Reishi (Shinobi World Supplement)
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Reishi[edit]
Medium humanoid (Kodon), neutral good Armor Class 17 (Natural Armor)
Saving Throws Dex +7, Int +7 Chakra. Reishi has 28 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When Reishi 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. Reishi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Kodon Clan. The time and cost of crafting consumable items is halved, rounded up. Pill Creation. Reishi can make 3 military pills during a long rest. All pills lose their potency after 48 hours. ACTIONSMultiattack. Reishi makes 3 unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 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. Reishi may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional senbon deals 3 (1d4 + 1) piercing damage on a hit. Reishi may spend 2 additional chakra to allow him to spend any number of chakra points on these additional attacks, but may only make 1 attack against each creature within range. Basic Taijutsu Technique (3 Chakra). As a bonus action, Reishi makes two unarmed strikes Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Reishi 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 Reishi casts this Jutsu while submerged in a liquid, the Jutsu carries them 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. Healing Jutsu (1-18 Chakra). One creature Reishi can touch regains a number of hit points equal to chakra spent. Chakra Control. As a bonus action, Reishi reduces his next jutsu's cost by 2. He may do this 3 times, regaining all uses at the end of a short rest. Mystical Palm Jutsu. Reishi has a pool of 12 d6s he can use on this action. As a bonus action, Reishi can heal one creature he can see within 60 feet, spending up to 3 dice from the pool. He must roll the dice he spends, add them together, and restore a number of hit points equal to the total. This die pool regains all expended dice when you finish a long rest. Cell Activation (16 Chakra). Touching one creature, Reishi either reduces their levels of exhaustion by 1, remove 1 condition of his choice, one curse (including attunement to cursed items), 1 ability score reduction, or 1 effect reducing their maximum chakra or hit point maximum. This jutsu counts as Greater Restoration for effects that can only be cured with said spell. Delicate Illness Extraction (14 Chakra). One creature being effected by a poison is cured of the poison, and they regain a number of hit points equal to the damage the poison dealt. This jutsu can also removes the poisoned condition. Mind Body Rupture (8+ Chakra). One creature within 30 ft. must attempt a DC 15 Wisdom saving throw. On a failure, they must spend an additional 1 (1d2) chakra on any jutsu they cast for 1 minute (concentration). They may retry this saving throw at each of their turns, ending this effect early on a success. Reishi may target an additional creature for every 3 additional chakra spent. Hypnotic Genjutsu: Wild Beast Communication (10 Chakra). One creature within 15 feet must make a DC 15 Strength saving throw. On a failure, as a reaction at the beginning of each of their turns, Reishi may control the target and communicate telepathically with them until the end of their next turn. They may retry this saving throw at the end of each of their turns, ending this effect on a success. If the target is a Celestials, Constructs, Giants, Humanoids (not including jinchuriki), Plants, or Undead, Reishi can only use class and background features that he has and spend a number of chakra equal to half their maximum, and he must spend 5 chakra when he controls them as a reaction. Jinchuriki Seal (20 Chakra). As an action, Reishi must first write a seal on a humanoid using ink. This seal lasts for 12 days or until it is removed as an action. As an action, Reishi targets one creature and a humanoid with the seal within 15 feet. He must then succeed a DC 25 Intelligence or Constitution saving throw. On a failure, Reishi gains three levels of exhaustion. On a success, he gains 1 level of exhaustion and the creature is sealed inside the humanoid, which is unconscious for 5 (1d10) hours. After a creature has been sealed, the only way to remove the seal is with this jutsu to target one creature sealed within them, and the target may cause this jutsu to fail by succeeding a Dexterity saving throw against the caster's jutsu save DC. If the creature is a Tailed Beast, the humanoid becomes a jinchuriki. If the creature is not a Tailed Beast, the humanoid becomes a vessel. Grudge Tea Kettle Lid (10 Chakra). Reishi modifies a creature's Jinchuriki Seal into jagged, chaotic calligraphy, and the jinchuriki's inner world becomes the surface of a moonlit lake with a row of spikes containing their bijuu. If the target is a jinchuriki, gain their tailed beast's feat and unique jutsu, but if their passive Arcana is less than their Red Chakra saving throw while they are unconscious by any means other than dropping to 0 hit points, they are controlled by their tailed beast. If the target is a vessel, they gain two Path of Permanence Unique Jutsu of their choice and their maximum chakra points increase by 2, but reclaiming their element becomes an action, and they become berserk if they do not reclaim their element before the end of the turn after they spend it. Only 1 Jinchuriki Seal modifier may be active at a time. Roen Kodon (12 Chakra). One creature that is not a Celestials, Constructs, Giants, Humanoids (not including jinchuriki), Plants, or Undead within 15 feet while within 30 feet of a specially made shrine must attempt a DC 15 Strength saving throw, becoming grappled on a failure. At the beginning of Reishi's next turn, they must attempt another DC 15 Strength saving throw, becoming restrained. At the beginning of Reishi's next turn while they are restrained in this way, they must attempt a DC 15 Strength saving throw, being sealed inside the shrine. They become an unconscious painting on the scroll, even if they would be immune to the condition, perfectly immortalized in their capture. They don't need to breathe, eat, or drink, and don't age. The creature may be freed by any normal means of removing an item from a scroll. REACTIONSSubstitution (3+ Chakra). When the genin is hit by an attack and would take damage, they decrease the damage by 14 (1d10 + 9) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. The genin can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. |
Reishi is a skilled pharmacist of the Howling Wolf Village's Kodon clan, a group of natural drug makers. In secret, he is a skilled shinobi, though he has to hide this skill due to his country's declared neutrality and demilitarization, instead being defended by the Kumanoi clan's advanced explosive technology. While the rest of the village has its suspicions, he is the only one who truly knows of his father Tenma's unsealing of the village's great beast, Roen, in an attempt to stop the demilitarization, and its subsequent killing of his father and mother and sealing within his younger brother, Kina. Now the sole proprietor of their store, Rengyodo, he was regularly harassed by the Sendo clan, runners of a pharmaceutical company who demanded the secrets to creating the Kodon clan's legendary Kotaro drug, though the process was purely natural and thus impossible to teach. During one incident, Kina accidentally awakened Roen's power, killing the envoy accidentally, mortifying himself until Reishi sedated the child with a form of Kotaro, causing him to forget the event entirely. When Sasuke arrived in Howling Wolf Village, just as his recently-passed older brother Itachi had not long ago, to buy an eye-healing form of Kotaro, Kina tried to befriend him, though Sasuke's unresponsiveness ultimately caused him to drop his ruse and instead propose a trade: he would freely feed and house Sasuke in exchange for his help investigating a string of murders. However, when Sasuke discovered that Reishi may be the perpetrator, killing Sendo members in retaliation, he attempted to dissuade Kina's investigation. However, when Kina was kidnapped, but Sasuke and Reishi discovered Kina asleep amid a pile of Sendo guards, the two realized the truth: Roen, in Kina's slumbering body, was the killer. However, they were suddenly attacked by a mob of Howling Wolf Villagers, who were already suspicious of Kina and Reishi and now had direct evidence they were the killers. As Reishi was incapacitated by the beating, the attacks on Kina released his seal, allowing the combined frustration of Kina and Roen to break free, slaughtering villagers left and right. Had Reishi not redone the seal within 10 minutes, Roen would have been released and Kina would have died, but the exhaustion killed Reishi in the process, just as it had his father. |
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