Hashirama (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.

Hashirama Senju[edit]

Medium humanoid (Senju), chaotic good


Armor Class 21 (Natural Armor)
Hit Points 187 (25d8 + 75)
Speed 65 ft.


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

Saving Throws Con +10, Cha +9
Skills Acrobatics +11, Animal Handling +8, Athletics +9, Performance +9, Persuasion +9
Senses passive Perception 11
Languages Common
Challenge 23 (50,000 XP)


Chakra. Hashirama has 95 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Brawn/Endurance. When Hashirama is targeted by an area effect that lets him make a Strength or Constitution 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. Hashirama can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Natural Vitality. Hashirama benefits from the following:

  • Hashirama can gain all non-dōjutsu implantable subclass features from implanted subclasses as if he had taken them at 3rd level.
  • The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is doubled.
  • At the end of each hour, Hashirama makes a DC 20 Constitution saving throw, losing 1 level of exhaustion on a success.
  • At the end of each short rest, Hashirama automatically loses 1 level of exhaustion.
  • Hashirama no longer needs to eat or drink, though he may choose to do so.

Senjutsu Chakra. Some of Hashirama's features grant him "senjutsu chakra". At the end of each of his turns inside initiative that he does not meditate, 2 senjutsu chakra becomes normal chakra. He does not lose senjutsu chakra in this way outside of initiative. Hashirama can spend senjutsu chakra as if it were normal chakra. A creature may have a number of senjutsu chakra points equal to a quarter of their chakra point maximum or Wisdom score, whichever is higher unless they have this feature, in which they may have a number equal to their chakra point maximum. If this limit is exceeded, they become petrified and identical to the Sage Creature of the source of the senjutsu until they lose the senjutsu (in this case, a large slug). While Hashirama has a number of senjutsu chakra equal to half his normal chakra, he gains the following:

  • Hashirama gains 20 feet of truesight.
  • Hashirama deals an additional 1d10 damage with unarmed strikes.
  • Hashirama's reach increases by +5 ft.
  • Any jutsu with a range that is not touch has its range increased by +10 ft.
  • Proficiency in Dexterity (+11) and Wisdom (+9) saving throws.
  • Hashirama's attack and damage rolls gain a +1 bonus.

ACTIONS

Multiattack. Hashirama can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (5d4 + 4) bludgeoning damage.

Kunai. Thrown Weapon Attack: +11 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Hashirama 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.

Near-Immortality (5 Chakra). As an action, Hashirama regains 3 hit points at the beginning of each of his turns for 1 minute or until he drops to 0 hit points.

Natural Health Regeneration (5 Chakra). As a bonus action, or as a reaction to the end of his turn, Hashirama regains 13 hit points.

Natural Chakra Regeneration. As a bonus action, or as a reaction to the end of his turn, Hashirama regains 11 chakra and gains 1 level of exhaustion.

Transformation (1+ Chakra). Hashirama becomes identical to a person, creature or non-magical object he 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 an Investigation check realize that he is transformed. If the creature saw him 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). Hashirama's movement speed doubled, and his movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Hashirama 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.

Leaf Great Flash (10 Chakra). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: The target moves 30 ft. in a direction of Hashirama's choice.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Hashirama'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, Hashirama 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 he 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.

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

Summoning Jutsu (20+ Chakra). Hashirama summons any number of Rashōmon within 30 ft. of him, spending an amount of chakra equal to twice the summoned creature's CR.

Wood Human (32 Chakra). Hashirama summons one Wood Human underneath him.

Shinsu Senju (32 Chakra). One Wood Human within 90 feet of Hashirama becomes a Shinsu Senju.

Bringer of Darkness (10 Chakra). One creature within 50 ft. must make a DC 17 Constitution saving throw. On a failure, they are blinded for 1 minute (concentration). As an action, the target can repeat the saving throw.

Gate of the Great God (10+ Chakra). One creature within 60 ft. must succeed a DC 17 Strength saving throw or become restrained for 1 minute. Hashirama may increase this jutsu's DC by 1 for every 2 additional chakra spent, and may only have 2 instances of this jutsu active at once. If this is used as a Sage Art to grant the creature disadvantage, the disadvantage remains for this jutsu's entire duration.

Sage Meditation. As a full turn action, Hashirama becomes blind and prone until the beginning of his next turn, and 4 points of Hashirama's normal chakra becomes senjutsu chakra. If a clone is dispelled while being effected by this action, any chakra it would have granted Hashirama is instantly converted into senjutsu chakra.

Sage Art. As part of another jutsu, Hashirama either fulfills its cost with senjutsu, or spends an additional amount of senjutsu chakra equal to 1/4 of its cost, doubling the range or damage of, grants a creature disadvantage against any 1 saving throw it incurs, or grants himself advantage on any 1 saving throw it incurs.

Great Spear Tree (32 Chakra). Every creature in a other than Hashirama in a 50 ft radius, 60 ft high area must make a DC 17 Dexterity saving throw. On a failure, it takes 27 (6d8) + your Intelligence modifier piercing damage and is restrained for 1 minute. On a success, they take half as much damage. If a creature is reduced to 0 hit points by this damage, it dies instantly as their body is crushed. A creature may use its action to make a DC 17 Strength saving throw. On a success, the target escapes and is no longer restrained. As an action at no additional chakra cost, Hashirama can make a spell attack against a creature in the area, on a hit the target is affected by one of the following effects of his choice:

  • Vine: On a hit, the target is knocked prone and takes 9 (2d8) + your Intelligence modifier bludgeoning damage.
  • Branch: On a hit, the target takes 14 (4d6) + your Intelligence modifier piercing damage.
  • Log: The target must make a DC 17 Dexterity saving throw, taking 27 (6d8) + your Intelligence modifier bludgeoning damage. Half as much damage on a success. This can only be used once every other round.

Wood Dragon (10 Chakra). Hashirama creates a huge wooden dragon anywhere within 60 ft. for 1 minute (concentration). The dragon has 60 hit points. If destroyed, as an action, he can perform the hand signs to reform it with 60 hit points. As a reaction, when a creature targets Hashirama with an area of effect or attack, he can move the dragon in the way, targeting it instead. The dragon acts on his initiative count and Hashirama can use his action to command it. If he does not command it, it will not act in any way other than defensively. It has the following statistics and the same ability scores and save DC as you:

  • Speed 60 ft fly
  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 4 (1d8) piercing damage
    • Claw deals 3 (1d6) slashing damage
  • Grapple. The dragon uses the grapple attack.
  • Breath Weapon (5-6 recharge). Each creature is a 20 ft cone must make a DC 17 Dexterity saving throw. On a failure, it takes 9 (2d8) bludgeoning damage.
  • Self Destruct. The wood dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft away and takes 18 (4d8) bludgeoning damage. Once this feature is used, the dragon is destroyed.

Deep Forest Emergence (20 Chakra). Trees grow in a dense 40 ft radius, 20 ft high forest around Hashirama, raising any creatures of his choice to the top of this area. All other creatures in the area must make a DC 17 Dexterity saving throw, taking 26 (4d12) + your Intelligence modifier bludgeoning damage. Half as much damage on a success. The forest is difficult terrain to all creatures but Hashirama. As a bonus action, he can spend 4 chakra to make a large branch from the forest to attack one creature. Make a melee spell attack. On a hit, it takes 17 (3d10) piercing or bludgeoning damage.

Wood Dome (5 Chakra). Hashirama creates a 10 ft. radius wooden dome that lasts for 1 minute. This dome provides total cover from the front. It has 100 hit points and an AC of 16. It is vulnerable to fire and magical slashing damage. At the start of each of Hashirama's turns, it regains 3 (1d6) hit points, unless it has taken fire damage since his previous turn.

Hokage-Style Sixty-Year-Old Technique — Kakuan Entering Society with Bliss-Bringing Hands (10 Chakra). Hashirama attempts to suppress a Jinchuuriki within 30 ft. out of any Bijuu Cloak form, contesting his Constitution save against their Strength save + their number of tailed beasts contained + number of Bijuu Cloak form (+1 for Initial Release, +2 for Tailed, +3 for BCM or TBM, +4 for Avatar).

Wood Clone (7+ Chakra/Clone). Hashirama creates up to 5 clones. The clones have 15 hit points each, regain 5 hit points at the beginning of each of Hashirama's turns, and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. Hashirama controls them and they act on the same initiative as him. They last until they are reduced to 0 hit points, they expend all of their chakra, Hashirama dismisses them at will, or Hashirama falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 7 (minimum 0).

  • Clones have no range limit as to how far away they can be.
  • Any effects affecting Hashirama when the clone is created carries over to the clone.
  • A clone carries a copy of all his equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, Hashirama is aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching his clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If he has an exhaustion level of 2 while his clone clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

REACTIONS

Substitution (3+ Chakra). As a reaction when Hashirama is hit by an attack and would take damage, he decreases the damage by 29 (1d10 + 23) 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. Kakashi can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Hashirama_Senju_full_body.png
A young Hashirama, Source [[1]].

The first Hokage of the Hidden Leaf Village, Hashirama Senju and his brother Tobirama experienced the horrors of the Warring States Period first hand with the death of their younger brothers Kawarama and Itama. A gentle soul inside a child soldier's body, he wanted nothing but to put an end to the war. As children, he and Madara Uchiha would talk by the riverside of achieving such a reality, culminating in the idea of the village system that rules over most the modern Shinobi World. Despite their wishes, their status as rival clans eventually turned them against each other until one fateful day when Madara's brother Izuna Uchiha fell to Tobirama's blade in retaliation for the slaughter of his younger brothers. Both shinobi understood the deepest pains of war, and thus came together to form the first shinobi village. Despite wanting either Tobirama or Madara to become Hokage, he was eventually elected due to being the only true neutral party among the three.


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