Shizuma (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.

Shizuma Hoshigaki[edit]

Medium humanoid (Hoshigaki), chaotic evil


Armor Class 17 (Natural Armor)
Hit Points 66 (12d8 + 12)
Speed 60 ft., swim 60 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 16 (+3) 12 (+1) 10 (+0)

Saving Throws Str +5, Dex +8
Skills Acrobatics +8, Insight +5, Perception +5, Persuasion +4
Senses passive Perception 19
Languages Common
Challenge 12 (8,400 XP)


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

Samehada Chakra. Shizuma's sword, Samehada, has 0 chakra points and a chakra point maximum of 46. Samehada automatically loses 2 chakra at the end of each hour.

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

Gills. Shizuma can breath in water as well as air.

ACTIONS

Multiattack. Shizuma makes two unarmed strike, katana, Samehada, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) bludgeoning damage.

Katana. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Samehada. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) magical slashing damage, and they lose a number of chakra points equal to Samehada's base damage die roll (7), and Samehada regains an equal amount of chakra. If the target does not have chakra points and you are not using the Chakra Exhaustion variant rule, they take an additional 7 (2d6) necrotic damage instead of losing chakra points.

Samehada's Rejuvenation. As a bonus action, Shizuma spends up to 2 of Samehada's chakra points to either regain an equal number of chakra points, or regain twice as many hit points.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Shizuma 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.

Transformation (1+ Chakra). Shizuma becomes identical to a person, creature or non-magical object he a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 15 Investigation check realize that he is transformed. If the creature saw his performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (3 Chakra). Shizuma's movement speed doubles, and his movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Shizuma can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Crimson Mist Barrier (7 Chakra). Shizuma creates a 40 ft. radius cloud of mist around him. For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 ft.

Bloody Mist Absorption Technique (16 Chakra). While Hidden Mist Jutsu is active, even if Shizuma wasn't the one to cast it, all creatures except him lose 1 chakra point at the beginning of each of their turns within the Hidden Mist, and when they use a jutsu that is not Taijtusu or Bukijutsu, Sihzuma regains an equal number of hit points to the chakra spent. While wielding Samehada, Shizuma may spend up to half this jutsu's cost in hit points instead of chakra points.

Water Clone (4+ Chakra/Clone). Shizuma creates up to five clones. The clones have 30 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. Shizuma controls them and they act on the same initiative as him. They last until they are reduced to 0 hit points, they expend all of their chakra, Shizuma dismisses them at will, or Shizuma falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).

  • Water clones drop to 0 hit points if they leave a 60 foot radius of Shizuma.
  • Any effects affecting Shizuma when the clone is created carries over to the clone.
  • A shadow clone carries a copy of all his equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.

Water Prison (4 Chakra). One creature Shizuma can touch attempts a DC 15 Dexterity saving throw. On a failure, they are restrained and begin suffocating for 1 minute (concentration). At the end of each of its turns, the target can make a DC 15 Strength saving throw. On a success, the target is no longer restrained or suffocating. If Shizuma is no longer able to touch the creature, he loses concentration on this jutsu.

Water Formation Wall (2+ Chakra). Any creatures of his choice within a 5 foot radius are moved 5 feet away from Shizuma. Shizuma may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Shizuma's turns for 1 minute (concentration). Shizuma must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Shizuma moves more than 5 feet after maintaining this jutsu, he loses concentration.

Water Spikes (7 Chakra). One creature within 15 feet must succeed a DC 15 Dexterity saving throw or take 13 (3d6 + 3) piercing damage. If Shizuma and the target can touch the same water source, including rainfall, he may extend this jutsu's range to 90 feet.

Water Forge (5 Chakra). As a bonus action, Shizuma's katana or Samehada gains an additional 5 feet of reach, he may force the target back 5 feet on a hit, and he may end this effect on a hit with the weapon to deal twice as much damage and force the target 30 feet away from him. Shizuma must spend 1 chakra at the end of each of his turns to maintain this effect.

Shark Scales (20 Chakra). Shizuma fuses with Samehada, granting him the following:

  • Samehada may use Samehada's Rejuvenation at will once on each of his turns in addition to as a bonus action.
  • On a hit with Shizuma's unarmed strikes, the target also takes the effects of a hit with Samehada.
  • His swimming speed increases by half his movement speed (90 ft.).
  • Creatures grappling Shizuma must attempt a DC 20 Constitution or Strength saving throw, their choice, when they start grappling him and at the beginning of each turn they continue to do so. On a failure, they take 5 (2d4) piercing damage and stop grappling him. On a success, they take half as much.

Shizuma must spend 2 chakra at the end of each of his turns to maintain this effect. When this effect ends, Samehada reappears in his hands.

REACTIONS

Substitution (3+ Chakra). When Shizuma is hit by an attack and would take damage, he decreases the damage by 17 (1d10 + 12) 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. Shizuma can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Water Formation Wall (2+ Chakra). When Shizuma is targeted by an attack, any creatures of his choice within a 5 foot radius are moved 5 feet away from Shizuma. Shizuma may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Shizuma's turns for 1 minute (concentration). Shizuma must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Shizuma moves more than 5 feet after maintaining this jutsu, he loses concentration.

Water Forge (8 Chakra). When Shizuma is targeted by a melee attack, Shizuma's katana or Samehada gains an additional 5 feet of reach, he may force the target back 5 feet on a hit, and he makes one attack with it against the target. If Shizuma is no longer within the attack's reach, the attack fails. Shizuma may end this effect on a hit with the weapon to deal twice as much damage and force the target 30 feet away from him. Shizuma must spend 1 chakra at the end of each of his turns to maintain this effect.

Shizuma.png
[Source]

Once an Shinobi Academy instructor in the New Era of the Mist Village, Shizuma was born for battle, or maybe slaughter. When one of his students, Kagura Karatachi, when into an unintentional blood rage during a standard sparring session, nearly killing another student, Shizuma stopped him, allowing the soft-hearted Kagura to cut his chest in the process. While the class looked on in horror, Shizuma quietly whispered to his student that his internal violence was exactly what he believed the future needed.

Years later, when his own lust for blood got the better of him during what was supposed to be a run-of-the-mill escort mission, he lost his job as an instructor and was ordered into penitence, a form of semi-voluntary house arrest. Instead, his actions became far bolder, gathering a team of five other shinobi, with his sights set on his beloved student as number seven, all the while manipulating the Mist's delinquents to cause anti-Shinobi Union conflict. On one such operation, he sent Tsurushi's gang to rough up the Hokage's son, though after two failures, he savagely beat his underling for his failure and went to oversee Kagura's meeting with the Sixth Mizukage.

Following Kagura's acceptance of Hiramekarei, Shizuma interruptedor a sparring session between his now chunin and Boruto, ordering him to strike down the "invader" to repay the debt on Shizuma's chest and usher in the reincarnation of Yagura Karatachi. He claimed that the Fifth and Sixth Mizukage had been assassinating dissidents and erasing the Bloody Mist's past, and that the only way to secure their individual future was through war. When Boruto attacked Shizuma on his own, he was intercepted and incapacitated by his underlings, though he was kept alive only by Kagura's acceptance to join if they let him live, thus forming the New Seven Ninja Swordsmen. Using Chojuro's trust of Kagura, the crew broke into the Mist's weapons vault, liberating the other six legendary blades, intending to place Kagura as the Seventh Mizukage and Water Daimyo. Wishing to initiate the revolution by destroying the Mist Village Memorial Stone as a symbol of reviving their forgotten history, as many of their predecessors had gone unlisted for their brutality, they were confronted by Sarada, Boruto, and Chojuro. Elated by the chance to both kill the Mizukage and the Mist's relationship to the Shinobi Alliance's centerpiece, he covered the area in his bloody mist. While his subordinates dealt with the rabble and kage, and Boruto fought Kagura, Shizuma reveled in the chaos, only for Mitsuki to arrive with proof of his actions, and that those he claimed had been assassinated by the two Mizukage had actually been killed by him. Revealing that Kagura was only ever a pawn, Shizuma fused with Samehada and took on the three shinobi, only being defeated by Boruto and Kagura wielding both halves of Hiramekarei. Shortly after, his gang was put behind bars, not inlcuding Kagura, for rehabilitation at Kagura and Boruto's behest.



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