Jashin (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.

Jashin Otsutsuki[edit]

Medium humanoid (Otsutsuki), chaotic evil


Armor Class 27 (Natural Armor)
Hit Points 340 (40d8 + 160)
Speed 95 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 10 (+0) 13 (+1) 12 (+1)

Saving Throws Dex +14, Con +14, Cha +11
Skills Arcana +10, History +10, Insight +11, Intimidation +11, Medicine +11, Perception +11
Senses passive Perception 21
Languages Common
Challenge 34 ( XP)


Chakra. Jashin has 91 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Otsutsuki Chakra. Jigen has 50 additional chakra points which he can expend. These chakra points can be regained as a bonus action for 5 chakra point not granted by this feature.

Evasion/Endurance. When Jashin is targeted by an area effect that lets him make a Dexterity or Constitution 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. Jashin can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Otsutsuki Speed. Jashin has advantage on Dexterity and Wisdom saving throws.

Dying Breath. At the beginning of each of Jashin's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.

Lasting Form. Jashin can can hold his breath for twice as long, suffocate for twice as long without dropping to 0 hit points, can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur.

Afterglow. Once per turn when Jashin has advantage on any one attack roll, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 14 (4d6) damage.

Terrifying. While frightened of Jashin by any means, creatures must attempt a DC 26 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.

Jashin Immortality. Jashin can not be killed by any means other than being killed instantly. When he takes damage not explicitly targeted at his neck, he does not lose hit points. If he is reduced to 0 hit points, he becomes paralyzed, save for being able to speak, and he is reduced to a head. Jashin can return to full hit points by having his head sewn to a headless body, including his own, using leatherworker's tools, weaver's tools, or Earth Grudge Fear. Jashin can only be sewn to a humanoid body, and he replaces his Strength, Dexterity and Constitution scores with those of the body he is sewn into and gain its racial features.

Undying Body. While Jashin has at least 1 hit point, he regains 28 hit points at the beginning of each of hit turns.

ACTIONS

Multiattack. Jashin can make 3 unarmed strike or spear attacks.

Unarmed Strike. Melee Weapon Attack: +21 to hit, reach 5 ft., one target. Hit: 30 (7d4 + 7) magical bludgeoning damage.

Spear. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 6) piercing damage. Jashin may make one of these attacks as a bonus action.

Six Paths Senjutsu (19-24 Chakra). As a bonus action, or as a reaction for 5 additional chakra points, Jashin becomes immune to all damage and the effects of any jutsu, spells, or features that cost chakra that he does not cast until the beginning of his next turn. This immunity is ignored by taijutsu, senjutsu, non-magical effects and attacks, and jutsu that use chakra granted by Six Paths Power; and he gains resistance to damage that would otherwise ignore immunity.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Jashin makes two unarmed strikes

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +21 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Jashin's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Jashin 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 Jashin 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.

Heaven Spear Kick. Melee Spell Attack: +22 to hit, reach 5 ft., one target. Hit: 31 (7d4 + 8) magical bludgeoning damage. Jashin may fly up to 30 feet before making this attack. Jashin may use this jutsu as a bonus action.

Heavenly Foot of Pain (5 Chakra). One creature within 5 feet and every creature except Jashin within 5 feet of them must attempt a DC 27 Strength saving throw. On a failure, the original target takes 31 (7d4 + 8) magical bludgeoning damage, creatures within the radius take half as much damage, and all creatures fall prone. On a success, a creature takes half as much damage as they would have taken had they failed.

Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Jashin is proficient with against a restrained creature, he deals maximum damage and an additional 32 damage, and the target is no longer restrained.

Dragon Tail Foot (3 Chakra). Melee Spell Attack: +22 to hit, reach 5 ft., one target. Hit: 31 (7d4 + 8) magical bludgeoning damage and the target is forced 15 feet away from Jashin. This can be used as a bonus action immediately after damaging a creature with an attack with a weapon Jashin is proficient with.

Killing Intent. Any creatures of Jashin's choice that can see or hear him must succeed a DC 16 Charisma saving throw or become frightened of him for 1 minute. Jashin may do this once, regaining all uses at the end of a long rest. Jashin may spend chakra when a creature makes this saving throw to grant them an equal penalty for that saving throw.

Curse Technique: Death Controlling Possessed Blood (5 Chakra). As a bonus action on the same turn as dealing damage to a creature using a melee attack, Jashin consumes their blood. This does not work against Constructs or Undead. For 1 minute, any damage dealt to Jashin deals equal damage to the creature whose blood he consumed.

Chaotic Tantrum (5 Chakra). As a bonus action, Jashin flies into a rage until the end of his turn. When Jashin makes an attack roll, rolls with disadvantage, but any hit becomes a critical hit. Additionally, attacks against him have advantage or benefit from the same effect he gains from this jutsu, his choice.

Karma Rift (10 Chakra). Jashin teleports himself to a space within 1000 ft. that he can see, visualize, or know the distance and direction of the space. Alternatively, he may double this cost to jump to such a space within another dimension. He can bring objects along if the weight doesn't exceed his carrying capacity. He can also bring one willing creature within 5 feet of him of his size or smaller.

Karma Seal Jutsu Absorption (3+ Chakra). When Jashin is targeted by a jutsu that is not Taijutsu, the jutsu's 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. Jashin may increase the number of chakra points absorbed by 1d4 for every 2 additional chakra points spent.

Otsutsuki Flight (4 Chakra). As a free action, Urashiki gains a flying speed equal to his movement speed. Urashiki must spend 1 chakra at the end of each of his turns to maintain this effect.

Natural Chakra Suppression. As a free action, Urashiki can not be sensed by chakra sense, but he can not cast jutsu, though he can maintain them, for 1 minute (concentration).

REACTIONS

Evade (2-7 Chakra). When Jashin would take damage, he attempts a Dexterity saving throw against DC or attack roll of the effect that would deal damage, if any. On a success, he may move up to half his movement speed. If he would no longer be targeted by the effect, he does not take damage. Jashin may spend 5 additional chakra to regain his reaction.

jashin-otsutsuki-color-by-sunakisabakuno-da0ex6m-pre.png
Lord Jashin, [Source]

2000 years before modern day, and 1000 years before the coming of Kaguya and Isshiki, two Otsutsuki came to Earth in order to plant a God Tree seed. However, the pair were mischievous plotters, looking past their kind's traditional process of destruction and migration to find a cycle of constant growth. Rather than sacrifice one of their own to mature the tree, the two used their unique powers of immortality to simultaneously sacrifice both and neither of themselves, in Jashin's case sacrificing all but his head and adapting the body of a nearby human to his own. While his partner went elsewhere, Jashin nurtured his tree, starting a religion around himself as a god of death. To bring glory to the "Cult of Jashin", followers were required to sacrifice others beneath the tree; to let their blood seep into the roots, and thus into him,; their god. The bounds of these sacrifices were limitless, with wars often being fought under the tree in his name. With each death, his people became more fanatical and his ability more refined, all with only an occasional sermon or display of power. However, by the time it came to harvest the fruit nearly 1000 years of waiting later, Jashin was attacked by Kaguya and Isshiki. In addition to harvesting Earth for their own means, they had come to punish them for their abandoning of their clan's ways, having already stricken their emblems from the monuments within their castles. Jashin's godly immortality finally met its match when an All-Killing Ash Bone caught him square in the ribs, reducing body to ash; though rumors of his survival persist.


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