Seimei (Shinobi World Supplement)
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Seimei[edit]
Medium humanoid (human), chaotic neutral Armor Class 23 (Natural Armor)
Saving Throws Dex +9, Cha +7 Chakra. Seimei has 42 chakra points which he can expend. All chakra points are regained at the end of a long rest. Silent Killing. Once per turn when Seimei has advantage on any one weapon attack roll that uses Dexterity, he may deal an additional 12 (4d6) damage. Terrifying. While frightened of Seimei by any means, creatures must attempt a DC 15 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action. Evasion. When Seimei 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. Seimei can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Puppet Master. Seimei is in possession of three bamboo snakes. Infinite Armor. Seimei has a +3 bonus to all saving throws to avoid damage. Wind Style Amplification. Seimei may cast Wind Style jutsu as if his hands were free. Additionally, when he casts a Wind Style jutsu, its cost is decreased by 6. ACTIONSMultiattack. Seimei makes 3 unarmed strike, Fire Sword, Weaknessless Soaring Shortswords, Garian Sword, or kunai attacks. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage. Fire Sword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) magical slashing damage. Weaknessless Soaring Shortswords. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (1d6 + 5) magical slashing damage. Seimei may make one of these attacks as a bonus action. Garian Sword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) magical slashing damage. Bamboo Snake (1 Chakra). As a bonus action, Seimei's Garian Sword attack an additional 15 feet of reach for 1 minute. Dragon Edge (3 Chakra). On the same turn that Seimei used Bamboo Snake, he may add his unarmed strike damage to his Garian Sword's damage rolls, it deals a damage type that at least one jutsu he knows can deal, and attacks with this weapon gain an additional 10 feet of reach. Kunai (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Seimei 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. Impervious (10 Chakra). As a bonus action, when Seimei is targeted by a jutsu, its chakra is reduced by 5 (2d4), and he regains an equal amount of chakra reduced. If this would reduce the jutsu's chakra below its minimum cost, the jutsu fails, and the jutsu's caster regains the remaining chakra points. Otherwise, the jutsu loses any additional effects from increasing its cost for a number of chakra points equal to the number absorbed. If a jutsu's base cast has multiple projectiles (i.e. a single Lightning Ball), each projectile counts as a different jutsu with a cost equal to its base cost divided by the number of projectiles. This lasts until the end of his next turn. Beam Emission. Seimei creates a green beam of light that points in a direction of his choice. He may move or end this beam at will. While not effective in combat, it can be used to communicate at long range, as the beam does not stop until it collides with something, even if it is invisible. Basic Taijutsu Technique (3 Chakra). As a bonus action, Seimei makes two unarmed strikes Leaf Gust (8 Chakra). Seimei makes an unarmed strike against every creature within 5 feet. Leaf Great Flash (5 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Seimei's choice. Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Seimei 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 Seimei 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, Seimei's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn. Great Fireball (8 Chakra). Every creature in a 10-foot radius must attempt a DC 15 Dexterity saving throw. On a failure, they take 29 (8d6 + 1) fire damage. On a success, they take half as much damage. Seimei may increase this jutsu's radius by 5 ft. or increase its damage by 3 (1d6) for every 2 additional chakra points spent. Intelligent Hard Work (8+ Chakra). Ranged Spell Attack: +7 to hit, range 30 ft. cone. Hit: 28 (6d8 + 1) fire damage. Seimei may increase this jutsu's range by 10 ft. or increase its damage by 4 (1d8) for every 2 additional chakra points spent. Fire Dragon Flame Bullet (22 Chakra). Each creature in a 150 ft. long, 10 ft. wide line must make a DC 15 Dexterity saving throw, taking 36 (10d6 + 1) fire damage and catching on fire on a failure. On a success, they take half as much damage. At the start of each of their turns, it takes 11 (2d10) fire damage. At the end of each of its turns, a creature must make a DC 15 Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire. Wind Wall (3+ Chakra). For 1 minute (concentration), Seimei and his allies within 10 feet of him gain a +2 bonus to AC and creatures attempting to attack through the wall have disadvantage. Seimei can expend 2 additional chakra to expand the radius by 5 feet. Spiraling Wind Sphere (2 Chakra). Ranged Spell Attack: +7 to hit, range 15 ft., one target. Hit: 3 (1d4 + 1) thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight, and can be used as an action or bonus action. Killing Intent. Any creatures of Seimei's choice that can see or hear him must succeed a DC 15 Charisma saving throw or become frightened of him for 1 minute. He may do this once, regaining all uses at the end of a long rest. Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Seimei is proficient with against a restrained creature, he deals maximum damage, and the target is no longer restrained. Return of the Devil (2 Chakra). As a bonus action, Seimei leaps up to 20 feet into the air and makes a Fire Sword attack against one creature within his reach. On a hit, they take an additional 9 (2d8) damage. On a success, they take half as much damage. Regardless, they both return the target to the ground. Chakra Threads (2 Chakra). Seimei creates chakra threads that have 2 hit points and immunity to all damage except magical slashing. When he takes the Attack action, he can replace an attack with a grapple check against a Large or smaller creature within 45 feet. If Seimei loses concentration, this effect ends. Control Puppet. As an action or bonus action while Chakra Threads is active, Seimei controls 2 puppets within 40 feet. While controlling his puppet(s), he can choose whether he or one puppet takes his action, bonus action, and/or reaction, and both he and his puppet can take their movement. If a puppet leaves the range of his movement speed, he loses control of it. If he can make more than 1 attack when he takes the Attack action, he may make an attack with multiple puppets or multiple attacks with a single puppet. 'Great Puppet Ascension (6 Chakra). For 1 minute (concentration), any puppet Seimei controls gains a flying speed equal to its movement speed. Ultra-Fast Regeneration (1-17 Chakra). As a bonus action, one puppet HOKI is controlling regains twice as many hit points as chakra points spent. Three Jewels Suction Crushing (16 Chakra). Seimei chooses one point within 25 ft. of three puppets he is controlling. Any creatures within a 20 ft. radius of the point must attempt a DC 15 Strength saving throw. On a failure, they are pulled to the closest open space within the radius and become tunned until the end of Ryugan's turn, and take 23 (4d10 + 1) thunder damage. For every 5 ft. from the center, creatures take 5 (1d10) less thunder damage. At the end of his turn, any stunned creatures within the radius are moved to the closest open space within one point up to 60 ft. from the initial radius. REACTIONSSubstitution (3+ Chakra). When Seimei is hit by an attack and would take damage, they decrease the damage by 22 (1d10 + 17) 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. Seimei can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. Fire Manipulation. When a Fire Style jutsu, or an effect that deals fire damage, comes within 20 feet of Seimei, you may spend chakra equal to half its chakra cost or other currency (minimum 3) to cause it to target one creature within 20 feet of him instead, regardless of how big its initial range was. IF the effect dealt more than just fire damage, the initial target(s) are still targeted, but do not take fire damage, and the chosen target only takes the fire damage. |
Long ago, as the Warring States Era came to a close, Seimei formed a small village in the Land of Rivers. While not technically a shinobi village, his historic might, which rivaled many of the Kage at the time, drew in many smaller wandering clans who settled down to become powerful weaponsmiths, fueling the wars of the larger villages. While Takumi Village prospered under Seimei's leadership, their main source of income also caused them to become a target once one side began losing. After smithing four ninja tools that were nigh-unrivaled at the time, Seimei passed peacefully from old age. As generations passed, the village slowly began to decline, unable to fully recover from the Second and Third Shinobi World Wars. Finally, in the time of the Fifth Hokage, The four great warriors from Takumi Village, each wielding one of Seimei's legendary tools, naming themselves the Four Celestial Symbols, dedicated their lives to resurrecting Seimei through Shukaku's power. After a long mission resulting in many of their deaths Gaara was eventually captured, allowing Seimei's soul to pass through his exhumed corpse and into Hoki's body. However, with the combined power of Gaara and Naruto, Seimei was eventually defeated, leaving anything he may have accomplished a mystery, though Takumi Village would ultimately be spared from destruction when the Fourth Shinobi War brought massive demand from all five great nations without any retaliation aimed toward them. |
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