Hotarubi (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.

Hotarubi[edit]

Medium humanoid (Human), lawful good


Armor Class 16 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 16 (+3) 14 (+2) 10 (+0) 12 (+1)

Saving Throws Con +7, Int +6
Skills Acrobatics +6, Arcana +6, Medicine +4, Stealth +6
Senses passive Perception 10
Languages Common
Challenge 9 (5,000 XP)


Chakra. Hotarubi has 26 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Evasion. When Hotarubi is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Purple Chakra. Some of Hotarubi's features grant him "purple chakra". These special chakra points are counted separately from his normal chakra. Hotarubi can use these chakra on one jutsu or spread them across multiple, and can spend these points and his own normal chakra points on the same jutsu. This chakra can extend above his chakra point maximum, and is lost at the end of a long rest.

Mysterious Peacock Method. While Hotarubi has at least 7 purple chakra, he gains the following:

  • The chakra cost of all jutsu he casts are reduced by 1 (minimum 1).
  • His movement speeds are increased by +10 feet.
  • He may cause his unarmed strikes and any jutsu he casts of his choice to deal poison damage at will.
  • He gains a +1 bonus to any attack and damage rolls, his jutsu DC, and his AC.
  • He loses 1 purple chakra at the end of each of his turns.

ACTIONS

Multiattack. Hotarubi makes 2 attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Hotarubi may make 1 additional attack for every additional chakra point spent. Each additional kunai deals 3 (1d4 + 1) slashing damage.

Star Training. Hotarubi reduces his maximum hit points by any number, and gains twice as many purple chakra points gained.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Hotarubi 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). Hotarubi becomes identical to a person, creature or non-magical object he has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and he can not recreate a magical effect. Creatures must make a DC 14 Investigation check realize that he is transformed. If the creature saw him performing the Jutsu, they automatically succeed. This does not change statistics.

Body Flicker (3 Chakra). Hotarubi's movement speed doubles, and his movement does not provoke attacks of opportunity.

Chakra Transfer Technique (1+ Chakra). One creature that Hotarubi touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum, and Hotarubi may grant them the ability to cast 1 jutsu that he knows until they lose any chakra he granted them, but they must spend at least 1 chakra he granted them on this jutsu. A creature may only learn 1 jutsu in this way from any single creature. 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.

REACTIONS

Substitution (3+ Chakra). When Hotarubi is hit by an attack and would take damage, he decreases the damage by 14 (1d10 + 9) 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. Hotarubi can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Hotarubi.png
[Source].

Hotarubi was a skilled shinobi from the Hidden Stars Village, and husband of Natsuhi. After they realized the irreparable damage the village's Star training was causing, they stole the artifact, but were caught by the Third Hoshikage. After they revealed what they had learned, he forgave them and ordered any ongoing Star training to cease. While this greatly benefitted the lives of the village, Akahoshi and the militaristic elements he lead resented the loss of such a strong power source. However, while Natsuhi used her power to watch over the Star to ensure such groups could never attempt to use its power, Hotarubi's ate away at his body, killing him shortly after.



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