Heiji (Shinobi World Supplement)
Heiji[edit]
Medium humanoid (Hanzo), lawful neutral Armor Class 17 (Natural Armor)
Saving Throws Con +5, Int +6 Chakra. Heiji has 14 chakra points which he can expend. All chakra points are regained at the end of a long rest. Ninja Speed. Heiji can take the dash, dodge, and disengage actions as a bonus action for 2 chakra. Silent Killing. Once per turn when Heiji has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 3 (1d6) damage. Rebreather. Heiji 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 Heiji for 1 continuous minute while he is not wearing his rebreather or similar equipment, they suffer the effects of Ninja Art: Poison Fog. When Heiji 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. ACTIONSMultiattack. Heiji can make 2 unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Heiji may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 3 (1d4 + 1) piercing damage on a hit. Basic Ninjutsu Technique (1 Chakra). As a bonus action, Heiji 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. Transformation (1+ Chakra). Heiji becomes identical to a person, creature or non-magical object he has 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 a DC 15 Investigation check realize that he is transformed. If the creature saw him performing the Jutsu, he automatically succeeds. This does not change statistics, save for granting the creature's swimming and flying speeds. Body Flicker (3 Chakra). Heiji's movement speed doubles, and his movement does not provoke attacks of opportunity. Smoke Seal (1+ Chakra). Heiji creates a smoke seal on one surface he can touch. Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Heiji is proficient with against a restrained creature, he deals maximum damage, and the target is no longer restrained. Return of the Devil (2 Chakra). As a bonus action, Heiji jumps up to 20 feet upward and makes a kunai attack against one creature within 5 feet. On a hit, the target takes an additional 10 (2d8) magical slashing damage and they are returned to the ground. On a success, they take half as much damage. Threatening Stolen Blade (3-5 Chakra). When Heiji attempts to disarm a creature (see link or DMG pg. 271), he gains advantage on the check. If he succeeds, he may spend 2 additional chakra to automatically deal the weapon's damage to the target the first time they attempt to act or move in any way before the end of their next turn while they are within his reach. Ninja Art: Poison Fog (10 Chakra). Heiji 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 15 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 5 (1d4 + 3) poison damage at the beginning of each of their turns. REACTIONSSubstitution (3+ Chakra). When the genin is hit by an attack and would take damage, they decrease the damage by 11 (1d10 + 6) and teleport 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 genin can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. Slicing Clear (2 Chakra). When Heiji is targeted by a saving throw that deals damage, he makes a kunai attack against its DC. On a hit, the damage he takes is halved, except for any psychic damage dealt. If it would already be halved, it is instead reduced to 0. Additionally, the weapon takes half of the damage it reduced. If this damage is over 20, the kunai breaks, and he takes the damage of one kunai attack. |
Right hand to the right hand of the head of the Hidden Rain Village, Heiji's main strategy was intimidation due to his resemblance to Hanzo the Salamander, being a close relative. During Pain's takeover, Heiji was hunted and killed like the rest of Hanzo's affiliates. Years later, during the Fourth Shinobi World War, he was accidentally resurrected by Kabuto, believing his remains to be Hanzo's. Keeping him in the reserves for most of the war, Heiji was deployed shortly before Itachi and Sasuke arrived to deal with Kabuto in order to unseal the reincarnated shinobi the Allied Shinobi Forces had sealed. While successfully freeing a handful of minions under his smoke cover, Heiji was quickly sealed by the Long Range Attack Division. |
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