Hidari (Shinobi World Supplement)
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Hidari[edit]
Medium humanoid (human), lawful evil Armor Class 14 (Natural Armor)
Saving Throws Con +3, Cha +7 Chakra. Hidari has 19 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When Hidari 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. Hidari can take the dash, dodge, and disengage actions as a bonus action for 2 chakra. Tempered Chakra. Hidari may add his proficiency bonus (+3) an additional time to Concentration saving throws for jutsu. Silent Killing. Once per turn when Hidari has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 7 (2d6) damage. Terrifying. While frightened of Hidari by any means, creatures must attempt a DC 15 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. ACTIONSMultiattack. Hidari can make 2 unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. Kunai. Thrown Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Hidari 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 Ninjutsu Technique (1 Chakra). As a bonus action, Hidari 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). Hidari 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, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds. Body Flicker (3 Chakra). Hidari's movement speed doubles, and his movement does not provoke attacks of opportunity. Killing Intent. Any creatures of Hidari's choice that can see or hear him must succeed a DC 15 Charisma saving throw or become frightened of him for 1 minute. Hidari may do this four times, regaining all uses at the end of a long rest. Shadow Clone (4+ Chakra/Clone). Hidari creates up to five clones. The clones have 5 hit points each 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. Hidari 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, Hidari dismisses them at will, or Hidari falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).
Earth Style Shadow Clone (2 Chakra). When creating shadow clones, Hidari grants if 15 additional hit points. REACTIONSSubstitution (3+ Chakra). When Hidari 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. Hidari can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. Clone Trap (5 Chakra). When one of Hidari's Earth Style Shadow Clones is reduced to 0 hit points by a melee attack, the clone becomes petrified and regains 15 hit points, and the creature that reduced the clone to 0 hit points must attempt a DC 15 Strength saving throw. On a failure, they become restrained. They may retry this saving throw as an action, and this effect immediately ends if the clone is reduced to 0 hit points. |
Before the Fourth Shinobi World War, Hidari and Ashimaru were a talented duo of wandering mercenaries. However, following the war and the formation of the Shinobi Union, people like them lost their place in the world. After years of wandering, they were approached by Iori, a citizen of Green Banks, a small village in the Land of Rivers that had gotten rich via a toll on its high-traffic bridge, who hired them to assassinate his own village head, Tofu. While they succeeded, he failed to take advantage of the situation, leaving Tofu's daughter Kiri the new village head. Kidnapping her and meeting with Iori, though not before she could contact the Leaf Village for help, the two decided that the village itself was more valuable that Iori's payment, killing him and holding Kiri hostage for the village deed. Separating from Ashimaru to deal with Konohamaru, Hidari was temporarily able to handle the jonin with his clone jutsu, but fainted in fear the moment his opponent revealed just how bit their difference in power was. |
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