmed strikes attack every creature in a 20 foot cone, using the same attack and damage rolls, and deal force damage.

Manipulation. As a bonus action, Hamura shapes one Truth-Seeking Orb into any mundane object with an area no larger than a 15 ft. radius sphere, including weapons. Alternatively, he can shape it into a flat surface up to 10x10x0.04 feet in size. Pushing, dragging, or lifting his orbs requires 600 lbs of force. He may manipulate them up to 60 feet from him as a free action or bonus action, they have an AC of 18, and have a movement speed of 60 feet. Orbs can not occupy the same space as a creature. If such a situation occurs, they must attempt a DC 20 Dexterity saving throw. On a failure, they are pushed to the closest edge of the orb, take 10 (2d6 + 3) force damage, and are knocked prone. On a success, they are pushed to the closest edge of the orb.

Truth-Seeking Orb Execution (6 Chakra/Turn). In place of Hamura's action, bonus action, reaction, and his entire movement speed, Hamura places his hand on a creature’s head, shaping an orb into a needle that slowly burrows into their brain. This lasts for 5 turns (concentration), after which if the targeted creature doesn’t move and he did not lose concentration, they are killed instantly and reduced to atoms.

REACTIONS

Rotation (9 Chakra). When Hamura is targeted by a ranged attack while Byakugan is active, any creatures in a 10 ft. radius must make a DC 21 Strength saving throw or be pushed back 10 ft. and knocked prone. If a creature enters this range after the initial use, they must succeed a DC 20 Dexterity saving throw or take 9 (1d8 + 5) force damage. Ranged attacks that must pass within the sphere have disadvantage, and Hamura gains resistance to nonmagical bludgeoning, piercing, and slashing damage. This lasts until the beginning of Hamura's next turn.

Hamura.png
[Source]

As he guided his clan in the Land of the Moon, Hamura's strong spiritual connection to his followers condensed within his eyes, granting them sight into the spiritual realm itself. Dubbing this power the Tenseigan, he attempted to shape the destinies of his followers from the source. Fearing that he would not be able to protect them forever as his death drew near, and seeing the rising threat of Indra's "ninjutsu", he sealed off the passageway in the Land of Ancestors with the Gatekeeper.



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