Hoichi (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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.

Hoichi[edit]

Medium humanoid (Kazekage), chaotic good


Armor Class 15 (Natural Armor)
Hit Points 42 (12d8 - 12)
Speed 50 ft.


STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 9 (-1) 18 (+4) 14 (+2) 16 (+3)

Saving Throws Dex +5, Int +8
Skills Animal Handling +6, Arcana +8, Perception +6, Persuasion +7, Sleight of Hand +5
Senses passive Perception 16
Languages Common
Challenge 10 (5,900 XP)


Chakra. Hoichi has 25 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Hoichi is targeted by an area effect that lets him make a Dexterity 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. Hoichi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Hoichi can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Hoichi 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, Hoichi 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). Hoichi 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 16 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). Hoichi's movement speed doubles, and his movement does not provoke attacks of opportunity.

Dharma Sealing Jutsu: Sen no Rikyu (5 Chakra). One creature within 45 ft. must attempt a DC 18 Constitution saving throw with disadvantage. On a failure, a chakra chain latches onto their tenketsu, causing them and any creature that touches the chain to lose 3 (2d2) chakra at the end of each of Hoichi's turns, and the target becomes blinded and takes 8 (1d8 + 4) thunder damage. They must repeat this saving throw at the end of each of their turns for 1 minute, ending these effects early on a success. If they are a jinchūriki, they lose their red chakra first, after which if they critically fail this saving throw their Tailed Beast is removed as per Jinchūriki Creation. If they lose the ability to cast jutsu, such as with Chakra Disruption or Tenketsu Needle, Hoichi becomes the target of this jutsu.

Dharma Power: Silhouette (7 Chakra). One creature within 45 feet must attempt a DC 16 Strength saving throw. On a failure, they become restrained for 1 minute (concentration). They may retry this saving throw at the end of each of their turns, ending this effect early on a success, and taking 9 (3d4 + 1) bludgeoning damage on a failure.

Dharma Power Barrier: Auspicious Sign (4 Chakra). Hoichi may only take this action if he has not moved willingly since the end of his previous turn. Hoichi falls prone, his movement speed drops to 0, and he erects a 10 ft. radius, 30 ft. tall barrier around him. Nothing can pass through this barrier (except from above). Area of effects from outside of the barrier do not target creatures inside the barrier, and area of effects from inside the barrier do not target creatures outside the barrier. This lasts until the beginning of Hoihci's next turn.

Unsealing Technique (1+ Chakra). Hoichi causes one paper seal he touches to lose its magical properties. He must spend as much chakra as was spent creating the seal.

Jinchuriki Seal (16 Chakra). As an action, Hoichi must first write a seal on a humanoid using ink. This seal lasts for 12 days or until it is removed as an action. As an action, Hoichi targets one creature and a humanoid with the seal within 15 feet. He must then succeed a DC 25 Intelligence or Constitution saving throw. On a failure, Hoichi gains three levels of exhaustion. On a success, Hoichi gains 1 level of exhaustion and the creature is sealed inside the humanoid, which is unconscious for 5 (1d10) hours. After a creature has been sealed, the only way to remove the seal is with this Jutsu to target one creature sealed within them, and the target may cause this jutsu to fail by succeeding a Dexterity saving throw against your jutsu save DC. If the creature is a Tailed Beast, the humanoid becomes a jinchuriki. If the creature is not a Tailed Beast, the humanoid becomes a vessel.

Dharma Power Seal (10 Chakra). Hoichi modifies the Jinchuriki Seal of a creature he can touch. They automatically succeed the saving throw for having their tailed beast or second soul removed, but the number of jutsu they can know is decreased by 2.

REACTIONS

Substitution (3+ Chakra). When Hoichi is hit by an attack and would take damage, he decreases the damage by 15 (1d10 + 10) 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. Hoichi can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Dharma_Power_Sealing_Technique.png
[Source].

As a child, Hoichi studies Bunpuku's fuinjutsu mastery, learning and expanding upon the principles of the Dharma Power Seal to develop a host of abilities drawn out through his chakra-enhanced biwa. Two years after Gaara became Kazekage, Hoichi and another Sand shinobi named Fugi met, recognizing each other's skills and distrust of the One-Tails sealed within their new leader, wishing to seal him in the same manner as Bunpuku had long ago, with Gaara becoming a necessary sacrifice to their nation's safety. Targeting the young leader during his first time leading the Chunin Exams, Gaara managed to slip away, forcing Hoichi to take a team of would-be Suna chunin hostage, forcing Gaara to return, and taking the time to test his powers on an allied nation's jinchuriki. Disabling both jinchuriki, Fu used Chōmei's powers to slow down the extraction, allowing for Team Guy to arrive, who quickly turned the Sen no Rikyu on its caster. Hoichi's life was only saved by the Kazekage he had attempted to assassinate, who entreated Neji to cancel the technique entirely for the assassin's sake, though the chakra loss was severe enough to hospitalize him. Confronting Fugi with the fact that not only had his plan failed, but that Gaara himself had changed as a person, Fugi only felt shame, taking his own life despite Gaara's best efforts.


Back to Main Page5e HomebrewCreatures

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World

Home of user-generated,
homebrew pages!


Advertisements: