Murasame (Shinobi World Supplement)
Murasame[edit]
Medium humanoid (Human), neutral evil Armor Class 15 (Natural Armor)
Saving Throws Dex +5, Cha +4 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. ACTIONSUnarmed 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:
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. REACTIONSSubstitution (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. |
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. |
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