Ishikawa (Shinobi World Supplement)
Ishikawa[edit]
Medium humanoid (Human), any alignment Armor Class 20 (Rudimentary Jacket)
Saving Throws Con +8, Int +9, Cha +7 Chakra. Ishikawa has 46 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When Ishikawa 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. Ishikawa can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. ACTIONSMultiattack. Ishikawa makes 3 attacks with his unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage. Kunai (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Ishikawa may make 1 additional attack for every additional chakra point spent. Ishikawa may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 3 (1d4 + 1) piercing damage on a hit. Shuriken Shadow Clone (1 Chakra). When Ishikawa makes a kunai attack, they may instantly create a copy of the weapon thrown. This weapon disappears at the end of their turn. Basic Ninjutsu Technique (1 Chakra). As a bonus action, Ishikawa 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). Ishikawa becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 17 Investigation check realize that they are transformed. If the creature saw them 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). Ishikawa's movement speed doubles, and their movement does not provoke attacks of opportunity. Lightweight Boulder (2+ Chakra). As a bonus action, Ishikawa can divide one object's weight by the amount of chakra spent. Ishikawa may target a creature with this jutsu for 7 chakra. Doing so also grants them a flying speed equal to their movement speed Weighted Boulder (7+ Chakra). One creature or object Ishikawa can touch becomes 2 + half the additional amount of chakra times heavier for 1 minute. If the target is a creature, their movement speed becomes 0 and their melee attacks deal twice as much damage. Fissure (3 Chakra). Ishikawa creates a 30 ft. long, 10 ft. wide, 50 ft. deep or smaller fissure. Each creatures in the area must make a DC 18 Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making a DC 18 Athletics or Acrobatics check. The fissure has an initiative of 20. At the start of its fourth turn it closes. A creature still in the fissure takes 25 (3d6 + 4) force damage and is pushed to the top. Rock-Tatami (5 Chakra). Ishikawa creates a rock mat that fills a 5 ft. square area. As a bonus action during the next 5 minutes, they may force any creature to attempt a DC 18 Strength saving throw. On a failure, they become prone or move up to 10 ft. in a direction of your choice including straight up (unless they are larger than Large), and take 14 (4d4 + 4) bludgeoning damage. On a success, they take half as much damage. If they are moved, the mat moves as well, and stays there until you move it again or this jutsu ends. Stone Pillar Spears (8 Chakra). Ishikawa creates five stone pillars within 20 ft. of them. The pillars are 5 ft. cylinders that protrude 30 ft. out of the ground and pass through obstacles to reach the target. The target of each pillar must make a DC 18 Dexterity saving throw or take 11 (2d6 + 4) piercing damage for each pillar that hits it. Transparent Escape (6 Chakra). Ishikawa becomes invisible until the end of their next turn. Body Elimination (5 Chakra). One creature Ishikawa can touch that has 1 or fewer hit points is killed instantly. After 24 seconds (4 rounds), the body is completely reduced to ash. Shadow Clone (4+ Chakra/Clone). Ishikawa creates up to five clones. Each clone has 5 hit points and the chakra spent creating it (this applies to things that would reduce the cost). The clones can take actions as normal, but do not benefit from the Extra Attack feature. Ishikawa controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, Ishikawa dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, Ishikawa regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Ishikawa, including equipment, features, and any effects affecting Ishikawa when he creates the clone. Any charges, such as from features or magic items, are shared between all clones and Ishikawa. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself. Earth Style Shadow Clone (2 Chakra). When Ishikawa creates a shadow clone, they may imbue them with Earth Style Chakra. Clones under this effect have 15 hit points. This also causes you to not regain the base chakra spent to create the clone. Rock Weapon (3 Chakra). As a bonus action, Ishikawa's unarmed strikes deal an additional 2 (1d4) magical bludgeoning damage until the end of his next turn. Gravel (5 Chakra). One creature within 30 ft. must attempt a DC 18 Dexterity saving throw. On a failure, they take 8 (1d8 + 4) magical piercing damage and become restrained by a stone pyramid. On a success, they take half as much damage. The pyramid has 25 hit points, freeing the target if it drops to 0 hit points. As a bonus action for 1 chakra, Ishikawa force the target to attempt a DC 18 Strength saving throw. On a failure, they take 8 (1d8 + 4) magical bludgeoning damage. The creature may attempt a DC 18 Strength saving throw as an action, ending this effect on a success. Bedrock Coffin (25 Chakra). One creature within 30 ft. must attempt a DC 18 Dexterity saving throw. On a failure, they take 43 (8d8 + 4) magical bludgeoning damage and become restrained by a stone coffin. While restrained in this way, the target has total cover. The coffin has 100 hit points, freeing the target if it drops to 0 hit points. The creature can also escape by making a DC 30 An ability score was not entered for this template! check. REACTIONSSubstitution (3+ Chakra). When Ishikawa is hit by an attack and would take damage, they decrease the damage by 23 (1d10 + 18) 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. Ishikawa can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. Rock Armor (8 Chakra). When Ishikawa is targeted by an attack, he gains a +5 bonus to his AC until the end of his next turn. |
Founder of the Hidden Stone Village, Ishikawa was incredibly powerful in his mastery of Earth Style ninjutsu. Despite coming to the first Five Kage Summit in genuine faith of creating peace, or at the very least communication, among the five Kage, he was upfront in his skepticism toward any form of treaty that he may sign. He is best known for being able to discern the quality of both stone and people with a single glance, and for his love of puns. Shortly after becoming Tsuchikage, he succumbed to his old age, naming his young bodyguard Mu as his successor, leaving behind his four grandchildren Onoki, Suzumebachi, Jibachi, and Kurobachi. |
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