Hanzo (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.

Hanzo[edit]

Medium humanoid (Hanzo), lawful neutral


Armor Class 20 (Natural Armor)
Hit Points 132 (24d8 + 24)
Speed 60 ft.


STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 12 (+1) 18 (+4) 10 (+0) 12 (+1)

Saving Throws Con +7, Cha +7
Skills Acrobatics +10, Animal Handling +6, Perception +6, Stealth +10
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 16
Languages Common
Challenge 20 (25,000 XP)


Chakra. Hanzo has 51 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Afterglow. Once per turn when Hanzo 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. Hanzo may double this damage if the jutsu was a Bukijutsu once, regaining all uses at the end of a long rest.

Terrifying. While frightened of Hanzo by any means, creatures must attempt a DC 18 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.

Master Assassin. Hanzo may wield any weapon with one hand, but if it has the two-handed property he can not wield another weapon or shield in his other hand. His footsteps, breathing, heartbeat, and any other potentially perceivable ambient noises he would produce can no longer be heard.

Rebreather. Hanzo is immune to non-magical inhaled chemicals, toxins, or particles, has advantage on saving throws against inhaled chemicals, toxins, or particles of a magical nature, and has resistance to the damage such effects cause.

Salamander Glands. If a creature breaths within 15 ft. of Hanzo for 1 continuous minute while he is not wearing his rebreather or similar equipment, they suffer the effects of Ninja Art: Poison Fog. When Hanzo suffers a critical hit, he loses the rest of this feature, his immunity to poison damage and the poisoned condition, and Ninja Art: Poison Fog until the end of your next turn, and is paralyzed if he is not wearing his rebreather.

ACTIONS

Multiattack. Hanzo makes 3 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) magical bludgeoning damage.

Bukijutsu: Kusarigama. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) bludgeoning or slashing damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Hanzo 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.

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

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Hanzo's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Hanzo 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 Hanzo casts this Jutsu while submerged in a liquid, the Jutsu carries them 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.

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

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) magical bludgeoning damage. Hanzo may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: The target is restrained until Hanzo is not within 5 feet or the beginning of their next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Hanzo using this jutsu.

Lion Combo (2 Chakra). One creature within 5 ft. must attempt a DC 18 Strength saving throw. On a failure, they take 7 ((4d4 + 4) / 2) magical bludgeoning damage and are pushed 20 feet into the air until the end of Hanzo's next turn. On a success, they take half as much damage. Hanzo may use his kusarigama to increase this jutsu's reach to 10 ft., decrease its damage to 3 ((1d4 + 4) / 2) slashing damage to cause it to be a Bukijutsu.

Peregrine Falcon Drop (2 Chakra). Hanzo leaps up to 20 feet into the air, grabbing one creature he could grapple. The target must make a DC 18 Strength saving throw. On a failure, they take 13 (2d8 + 4) magical bludgeoning damage as he and the target return to the ground. On a success, they take half as much damage.

Explosive Seal (1+ Chakra). Hanzo creates an explosive seal on one surface they can touch.

Exploding Flame Formation (3 Chakra). When Hanzo detonates an explosive seal he created within 30 ft., he may move the seal up to 10 ft., and any creatures targeted by it must attempt a DC 18 Strength saving throw instead of a Dexterity or Constitution saving throw.

Summoning Jutsu (32 Chakra). Hanzo summons Ibuse anywhere within 5 ft. of him.

Killing Intent. Any creatures of Hanzo's choice that can see or hear him must succeed a DC 18 Charisma saving throw or become frightened of him for 1 minute. Hanzo may do this once, regaining all uses at the end of a long rest. Hanzo may spend chakra when a creature makes this saving throw to grant them an equal penalty for that saving throw.

Dance of the Sickle Blade: Falling Descent Blade (2 Chakra). As a bonus action, Hanzo's Kusarigama gainst the Thrown (Range 20/40) property until the end of his next turn.

Poisonous Claw Excretion (4+ Chakra). As a bonus action immediately after hitting a creature with an attack that deals slashing or piercing damage, the target must attempt a DC 18 Constitution saving throw. On a failure, they are poisoned for 1 minute. While poisoned in this way, they take 1 poison damage at the beginning of each of their turns. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. Hanzo may increase this jutsu's duration by 1 minute for every 2 additional chakra points spent.

Ninja Art: Poison Fog (10 Chakra). Ibuse exhales a 15 ft. radius cloud of thick purple gas up to 30 ft. from him that lasts for 1 minute (concentration). For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 feet. When this jutsu is cast, and again when they end their turn in this cloud, any creatures within the cloud must attempt a DC 18 Constitution saving throw. On a failure, they become poisoned until the end of their next turn. While poisoned in this way, they are paralyzed and take 6 (1d4 + 4) poison damage at the beginning of each of their turns.

REACTIONS

Substitution (3+ Chakra). When Hanzo is hit by an attack and would take damage, he decreases the damage by 25 (1d10 + 20) 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. Hanzo can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Hanzo_full_appearance.png
[Source].

From a young age, Hanzo was obsessed increasing his ability, going so far as to implant the venom sacks of a black salamander into his own body, gaining the soon-to-be-legendary title of Hanzo the Salamander. Becoming a renown warrior in his prime, his strength almost singlehandedly kept any conflict in the Hidden Rain Village at the border, and even defeated Mifune and Chiyo in their primes. As village head, he expanded into the Land of Earth, Wind, and Fire, particularly during the Second Shinobi World War where he was able to easily defeat entire platoons of shinobi with ease. During one such battle, three Leaf shinobi were left standing. Astounded by their strength, he dubbed them the Sannin and allowed them to retreat. Years later, during the Third Shinobi World War, he became aware of a small mercenary band known as the Akatsuki. While at first he admired their pursuit of peace, Danzo Shimura convinced him that they were a threat to his power. Kidnapping Konan on a routine mission, he organized a meeting where he ordered Nagato to kill their leader, or he would kill both Konan and Nagato. When Yahiko killed himself with the kunai in Nagato's hand, Nagato flew into a fit of rage, killing not only Hanzo's entire platoon, but the Root operatives Danzo had sent. After a short battle, Hanzo was forced to retreat for the first time in his life. As Nagato, now leading his own Akatsuki under the alias Pain, Hanzo became paranoid for his own safety, dulling his abilities. By the time Pain killed him, he was a shadow of himself. In order to ensure the safety of the new regime, Pain systematically hunted anyone affiliated with Hanzo, from family members to simple servants.

Years later, Hanzo was resurrected by Kabuto alongside Chiyo and Kimimaro where he once again battled Hanzo. After a long fight, all the while reminiscing on the old days of war and their faded abilities, Hanzo overcame Kabuto's control and pierced his own venom sack, paralyzing himself long enough to be sealed by Allied Shinobi Forces' Special Attack Division.

Variants: Faded Hanzo

Following his fight with Nagato, Hanzo's abilities faded. A faded Hanzo's Wisdom score increases to 14 (+2), his Animal Handling and Perception check bonus increases to +8, his chakra point maximum is reduced to 31, and his hit point maximum is reduced to 77 (14d8 + 14).


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