Hisame (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.

Hisame[edit]

Medium humanoid (Human), neutral evil


Armor Class 16 (Natural Armor)
Hit Points 33 (6d8 + 6)
Speed 50 ft.


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 10 (+0) 10 (+0) 14 (+2)

Saving Throws Con +4, Int +3
Skills Acrobatics +6, Deception +5, Perception +3, Stealth +6
Senses passive Perception 13
Languages Common
Challenge 6 (2,300 XP)


Chakra. Hisame has 26 chakra points which she can expend. All chakra points are regained at the end of a long rest.

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

Silent Killing. Once per turn when Hisame has advantage on any one weapon attack roll that uses Dexterity, she may deal an additional 3 (1d6) damage.

ACTIONS

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

Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Hisame 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, Hisame 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.

Transformation (1+ Chakra). Hisame becomes identical to a person, creature or non-magical object they have 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 12 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). Hisame's movement speed doubles, and her movement does not provoke attacks of opportunity.

Water Forge (5 Chakra). As a bonus action, Hisame's kunai gains an additional 5 feet of reach, she may force the target back 5 feet on a hit, and she may end this effect on a hit with the weapon to deal twice as much damage and force the target 30 feet away from her. Hisame must spend 1 chakra at the end of each of her turns to maintain this effect.

Rapid Thunder Whip (7 Chakra). For 1 minute, Hisame's unarmed strikes deal slashing damage, and they gain an additional +5 ft. of reach or she may make 1 additional unarmed strike when she takes the Attack action.

REACTIONS

Substitution (3+ Chakra). When Hisame is hit by an attack and would take damage, she decreases the damage by 11 (1d10 + 6) 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. Hisame can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Hisame.png
[Source].

Once a typical genin from the Hidden Rain Village, Hisame believed herself above the general shinobi system. Noticing her potential, Suien, a rogue nin from the Hidden Waterfall Village, approached her with a plot to invade the Waterfall to steal this hundred years' Hero Water, which can increase a shinobi's power by ten fold instantaneously. However, when Shibuki drank the Hero Water instead when he was attacked, Team Suien was quickly defeated.


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