Mitsuki (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.

Mitsuki[edit]

Medium humanoid (Human), any alignment


Armor Class 17 (Natural Armor)
Hit Points 49 (9d8 + 9)
Speed 40 ft.


STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 16 (+3) 12 (+1) 10 (+0)

Saving Throws Con +5, Cha +4
Skills Animal Handling +5, Arcana +7, Deception +4, Perception +5, Stealth +7
Senses passive Perception 15
Languages Common
Challenge 9 (5,000 XP)


Chakra. Mitsuki has 24 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Mitsuki 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. Mitsuki can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Orochimaru Clan. Mitsuki is immune to disease and aging.

White Snake. Mitsuki counts as one size smaller while squeezing.

Binding Snake Glare Spell. Creatures Mitsuki is grappling become restrained, and she may grapple up to 2 creatures at a time.

Black Chakra. Some of Mitsuki's features grant him "black chakra". Black chakra can exceed his maximum chakra, and is lost at the end of a long rest. Mitsuki can spend black chakra as if it were normal chakra, but if he chooses to do so he must spend an equal number of normal and black chakra. While Mitsuki has more black chakra than regular chakra, he must attempt a DC 15 Charisma saving throw at the end of each of his turns. On a failure, he becomes berserk until the end of his next turn.

ACTIONS

Multiattack. Mitsuki can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Mitsuki may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional shuriken deals 3 (1d4 + 1) piercing damage on a hit.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Mitsuki 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.

Body Flicker (3 Chakra). Mitsuki's movement speed doubles, and his movement does not provoke attacks of opportunity.

Transformation (1+ Chakra). Mitsuki becomes identical to a person, creature or non-magical object he has a complete visual image of for 1 hour (concentration). This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a 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.

Snake Clone (4+ Chakra/Clone). Mitsuki creates up to five clones. The clones have 15 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. Mitsuki controls them and they act on the same initiative as him. They last until they are reduced to 0 hit points, they expend all of their chakra, Mitsuki dismisses them at will, or Mitsuki falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0). If the clone was within 5 ft. of Mitsuki, the regained chakra is not reduced by 4.

  • Any effects affecting Mitsuki when the clone is created carries over to the clone.
  • A shadow clone carries a copy of all his equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

Chakra Transfer Technique (1+ Chakra). One creature that Mitsuki touches gains a number of chakra points equal to this jutsu's cost. This chakra can extend above the target's maximum, and Mitsuki may grant them the ability to cast 1 jutsu that he knows until they lose any chakra he granted them, but they must spend at least 1 chakra he granted them on this jutsu. A creature may only learn 1 jutsu in this way from any single creature. 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.

Hidden Shadow Snake Burial (4 Chakra). On a hit with an unarmed strike, the target becomes restrained and prone for 1 hour. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early in a success.

Hidden Shadow Wild Snakes (10 Chakra). Mitsuki makes an unarmed strike against every creature within 40 feet. Hidden Shadow Snake Burial costs half as much on the same turn as Mitsuki this jutsu.

Purple Lightning (14+ Chakra). Ranged Weapon Attack: +7 to hit, range 35 ft., one target. Hit: 21 (5d6 + 3) lightning damage. Mitsuki can deal an extra 3 (1d6) lightning damage or increase its range by 5 ft. for every 2 additional chakra points. Mitsuki may reduce this jutsu's range to 10 ft. to move 30 ft. as part of this jutsu.

Snake Lightning (10 Chakra). Every creature in a 30 ft. line must attempt a DC 15 Dexterity saving throw. On a failure, they take 10 (2d6 + 3) lightning damage and they gain a -1 penalty to any rolls they add their Intelligence and Dexterity modifier to until the end of their next turn. On a success, they take half as much damage. This jutsu ignores cover.

Lightning Strike (10 Chakra). Every creature in a 40 ft. line must attempt a DC 15 Dexterity saving throw. On a failure, they take 21 (5d6 + 3) lightning damage. On a success, they take half as much damage. This jutsu ignores cover.

Lorentz Gun (12 Chakra). Mitsuki erects an electromagnetic field in a 30 ft. line anywhere within 15 ft. of him for 1 minute (concentration). If the field is no longer within 15 ft., this jutsu ends. Any thrown weapon attacks with metal weapons against creatures within this line have advantage and deal twice as much damage.

Blade of Wind (4 Chakra). Melee Spell Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + + 3) thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.

Breakthrough (10 Chakra). All creatures in a 25 ft. cone must attempt a DC 15 Dexterity saving throw. On a failure, they take 12 (2d8 + + 3) thunder damage and 9 (2d8) magical slashing damage. Creatures without chakra detection, blindsight, or truesight have disadvantage.

Sage Transformation. Mitsuki gains the following for 1 minute:

  • Mitsuki's maximum hit points decrease by 3, and he gains 3 black chakra. Mitsuki's hit point maximum returns to normal at the end of a long rest.
  • Mitsuki sheds bright light in a 20 foot radius, and dim light for another 20 feet.
  • Mitsuki gains a +2 bonus to his AC.

REACTIONS

Substitution (3+ Chakra). When Mitsuki is hit by an attack and would take damage, he decreases the damage by 14 (1d10 + 9) and teleport 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. Mitsuki can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Orochimaru Style Substitution (3+ Chakra). When Mitsuki is hit by an attack and would take damage, he decreases the damage by 16 (2d6 + 9). Mitsuki can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Binding Snake Glare. When a creature within 15 ft. makes an attack, Mitsuki attempts to grapple them.

Mitsuki_Fullbody.png
[Source].

Mitsuki is the clone of Orochimaru, and the finalized version of Log. Put through numerous unknowingly simulated missions in which he had to choose between losing his memories or leaving Orochimaru to find his own way, with the later being his creator's goal for him. After months of wandering, a gift from Orochimaru revealed the truth and led him to seeking out Boruto in the Leaf Village, joining his class of genin without hesitation from the Seventh Hokage. An unpredictable double agent in favor of the Leaf for missions like revealing Ku's plot or infiltrating Hozuki Castle to uproot the Mujina Bandits, but reliable enough for Boruto and Sarada to rely on him for missions like their dealings with Jugo or Ao, in many ways he is the perfect shinobi.

Variant: Full Power Sage Transformation

The Sage Transformation available to Mitsuki is the closest that could be conjured from existing rules without granting him 5 epic boons and horribly skewing his CR. Should you seek a more powerful Sage Transformation for Mutsuki, grant him the following features:

Sage Transformation. Mitsuki gains the following:

  • Mitsuki's maximum hit points are decreased by a total of 7 (1d4 + 5) at the end of each of his turns, and he gains an equal number of black chakra points. Mitsuki's hit point maximum returns to normal at the end of a long rest.
  • Mitsuki's Dexterity increases by 2 to a maximum of 24, and thus any non-jutsu attack and damage rolls and his AC are increased by +1.
  • Mitsuki's Intelligence increases by 2 to a maximum of 26, and thus any jutsu attacks and DCs are increased by +1.
  • Mitsuki gains a +1 bonus to attack and damage rolls.
  • Mitsuki's reach and jutsu ranges increase by +5 ft.
  • Mitsuki and creatures within 30 feet of him have disadvantage on Dexterity (Stealth) checks.
  • Mitsuki sheds bright light in a 30 foot radius, and dim light for another 30 feet.
  • Mitsuki gains a +2 bonus to his AC.



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