Hisen (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

Hisen[edit]

Medium humanoid (human), lawful good


Armor Class 19 (Natural Armor)
Hit Points 85 (19d8)
Speed 65 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 18 (+4) 12 (+1) 16 (+3)

Saving Throws Dex +9, Wis +7, Cha +9
Skills Acrobatics +9, Arcana +10, Intimidation +9, Perception +7, Persuasion +15, Sleight of Hand +9, Stealth +9
Senses passive Perception 17
Languages Common
Challenge 17 (18,000 XP)


Chakra. Hisen has 44 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Discernment. When Hisen is targeted by an area effect that lets him make a Intelligence or Wisdom saving throw to take only half damage, such as fireball, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails the save.

Ninja Speed. Hisen can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Hisen can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Hisen 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.

Hero Water (10 Charges). Any chakra points Hisen has are multiplied by the number of charges he spends. This increase may extend above his chakra point maximum. After 1 hour, his chakra points drop to 0, and his maximum lifespan is reduced by a number of years equal to the number of charges spent.

Transformation (1+ Chakra). Hisen becomes identical to a person, creature or non-magical object he 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 18 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). Hisen's movement speed doubled, and his movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Hisen 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.

Summoning Jutsu (16 Chakra). Hisen summons Ryumaru anywhere within 5 feet of him.

Takigakure Style: Watercutting Sword (4 Chakra). Hisen creates any one non-magical weapon that has a +1 bonus to its attack and damage rolls of his choice within his hand that lasts for 1 minute. If this weapon leaves his hand, this jutsu immediately ends. When he takes fire damage, he may spend 2 chakra and end this jutsu to slash through the source, halving the damage he takes.

Water Formation Wall (2+ Chakra). Any creatures of his choice within a 5 foot radius are moved 5 feet away from Hisen. Hisen may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Hisen's turns for 1 minute (concentration). Hisen must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Hisen moves more than 5 feet after maintaining this jutsu, he loses concentration.

Pillar Encirclement (4 Chakra). While Water Formation Wall is active, it gains this jutsu's effects untilWater Style: it ends, or Hisen ends these effects at will. When a creature would be moved by Water Formation Wall, they may attempt a DC 19 Strength or Dexterity saving throw, not being moved on a success. Any creatures within range of Water Formation Wall have half cover.

Furious Roaring Tornado (4 Chakra). While Water Formation Wall is active, it gains this jutsu's effects until it ends, or Hisen ends these effects at will. When a creature is moved by Water Formation Wall, they take 7 (1d4 + 5) magical slashing damage.

Water Bullet (2+ Chakra). Every creature in a 30 ft. line must succeed a DC 19 Dexterity saving throw. On a failure, they take 7 (1d4 + 5) magical bludgeoning damage. On a success, they take half as much damage. Hisen may increase this damage by 1 for every additional chakra point spent, and may increase its range 5 ft. for every 2 additional chakra points spent separate from the damage increase.

Water Dragon (15 Chakra). Hisen forms a dragon from water within 60 ft. for 1 minute (concentration). He can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to fire damage, immune to non-magical and cold damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as Hisen. It acts on his initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 4 (1d6 + 1) piercing damage
    • Claw deals 3 (1d4 + 1) slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack with a +11 bonus. The target is pushed 40 ft. away and takes 37 (8d8 + 5) cold damage on a hit.

REACTIONS

Substitution (3+ Chakra). When Hisen is hit by an attack and would take damage, he decreases the damage by 22 (1d10 + 17) 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. Naruto can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Water Formation Wall (2+ Chakra). When Hisen is targeted by an attack, any creatures of his choice within a 5 foot radius are moved 5 feet away from Hisen. Hisen may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Hisen's turns for 1 minute (concentration). Hisen must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Hisen moves more than 5 feet after maintaining this jutsu, he loses concentration.

Hisen.png
[Source]

The great village head of the Hidden Waterfall Village, Hisen's leadership turned the otherwise minor village into a stand-alone powerhouse in much the same way as Hanzo the Salamander. However, during the Third Shinobi World War, his overuse of the Hero Water, his village's great treasure, gradually whittled down his lifespan. While he lived through the war, he was bed bound, dying a few short years. With his passing, he left his son Shibuki in charge of the village, advised by Suien.


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