Setsuna (Shinobi World Supplement)
Setsuna[edit]
Medium humanoid (human), chaotic neutral Armor Class 17 (Natural Armor)
Saving Throws Con +5, Cha +4 Chakra. Setsuna has 24 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When Setsuna 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. Setsuna can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Puppet Master. Setsuna is in possession of a puppet in the shape of Shion. ACTIONSMultiattack. Setsuna makes 2 unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage. Sickle. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Kunai (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Setsuna 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. Setsuna 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. Shadow Kunai (5 Chakra). For 1 minute (concentration), Setsuna's thrown weapon attacks gain advantage, but cost twice as many weapons to make. As a reaction to a thrown weapon attack under the effects of this jutsu, the target may attempt a DC 15 Intelligence saving throw, becoming immune to this jutsu's effects for 1 hour on a success. Thousand Kunai of Death (6 Chakra). One creature within 60 ft. must attempt a DC 15 Dexterity saving throw. On a failure, they take 23 (6d4 + 8) slashing damage. On a success, they take half as much damage. Roof Tile Shuriken (1 Chakra). When Setsuna makes a thrown attack with a improvised weapon, it counts as a dagger for the sake of proficiency, damage, and properties for the attack. Basic Taijutsu Technique (3 Chakra). As a bonus action, Setsuna makes two unarmed strikes Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Setsuna 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 Setsuna 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. Chakra Threads (2 Chakra). Setsuna 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 55 feet. If Setsuna loses concentration, this effect ends. Control Puppet. As an action or bonus action while Chakra Threads is active, Setsuna controls 1 puppet within 55 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. 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. |
Setsuna is the youngest member of the Gang of Four created and enhanced by Yomi and Kusuna in an attempt to slay their nation head Shion and free the demon Moryo. While his team was able to invade her castle, they were driven back by the sudden arrival of Naruto Uzumaki and his army of shadow clones. While a combination of his team's attacks was able to do away with Naruto temporarily, Neji, Sakura, and Lee arrived as backup, forcing them to retreat, though they were able to track Shion in doing so. When the Gang of Four returned to finish the job, Neji brought down Kusuna, stripping Setsuna of his Wind Style jutsu and allowing Rock Lee to kill him. Variant: Dark Medicine EnhancementWhile enhanced by Yomi or Kusuna's Dark Medicine, he gains the following jutsu: Divine Wind (8+ Chakra). Setsuna creates a tornado that is is 5 feet wide and 8 feet tall anywhere within 20 feet of him that lasts for 1 minute (concentration). He can move the tornado up to 30 ft. as a bonus action or 60 ft. as an action. Any creature within a 5 foot radius of the tornado at the start of their turn must attempt a DC 15 Dexterity saving throw or take 12 (2d8 + 3) magical slashing damage. Setsuna can make up to 3 tornados, with each of them costing 8 chakra, controlling all of them at the same time with a single bonus action or action. Gale Palm (5 Chakra). Any effects that would be cleared by a strong wind within a 25 ft. line is cleared. Alternatively, Setsuna doubles a creature's jump distance, and allows them to jump a single time as part of his action until the end of his turn. Alternatively, as a bonus action, the ranges of any thrown weapons Setsuna attacks with are doubled until the end of his turn. Pressure Damage (12 Chakra). Every creature within a 30 ft. radius must attempt a DC 15 Constitution saving throw. On a failure, they 21 (4d8 + 3) thunder damage and become prone. On a success, they take half as much and are not prone. Until the beginning of Setsuna's next turn, a dome of volatile air lingers around this jutsu's range. If anything within this area takes fire damage, creatures must retry this saving throw, taking 21 (4d8 + 3) fire damage on a failure, and the volatile air is destroyed. |
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