Mifune (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.

Mifune[edit]

Medium humanoid (human), lawful neutral


Armor Class 23 (Shinobi Armor)
Hit Points 195 (26d8 + 78)
Speed 80 ft.


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 12 (+1) 12 (+1) 12 (+1)

Saving Throws Con +10, Int +8
Skills Acrobatics +9, Animal Handling +8, Athletics +18, Medicine +8, Perception +8, Persuasion +8
Senses passive Perception 18
Languages Common
Challenge 21 (33,000 XP)


Chakra. Mifune has 55 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Iaidō. On his first turn, or if he did not deal damage on his previous turn, Mifune's first attack roll with a melee weapon is made with advantage or deals twice as much damage. Additionally, his first time drawing and stowing a melee weapon on each of his turns no longer takes his item interaction and can be done as at will.

Ninja Speed. Mifune can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Brawn/Evasion. When Mifune is targeted by an effect that allows him to make a Strength or Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Great Weapon Fighting. When Mifune rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, such as his katana, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Kurosawa. Mifune's attacks score a critical hit on a roll of 17-20.

Execution. If Mifune scores a critical hit, the target is stunned until the end of its turn.

ACTIONS

Multiattack. Mifune makes 3 attacks with his unarmed strike or katana attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (5d4 + 4) magical bludgeoning damage.

Katana. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) magical slashing damage. Mifune may make one of these attacks as a bonus action.

Samurai Sabre (4 Chakra). As a bonus action, Mifune may add his unarmed strike die to his katana's damage rolls for 1 minute.

Flash (2 Chakra). One creature within 5 ft. must attempt a DC 17 Strength. On a failure, they take the damage they would have taken from a hit with Mifune's katana. On a success, they take half as much damage.

Rupture (1 Chakra). As part of a weapon attack while Samurai Sabre is active, the attack gains an additional 30 feet of reach, but he may not add his unarmed strike to the attack's damage.

Iai-Nuki (2-4 Chakra). As a bonus action while Mifune is prone, or as a reaction when he falls prone for 2 additional chakra, he immediately stops being prone and makes a katana attack.

Swift Strike Knockout (2 Chakra). When Mifune makes a melee attack that deals bludgeoning damage against a creature that is not a construct, undead, or elemental, if twice the attack's damage would reduce the target to 0 hit points, they are knocked unconcious for 1 hour or until another creature wakes them as an action, otherwise they take no damage.

Dancing Blade Risk (6 Chakra). Mifune moves up to 15 feet and makes a katana attack. On a hit, he deals 22 magical slashing damage. If Samurai Sabre, but not Rupture, is active, this deals 42 magical slashing damage.

Existence Beheading (1 Chakra). When Mifune hits a creature with a weapon attack, the target isn't affected by effects of the attack until he is no longer wielding the weapon he made this attack with. If they complete a long rest before he stops wielding your weapon, they stop being affected by this jutsu.

Amputation Punishment (2+ Chakra). Mifune jumps up to 20 feet in the air. As a bonus action no later than the end of his next turn, he falls to the ground and makes a katana attack. His critical threshold increases by 1 for this attack, which he may increase by 1 for every 3 additional chakra spent to a maximum critical threshold of 14-20.

Lion Combo (2 Chakra). The target must attempt a DC 17 Strength saving throw. On a failure, they take 8 ((5d4 + 4) / 2) magical bludgeoning damage and are pushed 20 feet into the air until the end of Mifune's next turn. On a success, they take half as much damage.

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

Swift Strike. As a bonus action, Mifune makes two unarmed strike or katana attack.

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Mifune's choice.

REACTIONS

Mifune-Style First Tachi: Blaze (10 Chakra). When another creature forces Mifune to make a Strength, Dexterity, or Constitution saving throw, or when he is targeted by an attack roll, while Samurai Sabre is active, he makes a melee weapon attack roll. If this roll is higher than effect's DC or attack roll, the effect fails. If the roll is lower, he automatically fails the saving throw and the attack automatically hits her.

Halting Strike. When Mifune sees a creature attempting to cast a spell or use a Jutsu, he moves up to half his movement speed and makes a katana attack. If he hits, the target's hand signs are interrupted, it fails to use the Jutsu or cast the spell and it immediately ends its turn.

Mifune_full.png
[Source].

The equivalent of a Kage for the Land of Iron, Mifune is the general of all samurai. Despite his nation's isolationist stance, he developed a rivalry with Hanzo the Salamander, with each being the only one to threaten the other in one-on-one combat. Eventually, their duels to the death became more of a contest of honor than anything of national importance. Acting as a mediator for the Kage of the Five Great Nations in times of need, he led the Fourth Raikage's proposed Five Kage Summit, though it was cut short by an attack from Sasuke, "Madara", and Zetsu. Becoming the leader of the Surprise Attack Division of the Allied Shinobi Forces during the Fourth Shinobi World War, he was able to have one final fight with Hanzo. Though one was ancient and the other undead, they were able to put their ailments aside for one final fight. Following the end of the Fourth Shinobi World War, he retired from the seat of general, teaching a small group of promising samurai-in-training.

Variant: Old Mifune

In his prime, Mifune was a forced to be reckoned with, but as time passed, his strength began to wane. This variant counts as CR 18 (10,000 XP).

An old Mifune has 120 (16d8 + 48) maximum hit points and 35 maximum chakra points. Additionally, his Charisma score increases to 16 (+3), and his Persuasion bonus becomes +11.



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