Might Guy (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.

Might Guy[edit]

Medium humanoid (Human), lawful good


Armor Class 17 (Natural Armor)
Hit Points 165 (22d8 + 66)
Speed 70 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +11, Con +9
Skills Acrobatics +9, Arcana +6, Athletics +11, Nature +6, Perception +6, Performance +6, Persuasion +6, Survival +6
Senses passive Perception 16
Languages Common
Challenge 20 (25,000 XP)


Chakra. Guy has 53 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Guy is targeted by an effect that allows him to make a Constitution saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

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

Ferocious Fist. Whenever Guy would roll a 1 on an unarmed strike attack roll, he may instead count the roll as a 2.

Gates. Some of Guy's actions are listed as Gates. Guy can only benefit from one Gate at time.

ACTIONS

Multiattack. Guy can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (4d4 + 6) magical bludgeoning damage.

Leaf Great Flash (10 Chakra). Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: The target moves 30 ft. in a direction of Guy's choice.

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

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

Surging Fire Wild Dance (8 Chakra). Guy contests an unarmed strike against a creature within range's melee attack. If he succeeds, they take his unarmed strike's damage. If he fails by less than 6 or succeeds, both he and the target are restrained until the beginning of his next turn.

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

Dynamic Entry (4 Chakra). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) magical bludgeoning damage + 5 (2d4) force damage and the target must succeed a DC 20 Dexterity saving throw or be pushed 20 feet in a direction of Guy's choice. Guy may move up to 40 ft. before making this attack as part of his action.

Front Lotus. While Guy is under the effects of the First Gate, one creature within 5 ft. must succeed a DC 20 Dexterity saving throw or be launched 20 ft. directly up and be stunned until the end of his next turn. As an action before the end of his next turn, Guy may pile-drive the creature into the ground, dealing 17 (2d10 + 6) force damage.

Reverse Lotus. While Guy is under the effects of the Third Gate, he uses his multiattack on a creature stunned by the Front Lotus. As a bonus action after, he may knock them to the ground, dealing 15 (2d8 + 6) bludgeoning damage and 9 (2d8) force damage. After Guy uses this technique, he may choose to close the 3rd Gate immediately, and he is knocked prone and stunned until the start of his next turn.

Great Dynamic Entry (10 Chakra). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) magical bludgeoning damage + 11 (3d6) force damage and the target must succeed a DC 20 Dexterity saving throw or be pushed 50 feet in a direction of Guy's choice. Guy may move up to 50 ft. before making this attack as part of his action. This can only be used while Guy is under the effects of the 5th Gate.

Morning Peacock (20 Chakra). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 6) bludgeoning damage and 5 (2d4) fire damage. Guy may use this up to 5 times after spending the chakra. Any creatures in a 20 ft. cone not including the creature must attempt a DC 19 Dexterity saving throw, taking 11 (3d6) fire damage on a failure, or half as much on a success. This can only be used while Guy is under the effects of the 5th Gate.

Leaf Guillotine (20 Chakra). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 6) force damage and the target must succeed a DC 20 Constitution saving throw or become paralyzed until the end of their next turn. This can only be used while Guy is under the effects of the 7th Gate.

Hirudora (30 Chakra). Every creature in a 30 ft. radius in front of Guy must attempt a DC 20 Dexterity saving throw, taking 47 (6d12 + 6) force damage on a failure, or half as much on a success.

Burning Youth, No holds barred, Full Power Dynamic Entry (20 Chakra). 29 (4d10 + 6) magical bludgeoning damage + 18 (5d6) force damage and the target must succeed a DC 20 Dexterity saving throw or be pushed 80 feet in a direction of Guy's choice. Guy may move up to 80 ft. before making this attack as part of his action. This can only be used while Guy is under the effects of the 8th Gate.

Evening Elephant (30 Chakra). Melee Weapon Attack: +12 to hit, reach 5 ft., four targets. Hit: 13 (2d6 + 6) force damage. On each consecutive hit, this damage increases by 4 (1d6) to a maximum of 25 (5d6 + 6). This can only be used while Guy is under the effects of the 8th Gate.

Night Guy (45 Chakra or gain 6 levels of exhaustion). Any creatures within 10 ft. of Guy must attempt a DC 20 Charisma saving throw or become stunned until the end of his turn. Guy moves up to 70 ft., then he and one creature within 5 ft. of him move in a 100 foot line. The target must succeed a DC 20 Constitution saving throw, taking 216 (60d6 + 6) force damage on a failure, or half as much on a success. This can only be used while Guy is under the effects of the 8th Gate, and he leaves this form immediately after. If there are any objects in the distance this jutsu moves preventing the target from moving, both the target and the object, or just the object if they succeeded the saving throw, take 5 (1d8 + 1) non-magical bludgeoning damage and the distance moved decreases by 5 ft. until the object breaks or the remaining distance is reduced to 0.

1st Gate. As a bonus action, Guy gains the following until he ends this effect as a bonus action:

  • Guy gains a +1 bonus to AC.
  • Guy gains a +10 ft. bonus to his movement speed.
  • Guy gains a +1 bonus to attack rolls and a +3 bonus to damage rolls.
  • Guy loses 3 hit points at the end of each of his turns.

2nd Gate. As a bonus action, Guy gains the following until he ends this effect as a bonus action:

  • Guy gains 19 temporary hit points . You lose these temporary hit points when he closes the Second Gate, or opens a Gate higher than Third.
  • Guy gains a +2 bonus to AC.
  • Guy gains a +15 ft. bonus to your movement speed.
  • Guy gains a +2 bonus to attack and a +4 bonus to damage rolls with unarmed strikes and taijutsu.
  • Guy loses 5 hit points at the end of each of your turns.

3rd Gate. As a bonus action, Guy gains the following until he ends this effect as a bonus action:

  • Guy gains a +3 bonus to AC.
  • Guy gains a +20 ft. bonus to his movement speed.
  • Guy gains a +3 bonus to attack rolls and a +5 bonus to damage rolls.
  • Guy loses 6 hit points at the end of each of his turns.

4th Gate. As a bonus action, Guy gains the following until he ends this effect as a bonus action:

  • Guy gains 19 temporary hit points . You lose these temporary hit points when he closes the Fourth Gate, or opens a Gate higher than Fourth.
  • Guy gains a +4 bonus to AC.
  • Guy gains a +40 ft. bonus to his movement speed.
  • Guy gains a +4 bonus to attack rolls and and a +6 bonus to damage rolls.
  • Guy loses 8 hit points at the end of each of his turns.

5th Gate. As a bonus action, Guy gains the following until he ends this effect as a bonus action:

  • Guy gains a +5 bonus to AC.
  • Guy gains a +40 ft. bonus to his movement speed.
  • Guy gains a +5 bonus to attack rolls and a +7 bonus to damage rolls.
  • Guy loses 9 hit points at the end of each of his turns.

6th Gate. As a bonus action, Guy gains the following until he ends this effect as a bonus action:

  • Guy gains a +6 bonus to AC.
  • Guy gains a +50 ft. bonus to his movement speed.
  • Guy gains a +6 bonus to attack rolls and a +8 bonus to damage rolls.
  • Guy loses 11 hit points at the end of each of his turns.

7th Gate. As a bonus action, Guy gains the following until he ends this effect as a bonus action:

  • Guy gains a +7 bonus to AC.
  • Guy gains a +60 ft. bonus to your movement speed.
  • Guy gains a +7 bonus to attack rolls and a +9 bonus to damage rolls.
  • Guy loses 12 hit points at the end of each of his turns.

8th Gate. As an action, Guy gains the following. He can end this form as an action, taking 52 (8d12) necrotic damage. If this reduces him to 0 hit points, he is stable, otherwise he is paralyzed for 1 minute.

  • Guy gains a +9 bonus to AC.
  • Guy gains a +90 ft. bonus to his movement speed.
  • Guy gains a fly speed equal to half his movement speed (rounded down), as you kick the air hard enough to gain lift.
  • Guy gains a +9 bonus to attack rolls and a +15 bonus to damage rolls.
  • Guy gains 2 levels of exhaustion at the end of each of his turns.

REACTIONS

Substitution (3+ Chakra). When Guy is hit by an attack and would take damage, he can lower the damage by 28 (1d10 + 23) and teleport up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A log or generic object is left in his place and he takes any left-over damage from that attack. Guy can add an additional 6 (1d10) per chakra point spent over the initial cost.

Guy_Sensei.png
Guy smiling youthfully, Source [[1]].

Being born to a tiny family of shinobi with no talent in any of the skills necessary to become a shinobi, Might Guy was determined to become a shinobi of the Hidden Leaf Village by any means necessary, typically by enduring extreme endurance training. His father Might Duy, as eternal genin, secretly mastered a technique to unlock the eight chakra gates inside is body. This, combined with his unwavering reliance and mastery in taijutsu gave both men an insane boost in power. At full power, Guy has the strength to kill some of the strongest shinobi to ever live, though its cost use ensures he won't be too far behind them.


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