Murasame (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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.

Murasame[edit]

Medium humanoid (Human), neutral evil


Armor Class 15 (Natural Armor)
Hit Points 36 (8d8)
Speed 50 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 12 (+1)

Saving Throws Dex +5, Cha +4
Skills Acrobatics +5, Athletics +5, Deception +4, Insight +4, Persuasion +4
Senses passive Perception 11
Languages Common
Challenge 6 (2,300 XP)


Chakra. Murasame has 20 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

ACTIONS

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

Kunai. Thrown Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Murasame may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Leaf Great Flash (10 Chakra). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: The target moves 30 ft. in a direction of Murasame's choice.

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

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

Water Style: Water Gun (1 Chakra). Ranged Spell Attack: +5 to hit, range 20 ft., one target. Hit: 8 (1d8 + 4) magical piercing or cold damage.

Water Style: Water Hail (5 Chakra). All creatures in a 30 x 10 foot line must attempt a DC 13 Dexterity saving throw. On a failure, they take 8 (1d8 + 4) magical piercing or cold damage. On a success, they take half as much damage.

Heart Acceleration Technique. As a bonus action, Murasame gains the following until he ends this effect as a bonus action:

  • Murasame gains a +10 ft. bonus to his movement speed.
  • Murasame regains 1 chakra point at the end of each of his turns.
  • Murasame loses 3 hit points at the end of each of his turns.

Water Forge (5 Chakra). As a bonus action, Murasame's kunai gains an additional 5 feet of reach, he may force the target back 5 feet on a hit, and he may end this effect on a hit with the weapon to deal twice as much damage and force the target 30 feet away from him. Murasame must spend 1 chakra at the end of each of his turns to maintain this effect.

Rapid Thunder Whip (7 Chakra). For 1 minute, Murasame's unarmed strikes deal slashing damage, and they gain an additional +5 ft. of reach or he may make 1 additional unarmed strike when he takes the Attack action.

REACTIONS

Substitution (3+ Chakra). When Murasame is hit by an attack and would take damage, he decreases the damage by 11 (1d10 + 6) 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. Murasame can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Murasame.PNG
[Source].

Once a typical genin from the Hidden Rain Village, Murasame's impatient personality left him itching for a power his authoritarian home couldn't give him. Noticing his potential, Suien, a rogue nin from the Hidden Waterfall Village, approached him with a plot to invade the Waterfall to steal this hundred years' Hero Water, which can increase a shinobi's power by ten fold instantaneously. However, when Shibuki drank the Hero Water instead when he was attacked, Team Suien was quickly defeated.


FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World

Home of user-generated,
homebrew pages!


Advertisements: