Ichirota (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.

Ichirota Oniyuzu[edit]

Medium humanoid (Oniyuzu), lawful evil


Armor Class 17 (Natural Armor)
Hit Points 36 (8d8)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 16 (+3) 13 (+1) 10 (+0)

Saving Throws Str +3, Dex +7
Skills Acrobatics +7, Insight +4, Intimidation +3, Survival +4
Senses passive Perception 11
Languages Common
Challenge 8 (3,900 XP)


Chakra. Ichirota has 16 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Ichirota 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.

Ninja Speed. Ichirota can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

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

Terrifying. While frightened of Ichirota by any means, creatures must attempt a DC 14 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.

Blastsword. Ichirota's Shibuki has 4 tags, regaining 1 at the end of each minute.

ACTIONS

Multiattack. Ichirota can make 2 unarmed strike, katana, or Shibuki attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

Katana. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Kunai. Thrown Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Ichirota 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.

Shibuki. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) magical bludgeoning damage.

Burning Shibuki (1+ Tag). On a hit with Shibuki, Ichirota may deal an additional 5 (1d8) thunder or fire damage for every tag spent (maximum 2).

Blinding Shibuki (1+ Tag). On a hit with Shibuki, 35 (6d10) hit points of creatures within 30 feet, starting with the ones with the lowest hit points ignoring unconscious creatures, are blinded for 1 minute. Ichirota may increase the number of hit points effected by 6 (1d10) per additional tag spent. They may attempt a DC 14 Wisdom saving throw at the end of each of their turns, ending this effect early on a success.

Unraveling Shibuki (1 Tag). As a bonus action, Ichirota creates one explosive tag.

Blasting Brittle Repeating Death (5 Chakra, 4 Tags). At the beginning of Ichirota's next turn, creatures in a 10 foot cube up to 15 feet from Ichirota designated on this action must attempt a DC 14 Constitution saving throw. On a failure, they take 44 (9d8 + 3)

Mutually Multiplying Explosive Tags (2 Chakra). One creature of Ichirota's choice that is controlled or charmed by him, including himself, has their movement speed halved. At the beginning of each of their turns until the creature is reduced to 0 hit points or ends this effect as an action, all creatures in a 10 foot radius of the creature, including the creature themselves, must attempt a DC 14 Dexterity saving throw. On a failure, they take 3d6 + your Intelligence modifier fire damage. On a success, they take half as much damage.

Explosive Seal (1+ Chakra). Ichirota creates an explosive seal on one surface he can touch.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Ichirota 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). Ichirota 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, 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, he automatically succeeds. This does not change statistics, save for granting the creature's swimming and flying speeds.

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

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

Flying Revolving Sword (2 Chakra). When Ichirota makes a melee weapon attack, it becomes a thrown attack with a range of 60 feet. If the weapon is two-handed and an object is targeted, the blade is planted firmly into its side, and creatures with the Path of the Assassin or a passive Acrobatics of 19 or higher may stand on the blade as if it were normal terrain.

Killing Intent. Any creatures of Ichirota's choice that can see or hear him must succeed a DC 14 Charisma saving throw or become frightened of him for 1 minute. Ichirota may do this three times, regaining all uses at the end of a long rest. Ichirota may spend chakra when a creature makes this saving throw to grant them an equal penalty for that saving throw.

REACTIONS

Substitution (3+ Chakra). When Ichirota is hit by an attack and would take damage, he decreases the damage by 13 (1d10 + 8) 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. Ichirota can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Ichir%C5%8Dta_Oniyuzu.png
[Source].

A descended of one of the Hidden Mist Village's heroes during the time of the Bloody Mist, Ichirota despises the Fifth and especially Sixth Mizukage's peaceful era, joining Shizuma Hoshigaki long before his revolution. Unlike the other New Seven Swordsmen of the Mist, Ichirota rarely voices his complaints on a mission, even to his enemies, and is known for using verbose language. He was the first to consider killing Boruto Uzumaki in order to start a war in the Middle Sea against the Leaf. After they broke into the Mist's weapon vaults, with Ichirota stealing Shibuki, he was more than willing to use the Blastsword to cut down the Mist Memorial Stone. However, when the gang arrived, they were cut off by Boruto, Sarada, and Chojuro. Using his weapon to split off the opposition into their worst matchup by caving in parts of the sewers below, he left himself unopposed both as happenstance, and to still strike the memorial. Before he could, however, Iwabee attacked him from the mist surrounding him, going to prison shortly after.


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