Hoki, Takumi (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.

Hoki[edit]

Medium humanoid (human), chaotic neutral


Armor Class 18 (Natural Armor)
Hit Points 60 (11d8 + 11)
Speed 55 ft.


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

Saving Throws Dex +7, Cha +5
Skills Acrobatics +7, Deception +5, Perception +4, Stealth +7
Senses passive Perception 14
Languages Common
Challenge 9 (5,000 XP)


Chakra. Hoki has 24 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Silent Killing. Once per turn when Hoki has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 7 (2d6) damage.

Terrifying. While frightened of Hoki by any means, creatures must attempt a DC 15 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action.

Evasion. When Hoki 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. Hoki can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Hoki makes 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

Fire Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) magical slashing damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Hoki 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 Taijutsu Technique (3 Chakra). As a bonus action, Hoki makes two unarmed strikes

Leaf Gust (8 Chakra). Hoki makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Hoki's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Hoki gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Hoki casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Additionally, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Hoki's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn.

Great Fireball (8 Chakra). Every creature in a 10-foot radius must attempt a DC 13 Dexterity saving throw. On a failure, they take 29 (8d6 + 1) fire damage. On a success, they take half as much damage. Hoki may increase this jutsu's radius by 5 ft. or increase its damage by 3 (1d6) for every 2 additional chakra points spent.

Intelligent Hard Work (8+ Chakra). Ranged Spell Attack: +5 to hit, range 30 ft. cone. Hit: 28 (6d8 + 1) fire damage. Hoki may increase this jutsu's range by 10 ft. or increase its damage by 4 (1d8) for every 2 additional chakra points spent.

Fire Dragon Flame Bullet (22 Chakra). Each creature in a 150 ft. long, 10 ft. wide line must make a DC 13 Dexterity saving throw, taking 36 (10d6 + 1) fire damage and catching on fire on a failure. On a success, they take half as much damage. At the start of each of their turns, it takes 11 (2d10) fire damage. At the end of each of its turns, a creature must make a DC 13 Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.

Killing Intent. Any creatures of Hoki's choice that can see or hear him must succeed a DC 15 Charisma saving throw or become frightened of him for 1 minute. He may do this once, regaining all uses at the end of a long rest.

Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Hoki is proficient with against a restrained creature, he deals maximum damage, and the target is no longer restrained.

Hammer of the Hidden Mist (9 Chakra). Melee Spell Attack: +10 to hit, reach 10 ft. radius. Hit: 5 ((2d6 + 3) / 2) magical bludgeoning damage and the target is knocked prone.

Return of the Devil (2 Chakra). As a bonus action, Hoki leaps up to 20 feet into the air and makes a Fire Sword attack against one creature within his reach. On a hit, they take an additional 9 (2d8) damage. On a success, they take half as much damage. Regardless, they both return the target to the ground.

Beam Emission. Hoki creates a green beam of light that points in a direction of his choice. He may move or end this beam at will. While not effective in combat, it can be used to communicate at long range, as the beam does not stop until it collides with something, even if it is invisible.

REACTIONS

Substitution (3+ Chakra). When Hoki is hit by an attack and would take damage, they decrease the damage by 14 (1d10 + 9) and teleport 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. Hoki can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Fire Manipulation. When a Fire Style jutsu, or an effect that deals fire damage, comes within 20 feet of Hoki, you may spend chakra equal to half its chakra cost or other currency (minimum 3) to cause it to target one creature within 20 feet of him instead, regardless of how big its initial range was. IF the effect dealt more than just fire damage, the initial target(s) are still targeted, but do not take fire damage, and the chosen target only takes the fire damage.

Houki.png
[Source].

One of four great warriors from Takumi Village, a small village in the Land of Rivers renown for producing many high-quality ninja tools, as well as being attacked once a nation began losing a war, Hoki dedicated himself to a single goal; resurrecting Seimei, their village's founder and greatest warrior through Shukaku's power. Of the Four Celestial Symbols, Hoki is their leader, having sought out their weapons and abilities. Attacking Gaara and Naruto to that end, adding his fallen teammates' weapons to his arsenal along the way, he actually succeeded in his mission, beating the both of them by himself, but had to sacrifice his body in the process. When Gaara, possessed by Shukaku, killed Seimei, Hoki died with him.

Variant: Four Celestial Symbols Formation

Following the defeat of each of his men, Hoki took their tools, adding them to his arsenal. This variant gains the following features:

Infinite Armor. Hoki has a +3 bonus to all saving throws to avoid damage.

Wind Style Amplification. Hoki may cast Wind Style jutsu as if his hands were free. Additionally, when he casts a Wind Style jutsu, its cost is decreased by 4.

Additionally, he gains the following actions:

Impervious (10 Chakra). As a bonus action, when Hoki is targeted by a jutsu, its chakra is reduced by 5 (2d4), and he regains an equal amount of chakra reduced. If this would reduce the jutsu's chakra below its minimum cost, the jutsu fails, and the jutsu's caster regains the remaining chakra points. Otherwise, the jutsu loses any additional effects from increasing its cost for a number of chakra points equal to the number absorbed. If a jutsu's base cast has multiple projectiles (i.e. a single Lightning Ball), each projectile counts as a different jutsu with a cost equal to its base cost divided by the number of projectiles. This lasts until the end of his next turn.

Garian Sword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) magical slashing damage.

Bamboo Snake (1 Chakra). As a bonus action, Hoki's Garian Sword attack an additional 5 feet of reach for 1 minute.

Dragon Edge (3 Chakra). On the same turn that Hoki used Bamboo Snake, he may add his unarmed strike damage to his Garian Sword's damage rolls, it deals a damage type that at least one jutsu he knows can deal, and attacks with this weapon gain an additional 10 feet of reach.

Weaknessless Soaring Shortswords. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (1d6 + 5) magical slashing damage. Hoki may make one of these attacks as a bonus action.


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