Hitaiyo (Shinobi World Supplement)
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Hitaiyo[edit]
Medium beast (wolf), lawful neutral Armor Class 23 (Natural Armor)
Saving Throws Dex +17, Con +9, Wis +9 Chakra. Hitaiyo has 43 senjutsu chakra points which they can expend. All chakra points are regained at the end of a long rest. Keen Sense. Hitaiyo has advantage on Wisdom (Perception) checks that rely on smell. Canine. Hitaiyo has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated. Ninja Speed. Hitaiyo can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical services. Evasion/Discernment. When Hitaiyo is targeted by an area effect that lets them make a Dexterity, Wisdom, or Intelligence saving throw to take only half damage, such as fireball, they instead takes no damage if they succeed on the saving throw, and only half damage if they fail the save. Natural Energy Scent. Hitaiyo knows the direction, but not exact location, of every creature within 130 feet. Additionally, Hitaiyo has a +1 bonus to any d20 rolls they add their Dexterity modifier to. Nature Chakra Sense. Hitaiyo may take the search action as a bonus action. When it takes the search action, it may also attempt a DC 14 Arcana check to locate living creatures and magical effects within 60 feet. It sees a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by it. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Wolf Sage Art. Creatures have disadvantage against any saving throws caused by jutsu the Dosei casts. ACTIONSMultiattack. Hitaiyo makes two attacks with its unarmed strikes. Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 (5d4 + 1d10 + 4) magical slashing damage. Dance of the Dust Cloud (2 Chakra). Hitaiyo uses its front paws to create a large cloud of dust. All friendly creatures in a 10 ft. radius can make a Stealth check with advantage as a reaction. Chakra Fang (2+ Chakra). Melee Spell attack +11 to hit, reach 10 ft., one creature. Hit 27 (6d4 + 1d10 + 4) magical piercing damage. For each chakra point spent above 2, Hitaiyo may deal an additional 3 (1d4) damage. Body Flicker (3 Chakra). Hitaiyo's movement speed doubles, and their movement does not provoke attacks of opportunity until the end of their turn. Basic Ninjutsu Technique (1 Chakra). As a bonus action, Hitaiyo can move across liquid surfaces as if they were solid for 10 minutes. If they are submerged, they rise to the surface of the liquid at a rate of 60 feet per round. Tracking Technique (7 Chakra). As a bonus action, Hitaiyo can see invisible creatures and has advantage on Survival checks until the end of their turn. Fur of Light (5 Chakra). Every invisible creature within 60 ft. of Hitaiyo loses the invisible condition, and creatures within this area have disadvantage on Stealth checks until the end of their next turn. Chakra Transfer Technique (1+ Chakra). One creature Hitaiyo touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum. The target loses 1 chakra point gained above their maximum in this way at the end of each of their turns, and all chakra gained in this way at the end of a short or long rest. Scorch Style Chakra Mode (10 Chakra). For 1 minute, Hitaiyo has advantage in saving throws against gaining exhaustion. Additionally, when they use a jutsu that labeled Scorch Style, they may deal an additional 15 (5d4) damage. Scorch Style: Incinerating Flare (12 Chakra). Each creature in a 10 ft. radius up to 40 ft. from Hitaiyo must make a DC 21 Constitution saving throw, taking 25 (4d8 + 6) fire damage and a level of exhaustion on a failure. On a success, they take half as much damage. Scorch Style: Wolf Scorching Ray (30 Chakra). For 1 minute (concentration), Hitaiyo's coat radiates the light of the sun. Hitaiyo sheds bright light in a 60 ft. radius, and dim light for another 60 feet. At the end of each of Hitaiyo's turns, each creature in a 60 ft. radius of Hitaiyo must make a DC 21 Constitution saving throw. On a failure, they take 33 (4d12 + 6) fire damage and a level of exhaustion on a failure. On a success, they take half as much damage. REACTIONSSubstitution (3+ Chakra). When Hitaiyo is hit by an attack and would take damage, they decrease the damage by 26 (1d10 + 21) and teleports 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. Hitaiyo can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost. |
The Golden Wolf Sage of Okuriokami Oasis, Hitaiyo is the unquestioned ruler of their people. "Hitaiyo" itself is not a class designation, but an ancient name of honor passed down from when sage wolves first developed speech. The Hitaiyo of each generation is born to one of the Suisei shortly after the previous Hitaiyo's death, inevitably winning favor with the parent. A Hitaiyo is easily recognizable by their shimmering golden coat, which is said to shine like the sun. Each Hitaiyo since the days of the Sage of Six Paths has made their home in the spire in the middle of Okuiokami Oasis, and it is said that from their spire they can simply walk to the surface of the moon, though nobody has trespassed in hundreds of years. During the first and second term of the Third Hokage, the current Golden Wolf Sage was the 100th Hitaiyo, and the two aged at roughly the same rate. |
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