Tsunade (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 class 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 is not follow traditional CR.

Tsunade Senju[edit]

Medium humanoid (Tsunade), lawful good


Armor Class 18 (Natural Armor)
Hit Points 165 (22d8 + 66)
Speed 60 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 16 (+3) 11 (+0) 12 (+1)

Saving Throws Str +9, Con +9
Skills Arcana +9, Athletics +9, History +9, Insight +6, Medicine +6, Nature +9, Persuasion +7
Senses passive Perception 10
Languages Common
Challenge 20 (25,000 XP)


Chakra. Tsunade has 42 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Endurance. When Tsunade is targeted by an area effect that lets her make a Constitution 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. Tsunade can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Tsunade can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Tsunade may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit.

Transformation (1+ Chakra). Tsunade becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and she can not recreate a magical effect. Creatures must make an DC 17 Investigation check realize that she is transformed. If the creature saw him 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). Tsunade's movement speed doubles, and her movement does not provoke attacks of opportunity.

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

Healing Jutsu. One creature Tsunade can touch regains a number of hit points equal to chakra spent up to three times her CR.

Chakra Control. As a bonus action, Tsunade reduces her next jutsu's cost by 1/4 her CR. She may do this a number of times equal to her Intelligence modifier.

Mystical Palm Jutsu. Tsunade has 20d6 she can use on this action. As a bonus action, Tsunade can heal one creature she can see within 60 feet of her, spending up to 3 dice from the pool. She must roll the dice she spends, add them together, and restore a number of hit points equal to the total. This die pool regains all expended dice when you finish a long rest.

Chakra Pills. Tsunade can make 3 pills during a long rest. All pills disintegrate after 48 hours. A creature can take a pill as a bonus action.

  • Red Pill: The creature regains an amount of 7 (2d4 + 3) chakra points.
  • Green Pill: The creature regains an amount of 7 (2d4 + 3) hit points.
  • Blue Pill: The creature regains all of its chakra and gains 1 level of exhaustion. Creating 1 of these pills counts as 2 regular pills.
  • Blood Increasing Pill: The creature gains the effects of Greater Restoration and gains 1 level of exhaustion. Creating 1 of these pills counts as 2 regular pills.

Summoning Jutsu (34 Chakra). Tsunade summons of the Katsuyu underneath her.

Body Pathway Derangement (5 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: the target becomes paralyzed for 1 minute. At the end of each of the target's turns, they may attempt a DC 17 Intelligence saving throw, ending this effect early on a success.

Cell Activation (12 Chakra). Touching one creature, Tsunade either reduces their levels of exhaustion by 1, removes 1 condition of her choice, one curse (including attunement to cursed items), 1 ability score reduction, or 1 effect reducing their maximum chakra or hit point maximum.

Four-Corner Sealing Barrier (60 Chakra). Up to four willing creatures including Tsunade within a 10 ft. radius fuel any amount of their chakra into a single seal, so long as the total amount matches its cost. After focusing their chakra for 1 minute, the seal extends to its full size, where the four creatures select a single creature within 60 feet. The creature must succeed three Dexterity saving throws using the highest spell save DC among the creatures (17 for Tsunade) or they are teleported to a pocket dimension.

Five Elements Seal (25 Chakra). One restrained or willing creature Hiruzen can touch has their chakra point maximum decreased by 12 points, or they lose access to their highest unlocked feature in one non-dojutsu implantable subclass of his choice. This jutsu may be cast on the same creature multiple times, but can only be affected by each effect once. This can only be undone by a cast of this jutsu or the Creation of All Things jutsu.

Heavenly Kick of Pain (20 Chakra). As a bonus action, Tsunade's unarmed strikes deal twice as much damage and attack every creature in a cone until the end of her turn.

Surgical Precision (8 Chakra). For 1 minute (concentration), Tsunade's unarmed strikes deal an additional 3 (1d6) force damage. On a hit, the target must succeed a DC 17 Constitution saving throw or have disadvantage on attack rolls, saves, and checks that use either Strength or Dexterity, her choice, until the end of their next long rest or until greater restoration or a similar effect is cast on them.

Medical Mode. Tsunade gains the following until she becomes uncionsious or ends it as a bonus action:

  • At the start of each of her turns, she regains 10 hit points.
  • At the start of each of her turns, she can expend up to 3 hit dice, adding +3 to each die and regaining an amount of hit points equal to the result.
  • She loses 2 chakra at the end of each of her turns.

Mitotic Regeneration. While Medical Mode is active, Tsunade gains the following until she becomes uncionsious or ends it as a bonus action:

  • She gains resistance to all damage.
  • She gains immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • She loses 1 additional chakra at the end of each of her turns (3 total).
  • Her melee attacks deals double damage to objects and structures.

Strength of One Hundred Seal. At will, Tsunade may store up to 30 chakra into a seal on her forehead. As a bonus action, she may open the seal, gaining access to all chakra stored in the mark. This chakra can extend beyond her maximum. After the seal has been opened, she loses 5 chakra at the end of each of her turns. Once the seal has 0 chakra remaining, it closes and she may store chakra in it once more.

REACTIONS

Substitution (3+ Chakra). As a reaction when Tsunade is hit by an attack and would take damage, she decreases the damage by 26 (1d10 + 20) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Tsunade can reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Tsunade_full.png
[Source].

Born the granddaughter of the First Hokage, Tsunade was born into a comfortable lifestyle. She primarily inherited two things from Hashirama, his enchanted necklace and his gambling habits, both of which he found highly amusing. After being placed on Team Hiruzen alongside Jiraiya, whom she loathed as a pervert, and Orochimaru, whom she didn't outright hate but always felt suspicious of, she began formulating ways to enhance her physical strength, many of which would leave Jiraiya hospitalized, many of which awakened a latent skill in medical ninjutsu.

When her younger brother Nawaki stated his dream to be hokage and carry on their grandfather and great-uncle's legacy, she gifted him her necklace, hoping that it would bring him luck. He died the next day, being only a number on the endless casualties of the Second Shinobi World War. It was at this time that Tsunade began two lifelong occurrences, pushing heavily for each shinobi squad to have a medical nin, and an intense fear of blood. It was in this time that she found love and rediscovered vulnerability in Dan Kato, a young man who shared her goal and had a desire to become Hokage and fix the broken shinobi world so that everyone could live safely. As a gift, good luck charm, and passing-of-the-torch of Nawaki's dream, she gave him the same necklace.

In the Second Shinobi War, Team Hiruzen continued to fight together without their master, forming the "Three Way Deadlock". In their fight with Hanzo the Salamander, they proved such a threat to two Kage-level opponents that he deemed them the Legendary Sannin. Due to Jiraiya's adoption of the Ame Orphans, they parted, with Tsunade being the primary contributor to curing many of the poisons incurred by Chiyo of the Hidden Sand Village. Despite being monumental in their success, she couldn't prevent the death of Dan, deepening her fear of blood and owning the "cursed necklace" once more. Taking Dan's niece with her, she left the Hidden Leaf Village, it wouldn't be until meeting Naruto that she would admit once more that to be Hokage is an honor, and that change in the world is possible, taking the mantle of Fifth Hokage.



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