Hassaku (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.

Hassaku Onomichi[edit]

Medium humanoid (Onomichi), lawful evil


Armor Class 16 (Natural Armor)
Hit Points 36 (8d8)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 18 (+4) 13 (+1) 10 (+0)

Saving Throws Dex +6, Int +7
Skills Acrobatics +6, Arcana +7, Sleight of Hand +6, Stealth +6
Senses passive Perception 11
Languages Common
Challenge 8 (3,900 XP)


Chakra. Hassaku has 16 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Hassaku 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.

Ninja Speed. Hassaku can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

Silent Killing. Once per turn when Hassaku has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 7 (2d6) damage.

Terrifying. While frightened of Hassaku by any means, creatures must attempt a DC 14 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.

Fierce Kenjutsu. Hassaku has a +1 bonus to attack and damage rolls with melee weapon attack and damage rolls (included in attack), but loses 1 chakra point at the end of each turn he makes a weapon attack on. Hassaku loses this bonus while he has 0 chakra points.

ACTIONS

Multiattack. Hassaku can make 2 unarmed strike, katana, or Kubikiribōchō attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Katana. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Kubikiribōchō. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) magical slashing damage.

Broken Kubikiribōchō. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) magical slashing damage.

Kunai. Thrown Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Hassaku 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, Hassaku makes two unarmed strikes.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Hassaku 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 Hassaku 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, her movement

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

Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Hassaku is proficient with against a restrained creature, he deals maximum damage, and the target is no longer restrained.

Dragon Tail Foot (3 Chakra). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage and the target is forced 15 feet away from Hassaku. This can be used as a bonus action immediately after damaging a creature with an attack with a weapon Hassaku is proficient with.

Flying Revolving Sword (2 Chakra). When Hassaku makes a melee weapon attack, it becomes a thrown attack with a range of 60 feet. If the weapon is two-handed and an object is targeted, the blade is planted firmly into its side, and creatures with the Path of the Assassin or a passive Acrobatics of 19 or higher may stand on the blade as if it were normal terrain.

Deadly Bite (1-4 Chakra). Hassaku wields one light melee weapon in his mouth with no penalties. Hassaku must spend 1 chakra at the beginning of each of his turns to maintain this effect. Hassaku may increase this jutsu's use and maintenance cost by 1 to allow him to wield a non-light melee weapon, by 2 to allow him to wield a two-handed or heavy one-handed melee weapon, or by 3 to allow him to wield a two-handed heavy melee weapon.

Return of the Devil (2 Chakra). As a bonus action, Hassaku leaps up to 20 feet into the air and makes a katana or Hiramekarei attack against one creature within his reach. On a hit, they take an additional 9 (2d8) damage. On a success, they take half as much damage. Regardless, they both return the target to the ground.

REACTIONS

Kubikiribōchō Defense. Hassaku gains +2 AC. On a miss, the attacker still rolls for damage. If the damage roll exceeds 20, Hassaku and the attacker must make an Athletics contest. If Hassaku fails, the blade shatters, dealing 4 (1d8) magical piercing damage to the attacker, and Hassaku can't make Kubikiribōchō attacks until he successfully hits 3 Broken Kubikiribōchō attacks on creatures.

Substitution (3+ Chakra). When Hassaku is hit by an attack and would take damage, he decreases the damage by 13 (1d10 + 8) 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. Hassaku can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Hassaku_Onomichi.png
[Source].

A descended of one of the Hidden Mist Village's heroes during the time of the Bloody Mist, Hassaku despises the Fifth and especially Sixth Mizukage's acceptance of foreigners, joining Shizuma Hoshigaki long before his revolution. Among the New Seven Swordsmen of the Mist, Hassaku is the brashest, feeling that without war his life would be meaningless. After they broke into the Mist's weapon vaults, with Hassaku stealing Kubikiribōchō, he arrived at the Mist Memorial Stone to cut it down as a declaration of war against the current administration. However, when the gang arrived, they were cut off by Boruto, Sarada, and Chojuro. Despite facing the Mizukage with both a numbers advantage alongside Hebiichigo and Kyoho, and a material advantage with their legendary blades compared to their opponent's normal sword, Chojuro held back, allowing the trio to get as close as they wanted to killing him to prove that they didn't have what it took to live in the Bloody Mist. As Chojuro quickly rounded up the shinobi, Hassaku was sent to prison for rehabilitation alongside the rest of Shizuma's gang.


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