Hanzaki (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.

Hanzaki[edit]

Medium humanoid (human), lawful neutral


Armor Class 15 (Natural Armor)
Hit Points 91 (14d8 + 28)
Speed 60 ft.


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

Saving Throws Con +6, Int +5
Skills Acrobatics +6, Animal Handling +5, Athletics +11, Medicine +5, Persuasion +5
Senses passive Perception 11
Languages Common
Challenge 12 (8,400 XP)


Chakra. Hanzaki has 31 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Iaidō. On his first turn, or if he did not deal damage on his previous turn, Hanzaki's first attack roll with a melee weapon is made with advantage or deals twice as much damage. Additionally, his first time drawing and stowing a melee weapon on each of his turns no longer takes his item interaction and can be done as at will.

Ninja Speed. Hanzaki can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Evasion. When Hanzaki is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Great Weapon Fighting. When Hanzaki rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, such as his zanbato, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

ACTIONS

Multiattack. Hanzaki makes 3 attacks with his unarmed strike, kunai, or zanbato attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. For every chakra point spent, Hanzaki may make one additional attack. Each additional kuani deals 3 (1d4 + 1) piercing damage on a hit.

Zanbato. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical slashing damage. If the target is mounted or a mount, the rider must make a DC 15 Dexterity (Animal Handling) check. On a failed check, the rider is forcibly dismounted, and both the rider and the mount are knocked prone.

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

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

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Hanzaki's choice.

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

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage. Hanzaki may fly up to 30 feet before making this attack.

Swift Strike Knockout (2 Chakra). When Hanzaki makes a melee attack that deals bludgeoning damage against a creature that is not a construct, undead, or elemental, if twice the attack's damage would reduce the target to 0 hit points, they are knocked unconcious for 1 hour or until another creature wakes them as an action, otherwise they take no damage.

Iai-Nuki (2-4 Chakra). As a bonus action while Hanzaki is prone, or as a reaction when he falls prone for 2 additional chakra, he immediately stops being prone and makes a katana attack.

Existence Beheading (1 Chakra). When Hanzaki hits a creature with a weapon attack, the target isn't affected by effects of the attack until he is no longer wielding the weapon he made this attack with. If they complete a long rest before he stops wielding your weapon, they stop being affected by this jutsu.

REACTIONS

Substitution (3+ Chakra). When Hanzaki is hit by an attack and would take damage, he decreases the damage by 17 (1d10 + 12) and teleport 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 takes any remaining damage from that attack. Hanzaki can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Hanzaki.png
[Source].

Once the strong leader of the Fuma Clan in the Land of Rice Fields, Hanzaki valued his pride over Orochimaru's promises of supposed grandeur. However, as his clan joined his adversary, dispersed, or died, he fell into squalor, being forced to steal and kill to survive. When Jiraiya and Naruto investigated the Land of Sound in hopes of finding information on Sasuke, he attempted to rob them, but was terrified to discover the power of his targets. Following their investigation, Sasame and Kotohime joined him in hopes of reforming the Fuma Clan.



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