Kyusuke (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.

Kyusuke[edit]

Medium humanoid (Terumi), lawful good


Armor Class 16 (Natural Armor)
Hit Points 52 (8d8 + 16)
Speed 75 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 16 (+3) 11 (+0) 10 (+0)

Saving Throws Dex +6, Cha +3
Skills Acrobatics +6, Athletics +6, Performance +3, Sleight of Hand +6, Stealth +6
Senses passive Perception 10
Languages Common
Challenge 8 (3,900 XP)


Chakra. Kyusuke has 18 chakra points which she can expend. All chakra points are regained at the end of a long rest.

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

Evasion. When Kyusuke 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.

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

ACTIONS

Multiattack. Kyusuke makes 2 attacks with his unarmed strike, katana, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Kyusuke may make 1 additional attack for every additional chakra point spent.

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

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Kyusuke's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Kyusuke 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 Kyusuke casts this Jutsu while submerged in a liquid, the Jutsu carries them 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.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Kyusuke's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.

Hazy Moon Night (8 Chakra). As a bonus action, one creature within 5 feet of Kyusuke takes 8 (1d10 + 3) slashing damage. This damage can not be increased in any way.

White Light Blade (2 Chakra). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage. Kyusuke may use this jutsu as a bonus action after making this attack, a Kama attack, or a kunai attack.

Quicklime Congeal (4 Chakra). Ranged Spell Attack: +6 to hit, range 25 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage and the target becomes restrained for 1 minute. They may attempt a DC 14 Strength saving throw as an action, ending this effect early on a success.

Ash Stone Seal (11 Chakra). One instance of Quicklime Congeal gains a +2 bonus to its DC and must be concentrated on. Kyusuke may grant the target disadvantage on the Strength saving throw to escape the jutsu as a reaction for 2 chakra.

REACTIONS

Substitution (3+ Chakra). When Kyusuke 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. Kyusuke can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Kyusuke.png
[Source].

Once a typical Hidden Rain genin, Kyusuke became disillusioned by the devastation that covered his village during the Third Shinobi World War. Spending weeks away without a report back to their command, his team looted impoverished and destroyed towns to survive. Before they could become rogue nin, they attacked a village protected by a mercenary band known as the Akatsuki. While at first distrustful, Yahiko's sincerity and the organization's beliefs, combined with Team Kyusuke's desperation, he ultimately joined the Akatsuki. Becoming Swift Foot Kyusuke; chief messenger of the Akatsuki, he became second only to Yahiko and his inner circle. When Hanzo attempted to collapse the Akatsuki, Kyusuke and Daibutsu were able to hold off a large number of anbu, forcing Obito and Zetsu to take direct action, killing the strongest remnants themselves.



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