Hinata (Shinobi World Supplement)
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Hinata Hyuga[edit]
Medium humanoid (Hyuga), lawful good Armor Class 14 (Natural Armor)
Saving Throws Dex +6, Wis +6 Chakra. Hinata has 20 chakra points which she can expend. All chakra points are regained at the end of a long rest. Evasion. When Hinata is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save. Ninja Speed. Hinata can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. ACTIONSMultiattack. Hinata can make 2 unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) magical bludgeoning damage. Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Hinata may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit. Transformation (1+ Chakra). Hinata becomes identical to a person, creature or non-magical object she a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and she can not recreate a magical effect. Creatures must make a DC 15 Investigation check realize that she is transformed. If the creature saw her 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). Hinata's movement speed doubles, and her movement does not provoke attacks of opportunity. Basic Ninjutsu Technique (1 Chakra). As a bonus action, Hinata can move across liquid surfaces as if they were solid. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round. Leaf Great Flash (5 Chakra). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: the target is moved 30 feet in any direction. Palm Bottom (1+ Chakra). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: the target is stunned until the end of their next turn. For every additional chakra point spent, the target takes an additional 2 force damage. Water Needle (3 Chakra). Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 8 (2d4 + 3) piercing damage. This deals twice as much damage to swarms. This can only be used while Byakugan is active. Byakugan (1 Chakra). As a bonus action, Hinata gains the following:
Focused Byakugan (2 Chakra). While Byakugan is active, Hinata gains the following:
Rotation (3 Chakra). While Byakugan is active, any creatures in a 10 ft. radius must make a DC 15 Strength saving throw or be pushed back 10 ft. and knocked prone. If a creature enters this range after the initial use, they must succeed a DC 15 Dexterity saving throw or take 7 (1d8 + 3) force damage. Ranged attacks that must pass within the sphere have disadvantage, and Hinata gains resistance to nonmagical bludgeoning, piercing, and slashing damage. This lasts until the beginning of Hinata's next turn. Heavy Palm (1 Chakra). As a bonus action after hitting with an unarmed attack while Byakugan is active, the target must succeed a DC 15 Constitution saving throw or be stunned until the end of her next turn. Air Palm (4-7 Chakra). Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 16 (2d12 + 3) thunder damage. Whether or not it hits, the targeted creature must make a DC 15 Strength saving throw. On a failure, it is pushed back 10 ft. As a bonus action for 3 additional chakra, Hinata may make an unarmed strike with advantage. Eight Trigrams Sixteen Palms (8 Chakra). While Byakugan is active, one creature within 5 ft. must make a DC 15 Strength saving throw. On a failure, they take 21 (4d8 + 3) force damage and are stunned until the end of Hinata's next turn. On a success, they take half as much damage and are not stunned. Eight Trigrams Thirty-Two Palms (16 Chakra). While Byakugan is active, one creature within 5 ft. must make a DC 15 Strength saving throw. On a failure, they take 39 (8d8 + 3) force damage, and they are poisoned and slowed for 1 minute. On a success, they take half as much damage and gain the conditions until the end of their next turn. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success. REACTIONSSubstitution (3+ Chakra). When Hinata is hit by an attack and would take damage, she decreases the damage by 9 (1d10 + 3) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Hinata can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost. |
Ever-busy with missions, Hinata had plenty of time and experience to continue developing her Byakugan, but otherwise lived an unremarkable life until Pain's assault on the Hidden Leaf Village. Originally obeying Katsuyu's orders to not interfere with such a high-tier fight, she had no choice when Naruto was captured. Despite even his own pleading, she refused to watch from the sidelines. While able to make superficial progress in freeing Naruto and fighting Pain, her strength was not enough, almost being killed by only a handful of attacks, causing Naruto to go berserk, unleashing almost all of Kurama's power. Continuing to train, she would become a powerful ally in the Fourth Shinobi World War. |
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