Hana (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.

Hana Inuzuka[edit]

Medium humanoid (Inuzuka), lawful good


Armor Class 18 (Natural Armor)
Hit Points 94 (17d6 + 34)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 16 (+3) 14 (+2) 10 (+0)

Saving Throws Dex +8, Int +8
Skills Acrobatics +8, Animal Handling +7, Nature +8, Stealth +8
Senses passive Perception 12
Languages Common
Challenge 15 (13,000 XP)


Chakra. Hana has 43 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Beast-Nin. Hana's companions are the Three Haimaru Brothers. The brothers are controlled by Hana, act on her turn, and use her actions and bonus actions. If her companion dies, she must wait 2d4 days before she can choose another.

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

Keen Senses. Hana has advantage on Wisdom (Perception) checks while the Three Haimaru Brothers is within 30 feet of her. Additionally, if she has spent at least 5 hours with a creature, she memorizes their scent, if they have any. Hana knows the location and identity of a creature whose scent she has memorized while she is within half his movement speed of them.

ACTIONS

Multiattack. Hana makes three 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. Hana 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.

Imitation Beast Ninja Art: Four Legs (5 Chakra). Hana's movement speed increases by 5 ft., she is not effected by the prone condition, and her unarmed strikes' attack rolls gain a +1 bonus for 1 minute (concentration).

Imitation Human Ninja Art: Beast Human Clone (5 Chakra). The Three Haimaru Brothers becomes indistinguishable from Hana, and anything actively affecting Hana with a duration shorter than 24 hours when she casts this jutsu affects the Three Haimaru Brothers for 1 minute.

Passing Fang (6-16 Chakra). Hana moves in a 55 ft. line. Any attacks of opportunity made against her during this movement have advantage. Every creature in the line must make a DC 16 Dexterity saving throw. On a failure, they take 22 (5d6 + 3) magical bludgeoning, slashing, or piercing damage. On a success, they take half as much damage. This deals an extra 3 (1d6) damage for every 2 additional chakra points.

Man-Beast Ultimate Taijutsu: Fang Over Fang (12-48 Chakra). Both Hana and the Three Haimaru Brothers use Passing Fang. If both Hana and at least one of the Three Haimaru Brothers' lines are within 5 ft. of each other, creatures that fail their saving throw can not make reactions until the end of their next turn

Fang Beheading Fang (3-12 Chakra). When Hana uses Passing Fang, if one creature at the end of the line rolls a 1 on their saving throw, they gain the effects of a critical hit. If you are using a critical failure variant rule, their critical failure threshold increases by 1. Hana may increase the target's critical failure threshold by 1 for every 3 additional chakra spent.

Man Beast Taijutsu Secret Technique: Fang Heaven Wolf (3+ Chakra). When Hana uses Passing Fang, its range gains 1 turn (i.e. she may move 30 ft. forward and 15 ft. up). Hana may add an additional turn for every 4 chakra spent.

Absolute: Fang Over Fang (5 Chakra). When Hana uses Man-Beast Ultimate Taijutsu: Fang Over Fang, one creature at the end of both Hana and at least one of the Three Haimaru Brothers' lines takes an additional number of d6 bludgeoning, slashing, or piercing damage equal to the average number of damage dice both creatures roll, rounded down (i.e. if Hana deals 5d6, and the brother deals 8d6 damage, this jutsu deals 6d6 damage).

Fang Rotating Fang (5 Chakra). As an action, Hana moves up to 25 feet. Any creatures in a 5 ft. radius of her path must make a DC 16 Strength saving throw or be pushed back 5 ft. and knocked prone, and take 4 (1d6 + 3) magical bludgeoning, slashing, or piercing damage, and Hana gains resistance to nonmagical bludgeoning, piercing, and slashing damage until the beginning of her next turn. Hana may spend 5 chakra at the beginning of each of her turns to maintain this effect, and she may spend 5 additional chakra to use this as a reaction.

Wolf Fang Over Fang (6 Chakra). Until the end of Hana's turn, her unarmed strikes deal twice as much damage, she takes 1/4 the damage his unarmed strikes or taijutsu deals (rounded down), and she is blinded.

Transformation (1+ Chakra). Hana becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and she can not recreate a magical effect. Creatures must make a DC 16 Investigation check to realize that she is transformed. If the creature saw her 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). Hana's movement speed doubles, and his movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Hana can move across liquid surfaces as if they were solid. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round.

REACTIONS

Substitution (3+ Chakra). When Hana 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. Hana can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Haimaru_brothers.png
[Source]

Graduating the Academy in the same class as Itachi and Izumi Uchiha, Hana Inuzuka quickly became one of the more skilled dog breeders in the Hidden Leaf Village, even breeding a trio of some of the physically strongest ninken thus far. The eldest, and favorite, child of clan leader Tsume Inuzuka and her estranged husband, she and her mother fended off numerous Sand and Sound Village shinobi during the Konoha Crush. After her younger brother Kiba, and the pup she had bred for him, were almost fatally injured fighting Sakon and Ukon, she was the one to bring them back to the hospital and treat them. Taking on variety of missions over the next three years, she was ordered by her mother to protect the pups during Pain's invasion of the Leaf Village, evacuating the ninken before the village was leveled. As a member of the Allied Shinobi Forces' Special Attack Division during the Fourth Shinobi World War, she cut down wave after wave of zetsu, clearing the way for other divisions to advance.

Three Haimaru Brothers[edit]

Medium humanoid (ninja dog)[[Category:ninja dog Tag]], neutral good


Armor Class 15 (Natural Armor)
Hit Points 94 (17d6 + 34)
Speed 55 ft.


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

Saving Throws Str +6, Dex +8
Skills Acrobatics +8, Athletics +6, Nature +6, Perception +7, Performance +5, Persuasion +5, Stealth +8, Survival +7
Senses passive Perception 17
Languages Common
Challenge 15 (13,000 XP)


Chakra. The brother's features use Hana's chakra.

Keen Sense. The brother has advantage on Wisdom (Perception) checks that rely on scent.

Pack Tactics. The brother has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.

Companion. The brother's companion is Hana. The brothers may occupy Hana's space. When Hana takes the Attack action, the brothers may make attacks as well. These attacks count as Hana's for the sake of how many attacks he can make when he takes the Attack action.

Three Brothers. The Three Haimaru Brothers share a single pool of hit points and hit dice. If more than one of the brothers is targeted by the same damaging effect, they only take the highest damage between the three. If this pool is reduced to 0, the brother that took the damage is reduced to 0 hit points, and the other two are dropped to 1.

ACTIONS

Unarmed Strike. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical piercing damage.

Double Barrage. As a bonus action after Hana uses her Multiattack and makes all of her attacks herself, the brothers makes three unarmed strikes.

Dynamic Marking (3 Chakra). Ranged Spell Attack: +8 to hit, range 15/30 ft., one target. Hit: Hana and the brothers are aware of the target's exact position while they are within 60 ft., and they are not affected by the blinded condition in relation to the target. This lasts for 1 minute.

Dance of the Dust Cloud (2 Chakra). The brother uses its front paws to create a large cloud of dust. All friendly creatures in a 10 ft. radius can make a Stealth check with advantage as a reaction.

Chakra Fang (2+ Chakra). Melee weapon attack +6 to hit, reach 5ft., one creature. Hit 14 (4d4 + 1) magical piercing damage. For each chakra point spent above 2, the ninja dog may deal an additional 3 (1d4) damage.

Body Flicker (3 Chakra). The brother's movement speed doubles, and their movement does not provoke attacks of opportunity.

'Basic Ninjutsu Technique (1 Chakra). As a bonus action, the brother can move across liquid surfaces as if they were solid. If they are submerged, they rise to the surface of the liquid at a rate of 60 feet per round.

REACTIONS

Substitution (3+ Chakra). When the brother is hit by an attack and would take damage, they decrease the damage by 20 (1d10 + 15) and teleports up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. The brother can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.



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