Ku (Shinobi World Supplement)
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Medium humanoid (fabrication), lawful neutral
Armor Class 18 (natural armor)
Saving Throws Dex +8, Int +10, Wis +7
Chakra. Ku has 50 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Evasion. When Ku 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. Ku can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Natural Constitution. Ku does not need to eat, drink, or sleep. If he is touched by a creature that has a number of special chakra points (not including heavy chakra) greater than half its chakra points, he becomes paralyzed until the end of his next turn.
Multiattack. Ku makes 3 attacks with his unarmed strike or kunai attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (4d4 + 2) magical bludgeoning damage.
Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Regeneration (6/Day). As a bonus action, Ku regains 6 hit points or 3 chakra points.
Lightweight Boulder (2+ Chakra). As a bonus action, Ku can divide one object's weight by the amount of chakra spent. Ku may target a creature with this jutsu for 7 chakra. Doing so also grants them a flying speed equal to their movement speed
Fissure (3 Chakra). Ku 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 15 (3d6 + 4) force damage and is pushed to the top.
Rock-Tatami (5 Chakra). Ku 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) magical 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). Ku 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.
Rock Gun (4-12 Chakra). All creatures in a 10 ft. radius up to 30 ft. from Ku must succeed a DC 18 Dexterity saving throw or take 18 (4d6 + 4) magical bludgeoning damage and become restrained. Ku may spend 2 additional chakra to increase this jutsu and the boulder‘s range by 5 feet.
Super Fist Rock Technique (10 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) magical bludgeoning damage, 9 (2d8) force damage, and they are knocked prone.
Earth Golem (7 Chakra). Ku creates an earth golem or akuta anywhere within 10 feet of him.
Headhunter (6 Chakra). Ku gains a burrowing speed equal to his movement speed +5 feet until the beginning of his next turn. If he hits a creature with an unarmed strike while burrowing, he may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a DC 18 Strength saving throw at the end of each of their turns, ending this effect early in a success.
Rock Shelter (15 Chakra). Ku creates a hemisphere of earth with a radius of 15 feet. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 7 (2d6) bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it.
Detachment of the Primitive World Technique (25 Chakra). As a lengthy distracting action Ku designates this jutsu's range. At the beginning of his next turn, any creatures within a 30 ft. long, 5 ft. radius cylinder or 20 ft. cube with an edge 5 ft. from him take 79 (10d6 + 44) force damage. If Ku moves himself before this happens, he regains half this jutsu's cost, and the jutsu fails. If he is moved by any other means, the jutsu stays in the same place in relation to him. If this damage reduces the target to 0 hit points, it is disintegrated on a molecular level. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates any part of it within range. A magic item is unaffected by this spell.
Rock Armor (8 Chakra). When Ku is targeted by an attack, he gains a +5 bonus to his AC until the end of his next turn.
Mud Wall (4 Chakra). When Ku is targeted by a ranged attack, he gains three-quarters cover until the end of his next turn.
Long after the Fourth Shinobi World War, many shinobi from the Stone Village who had spent their entire lives supporting their isolationist ways felt betrayed by the creation of the Shinobi Union, with many going rogue and attacking the authority they were once loyal to. In one such attack, the Third Tsuchikage's young grandson, Kozuchi, was killed. Heartbroken, Onoki began looking into his village's ancient jutsu in an attempt to safeguard his people. From his search, or rather from Kara's assistance in the search, they eventually unearthed the akuta. Using the shadowy organization's white zetsu remnants recovered from the Fourth Shinobi World War, Onoki's experiments eventually created five fully independant, if loyal, fabrications; Kokuyo, Kirara, Kako, Sekiei, and finally Ku. Almost a perfect, if younger and potentially immortal, clone of Onoki, Ku was designated as the fabrications' leader.
Ku views the Third Tsuchikage as his father, fully buying into his desire to reshape the world to create a permanent peace. As confident as he is mysterious, his leadership abilities alone could be a threat to many Kage. Due to his body modification, he views himself as entirely human, if not the future of all shinobi. After numerous steps toward their grand goal, including attacking Kurotsuchi and bringing Mitsuki into their organization in violation of the Shinobi Union to bolster a new generation of fabrications, a greatly weakened Onoki realized how far Ku was willing to go to realize their change as quickly as possible and attempted to stop him. Subduing the ex-Tsuchikage, Ku accelerated his plans, turning his team into a full revolutionary cell, only to be betrayed by Mitsuki, who revealed he had gone along to stop their plot. After an extended fight against Mitsuki, Boruto, Sarada and Onoki, Ku was defeated by Onoki's Particle Style, exhausting the elder and killing both of them.
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