Kusuna (Shinobi World Supplement)
Kusuna[edit]
Medium humanoid (human), lawful neutral Armor Class 16 (Natural Armor)
Saving Throws Con +6, Int +8 Chakra. Kusuna has 35 chakra points which he can expend. All chakra points are regained at the end of a long rest. Endurance. When Kusuna is targeted by an area effect that lets him make a 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. Kusuna can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. ACTIONSMultiattack. Kusuna can make 3 unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 2) magical bludgeoning damage. Kunai (0-3 Chakra). Thrown Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage. Kusuna may make one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit. Transformation (1+ Chakra). Kusuna 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 an DC 15 Investigation check realize that he is transformed. If the creature saw him 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). Kusuna's movement speed doubles, and his movement does not provoke attacks of opportunity for 10 minutes. Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kusuna 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. Chakra Transfer Technique (1+ Chakra). One creature that Kusuna touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum. 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. Inspiring Words (1 Chakra). As a bonus action, one creature within 30 feet of Kusuna that can hear him gains a +2 bonus to their attack and damage rolls until the end of their next turn. Healing Jutsu (1-22 Chakra). One creature Kusuna can touch regains a number of hit points equal to chakra spent. Chakra Control. As a bonus action, Kusuna reduces his next jutsu's cost by 3 chakra. He may do this up to 3 times, regaining all uses at the end of a short rest. Mystical Palm Jutsu. Kusuna has a pool of 12 d6s he can use on this action, which are regained at the end of a long rest. As a bonus action, Kusuna can heal one creature he can see within 60 feet of him, spending up to 3d6 from the pool. He must roll the dice he spends, add them together, and restore a number of hit points equal to the total. Strengthening Prescription: Chakra Injection (5+ Chakra). One willing creature within 30 feet gains a number of chakra points equal to the chakra points spent on this jutsu - 5. This chakra can extend above the target's maximum, and he may grant them the ability to cast 3 jutsu of the same nature that Kusuna knows until they lose any chakra he granted them, but they must spend at least 1 chakra he granted them on this jutsu. If he has Affinity in the granted jutsu's chakra natures, the target benefits from Affinity as well. 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. Secret Anesthesia (5 Chakra). Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 4 poison damage. If they or a creature touching them do not remove the poison as an action, Kusuna may cause them become paralyzed for 1 minute as a bonus action until the poison is removed. Dark Medicine (15 Chakra). One creature within 5 feet must attempt a DC 15 Dexterity saving throw, becoming grappled on a failure. As an action on his next turn, he may force the target to attempt a DC 15 Strength saving throw, becoming poisoned on a failure. As an action on his next turn while they are poisoned in this way, he may force the target to attempt a DC 15 Constitution saving throw. On a failure, they are dropped to 0 hit points instantly. If the target succeeds any of this jutsu's saving throws or leaves this jutsu's range, this jutsu immediately ends. This jutsu leaves no perceivable marks. REACTIONSSubstitution (3+ Chakra). When Kusuna is hit by an attack and would take damage, he decreases the damage by 16 (1d10 + 11) 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. Kusuna can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost. Rivaling Wills (3-7 Chakra). When a creature Kusuna can see becomes restrained or stunned, or is forcefully moved, he casts one jutsu that can be cast as an action or bonus action on the target, but he can not take a bonus action on his next turn unless he spends 4 additional chakra. |
Kusuna is the medical nin and leader of the Gang of Four created and enhanced by Yomi in an attempt to slay his nation head Shion and free the demon Moryo. While his team was able to invade her castle and he himself nearly killed her, they were driven back by the sudden arrival of Naruto Uzumaki and his army of shadow clones. While a combination of his team's attacks was able to do away with Naruto temporarily, Neji, Sakura, and Lee arrived as backup, forcing them to retreat, though they were able to track Shion in doing so. When the Gang of Four returned to finish the job, Neji finally deduced that Kusuna had been amplifying his teammates, focusing his team's fire and killing him. |
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