Hokushin (Shinobi World Supplement)
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Hokushin[edit]
Medium humanoid (Human), neutral evil Armor Class 13 (Natural Armor)
Saving Throws Dex +6, Cha +6 Chakra. Hokushin has 17 chakra points which he can expend. All chakra points are regained at the end of a long rest. Ninja Speed. Hokushin can take the dash, dodge, and disengage actions as a bonus action for 2 chakra. ACTIONSUnarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage. Kunai. Thrown Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Hokushin 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. Leaf Great Flash (10 Chakra). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target moves 30 ft. in a direction of Hokushin's choice. Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Hokushin 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 he casts this Jutsu while submerged in a liquid, the Jutsu carries him 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 Gust (8 Chakra). Hokushin makes an unarmed strike against every creature within 5 ft. Cloud-Style Reverse Beheading (6 Chakra). When Hokushin makes an attack, he feigns an attack against one creature within his melee weapon's reach while attacking a creature on the opposite side of him within his melee weapon's reach. Both creatures must attempt a DC 14 Wisdom saving throw. On a failure, they become stunned until the end of their next turn. Transparent Escape (6 Chakra). Hokushin becomes invisible until the end of his next turn. REACTIONSSubstitution (3+ Chakra). When Hokushin is hit by an attack and would take damage, he decreases the damage by 11 (1d10 + 6) 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. Hokushin can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. Cloud-Style Deception Beheading (6 Chakra). When an attack is made against Hokushin, he moves up to half his movement speed toward the attacker and makes a melee attack against them with advantage. This movement does not provoke opportunity attacks. |
One of Hoki's underlings in the Watari Ninja, Hokushin and his partner Nagare were sent to ensure the squad of genin from the Hidden Leaf Village he had hired to deal with the Cursed Warrior returned to their village, but was deceived by Kakashi into following a group of monkeys instead. When Hoki's identity was revealed and the Land of Birds fell into utter chaos, he took his chance to rise through his organization's ranks by killing the legendary Copy Ninja, but was easily defeated. |
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