Tatewaki (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.

Tatewaki[edit]

Medium humanoid (human), lawful neutral


Armor Class 15 (Natural Armor)
Hit Points 71 (13d8 + 13)
Speed 60 ft.


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

Saving Throws Con +5, Int +5
Skills Acrobatics +6, Animal Handling +5, Athletics +11, Medicine +5, Persuasion +5
Senses passive Perception 11
Languages Common
Challenge 11 (7,200 XP)


Chakra. Tatewaki has 28 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Iaidō. On his first turn, or if he did not deal damage on his previous turn, Tatewaki's first attack roll with a melee weapon is made with advantage or deals twice as much damage. Additionally, his first time drawing and stowing a melee weapon on each of his turns no longer takes his item interaction and can be done as at will.

Ninja Speed. Tatewaki can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Brawn. When Tatewaki is targeted by an effect that allows him to make a Strength saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

Great Weapon Fighting. When Tatewaki rolls a 1 or 2 on a damage die for an attack he makes with a melee weapon that he is wielding with two hands, such as his katana, he can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

ACTIONS

Multiattack. Tatewaki makes 3 attacks with his unarmed strike or katana attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Katana. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) magical slashing damage.

Samurai Sabre (4 Chakra). As a bonus action, Tatewaki may add his unarmed strike die to his katana's damage rolls for 1 minute.

Flash (2 Chakra). One creature within 5 ft. must attempt a DC 14 Strength. On a failure, they take the damage they would have taken from a hit with Tatewaki's katana. On a success, they take half as much damage.

Rupture (1 Chakra). As part of a weapon attack while Samurai Sabre is active, the attack gains an additional 30 feet of reach, but he may not add his unarmed strike to the attack's damage.

Iai-Nuki (2-4 Chakra). As a bonus action while Tatewaki is prone, or as a reaction when he falls prone for 2 additional chakra, he immediately stops being prone and makes a katana attack.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Tatewaki 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 Tatewaki casts this Jutsu while submerged in a liquid, the Jutsu carries him 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.

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

Leaf Gust (8 Chakra). Tatewaki makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Tatewaki's choice.


Tatewaki_newshot.png
[Source].

In his youth, Tatewaki was an average samurai in the Land of Iron. After developing his own doubts on the Land of Iron's isolationist stance, he left on amicable terms with his superiors. Wandering as a mercenary, though making sure to keep his honor, he eventually found himself in the employment of the daimyo of the Land of This where he found a new meaning in life in protecting the daimyo's daughter, Chiyo. When warriors from the Land of This kidnapped the son of the Land of That's daimyo, Shu, Tatewaki became his guardian as well, training him in his own way of the samurai. Years later, when Naruto Uzumaki replaced Shu in an attempt by the Leaf's Team Asuma to return him to the Land of That, he immediately saw through the deception, a feat none of the other guards could muster. However, when he learned that Shu was safe within his homeland, he was glad that the boy had found safety. This hapiness was short-lived, however, when Deidara and Sasori attacked the castle town. Despite knowing his daimyo was already dead, he fought for the honor of the destroyed nation, as well as in hopes of killing the dangerous Akatsuki, though he never really stood a chance. Despite dying a painful death, he was happy knowing that the genin had taken Chiyo to safety in the Land of That. While he was resurrected by Kabuto during the Fourth Shinobi World War, he was one of the weaker summons, and was able to pass back into the Pure Lands without any regrets after learning the status of Chiyo and Shu.



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