Shizuku (Shinobi World Supplement)
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Shizuku[edit]
Medium humanoid (human), chaotic neutral Armor Class 16 (Natural Armor)
Saving Throws Con +3, Cha +4 Chakra. Shizuku has 19 chakra points which she can expend. All chakra points are regained at the end of a long rest. Evasion. When Shizuku is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save. Ninja Speed. Shizuku can take the dash, dodge, and disengage actions as a bonus action for 2 chakra points. ACTIONSMultiattack. Shizuku makes 2 unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Kunai (0-3 Chakra). Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 8 (2d4 + 3) slashing damage. Shizuku may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit. Shizuku may spend 2 additional chakra to allow her to spend any number of chakra points on these additional attacks, but may only make 1 attack against each creature within range. Thousand Shuriken of Death (6 Chakra). One creature within 60 ft. must attempt a DC 14 Dexterity saving throw. On a failure, they take 28 (8d4 + 8) piercing damage. On a success, they take half as much damage. Basic Taijutsu Technique (3 Chakra). As a bonus action, Shizuku makes two unarmed strikes Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Shizuku 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 Shizuku 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, her movement speed increases by half its total (rounded down), and attacks of opportunity against her have disadvantage. Assassination Mode (5 Chakra). For 1 minute (concentration), when Shuzuku makes a weapon attack as a bonus action as per two-weapon fighting, she gains a +1 bonus to attack and damage rolls and may make 1 additional attack. REACTIONSSubstitution (3+ Chakra). When the genin is hit by an attack and would take damage, they decrease the damage by 12 (1d10 + 7) 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. |
Shizuku is a 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 her 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 her 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, changing her gifted jutsu from Fire Style to Water Style to catch their opponents of-guard, Neji brought down Kusuna, stripping Shizuku of her Water Style jutsu and allowing Sakura to kill her. Variant: Dark Medicine EnhancementWhile enhanced by Yomi or Kusuna's Dark Medicine, she gains the following jutsu: Five Fire Gods' Fan Flames (14 Chakra). Each creature in a 30 ft. radius must make a DC 14 Dexterity saving throw, taking 30 (6d8 + 3) fire damage on a failure, or taking half as much damage on a success. The area targeted by this jutsu counts as heavily obscured until the end of Shizuku's next turn. Nail Crimson Crow Leap (3 Chakra). When Shizuku makes a thrown weapon attack, the weapon deals twice as much fire damage instead of its normal damage on a hit, but the weapon is destroyed immediately after. Concealed Mouth Ember (5 Chakra). When Shizuku casts a Fire Style jutsu, she compresses it into an ember that is slightly warm to the touch in the possession of one willing creature she can touch for 24 hours. The jutsu's normal effects are forgone. When the ember takes at least 1 damage, the creature that dealt the damage automatically uses the jutsu, using Shizuku's jutsu save DC and attack roll and forgoing its chakra cost. If this jutsu's duration ends, the creature in possession of the ember is targeted by the jutsu stored within it, and the ember is destroyed. Variant: Dark Medicine Enhancement Version 2While enhanced by Yomi or Kusuna's Dark Medicine, she gains the following jutsu: Hydrification (3 Chakra). Shizuku gains the ability to transform into or out of a liquid form at will once per turn for 1 minute. In this form, she gains immunity to bludgeoning, slashing, and piercing damage, but vulnerability to lightning and fire damage, and can squeeze through any space, no matter how small. After 1 minute of this being active, she returns to her solid form. Water Hail (5 Chakra). All creatures in a 30 x 10 foot line must attempt a DC 14 Dexterity saving throw. On a failure, they take 8=7 (1d8 + 3) magical piercing or cold damage. On a success, they take half as much damage. Water Dragon (15 Chakra). Shizuku forms a dragon from water within 60 ft. for 1 minute (concentration). She can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to fire damage, immune to non-magical and cold damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as Shizuku. It acts on her initiative and has the following actions:
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