Second Raikage (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.

Second Raikage[edit]

Medium humanoid (Raikage), lawful neutral


Armor Class 19 (Natural Armor)
Hit Points 130 (20d8 + 40)
Speed 70 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 18 (+4) 12 (+1) 13 (+1)

Saving Throws Int +10, Wis +7
Skills Acrobatics +9, Arcana +10, Perception +7, Persuasion +7, Stealth +9
Senses passive Perception 17
Languages Common
Challenge 18 (20,000 XP)


Chakra. The Second Raikage has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Specialized Chakra. The Second Raikage has 12 specialized chakra points which he can expend on jutsu labeled Lightning Style. All chakra points are regained at the end of a long rest.

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

ACTIONS

Multiattack. The Second Raikage makes three unarmed strike or kunai attacks.

Unarmed Strike. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 3) piercing damage. The Second Raikage 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.

Katana. Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) magical slashing damage.

Basic Taijutsu Technique (3 Chakra). As a bonus action, the Second Raikage makes two unarmed strikes.

Hazy Moon Night (8 Chakra). As a bonus action, one creature within 5 feet of the Second Raikage takes 10 (1d10 + 5) magical slashing damage. This damage can not be increased in any way.

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

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

Lightning Style Aura. As a bonus action, the Second Raikage begins exuding dangerous chakra up to a number of feet equal to the amount of chakra spent at the beginning of each subsequent turn x 5. This effect ends if he stops spending chakra. Any creatures that end their turn in this area take 3 (1d6) lightning damage. Any attacks made against the Second Raikage by creatures inside this area have disadvantage, and if he is subject to a saving throw caused by a creature inside this area, he has advantage.

Lightning Style: Thunder (3 Chakra). Each creature in a 25 ft. cone must make a DC 19 Dexterity saving throw. On a failure, the creature takes 12 (2d6 + 5) lightning damage. On a success, they take half as much damage.

Lightning Style: Lightning Ball (9+ Chakra). The Second Raikage creates 3 balls of electricity. Each ball can be directed at a creature, dealing 7 (1d4 + 5) lightning damage and pushing the target 5 feet in a direction of your choice per ball. They may spend 3 chakra to fire 1 additional bullet.

Lightning Style: Thunderbolt (5 Chakra). All creatures within a 20 ft. radius must attempt a DC 19 Constitution saving throw. On a failure, they take 7 (1d4 + 5) lightning damage.

Lightning Style: Lightning Rod (4 Chakra). Immediately after the Second Raikage hits with an attack with a metal weapon or an unarmed strike, the target must make a DC 18 Constitution saving throw. On a failure, it takes 23 (3d6 + 4d4 + 4) lightning damage and 4 (1d8) poison damage, is stunned until the end of its next turn, and is poisoned for 1 minute. On a success, they take half as much damage. The target may retry this saving throw at the end of each of their turns, ending this effect early on a success.

Lightning Style: Lightning Strike (10 Chakra). Every creature in a 30 ft. line must make a DC 19 Constitution saving throw. On failure, they take 12 (2d6 + 5) lightning damage and their Intelligence and Dexterity score is decreased -2 until the end of their next turn. On success, they take half damage.

Lightning Style: Black Panther (30 Chakra). Each creature in a 20 ft. by 80 ft. line must make a DC 21 Dexterity saving throw. On a failure, they take 46 (6d12 + 5) force damage and 4 (1d8) thunder damage and are blinded for 1 minute. On a success, they take half as much damage. The target may retry this saving throw with disadvantage at the end of each of their turns, no longer being blinded on a success.

REACTIONS

Substitution (3+ Chakra). When the Second Raikage is hit by an attack and would take damage, he decreases the damage by 23 (1d10 + 18) 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. The Second Raikage can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Cloud-Style Deception Beheading (6 Chakra). When an attack is made against the Second Raikage, he moves up to 35 ft. toward the attacker and makes a katana attack against them with advantage. This movement does not provoke opportunity attacks.

Nidaime_Raikage.png
[Source].

The founder of the Hidden Cloud Village's bodyguard, A became Raikage after his predecessor's death in the First Shinobi World War due to both his political tutelage and unparalleled kenjutsu mastery, a combination of arts he would spread across his village during his reign. Under his command, he brought peace to his village. During a formal meeting to discuss an alliance with Hidden Leaf Village during a meeting with the Second Hokage, the Gold and Silver brothers attacked in an attempted coup d'état. While Tobirama was able to barely escape with his life, A survived only long enough to communicate the treaty and name his nigh-immortal bodyguard as his successor.


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