Victor (Shinobi World Supplement)

From D&D Wiki
Jump to navigation Jump to search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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.

Victor[edit]

Medium humanoid (human), lawful evil


Armor Class 23 (Natural Armor)
Hit Points 123 (19d8 + 38)
Speed 65 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 26 (+8) 18 (+4) 14 (+2)

Saving Throws Dex +13, Int +17
Skills Acrobatics +13, Deception +11, History +17, Medicine +13
Senses passive Perception 14
Languages Common
Challenge 30 (155,000 XP)


Chakra. Victor has 48 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion/Discernment. When Victor is targeted by an area effect that lets him make a Dexterity, Intelligence, or Wisdom 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. Victor can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Dying Breath. At the beginning of each of Victor's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.

ACTIONS

Multiattack. Victor makes three attacks with his unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (6d4 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +13 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Victor 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.

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

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

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Victor 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 Victor 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.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (6d4 + 4) magical bludgeoning damage. Victor may fly up to 30 feet before making this attack.

Healing Jutsu (1-60 Chakra). One creature Victor can touch regains a number of hit points equal to chakra spent..

Chakra Control. As a bonus action, Victor reduces his next jutsu's cost by 8. He may do this 8 times, regaining all uses at the end of a short rest.

Mystical Palm Jutsu. Victor has 30d6 he can use on this action. As a bonus action, Victor can heal one creature he can see within 60 feet of himself, spending one die from the pool. He must roll the dice he spends, add them together, and restore a number of hit points equal to the total. This die pool regains all expended dice when he finishes a long rest.

Medical Mode. Victor gains the following until he ends this effect as a bonus action:

  • At the start of each of his turns, he regains 10 hit points.
  • At the start of each of his turns, he can expend up to 2 hit dice. Add +2 to each die. He regains an amount of hit points equal to the result.
  • Victor loses 2 chakra at the end of each of his turns.

Magic Lantern Body (10 Chakra). Victor projects an image of himself in the location of 1 creature or object whose range he knows the location of down to a 30-foot range within 5 miles of him for 1 hour (concentration). The mirage is a transparent silhouette, save for his eyes which are perfectly recreated, that refracts various colors. He can see and hear through this mirage, but he can not interact with the world around it.

Water Formation Wall (2+ Chakra). Any creatures of his choice within a 5 foot radius are moved 5 feet away from Victor. Victor 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 Victor's turns for 1 minute (concentration). Victor must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Victor moves more than 5 feet after maintaining this jutsu, he loses concentration.

Violent Whirlwind (1 Chakra). Each creature in a 5 foot wide, 30 foot line must make a DC 25 Strength saving throw, taking 12 (1d8 + 8) magical bludgeoning damage and pushed 15 feet away on a failure.

Lightning Burial: Banquet of Lightning (6+ Chakra). One creature within 30 ft. takes 11 (1d6 + 8) lightning damage. This jutsu's range may pass through objects and attack creatures that Victor is not aware of the location of. If he attempts to do so and such a creature does not exist, the closest creature within range takes the damage instead. Victor may spend 3 chakra to deal an additional 3 (1d6) lightning damage.

Great Fireball (8 Chakra). Ranged Spell Attack: +17 to hit, range 150 ft., one target. Hit: 42 (8d6 + 8) fire damage. Additionally, each creature in a 10-foot radius of the target must make a DC 25 Dexterity saving throw, taking this damage on a failure, and taking half as much damage on a success.

Exploding Flame Shot (4 Chakra). Ranged Spell Attack: +17 to hit, range 60 ft., three targets. Hit: 15 (2d6 + 8) fire damage and at the start of its turn, the target takes 3 (1d6) fire damage. At the end of each of its turns, the target must make a DC 25 Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.

Fissure (3 Chakra). Victor creates a 30 ft. long, 10 ft. wide, 50 ft. deep or smaller fissure. Each creatures in the area must make a DC 25 Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making a DC 25 Athletics or Acrobatics check. The fissure has an initiative of 20. At the start of its fourth turn it closes. A creature still in the fissure takes 19 (3d6 + 8) force damage and is pushed to the top.

Dust Storm (2+ Chakra). Each creature in a 25 ft. cone must make a DC 25 Dexterity saving throw. On a failure, each creature takes 15 (2d6 + 8) magical bludgeoning damage. On a success, they take half as much damage. For 4 additional chakra, Victor can make the dust storm stay for 3 rounds (concentration). If he does so, at the beginning of each turn a creature starts in this area must attempt a DC 25 Dexterity saving throw or take 12 (1d8 + 8) magical bludgeoning damage. On a success, they take half as much damage. Victor can move this cloud up to 15 feet with a bonus action for 1 chakra.

Arm Growth Technique (6 Chakra). For 1 minute (concentration), Victor gains a climbing speed equal to his movement speed, and his melee attacks gain a +1 bonus to damage rolls.

REACTIONS

Substitution (3+ Chakra). When Victor is hit by an attack and would take damage, he decreases the damage by 35 (1d10 + 30) 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. Victor can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Yin Healing Wound Destruction (8 Chakra). Immediately before Victor would take damage from a source he is aware of, he halves the damage taken.

Water Formation Wall (2+ Chakra). When Victor is targeted by an attack, any creatures of his choice within a 5 foot radius are moved 5 feet away from Victor. Victor 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 Victor's turns for 1 minute (concentration). Victor must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Victor moves more than 5 feet after maintaining this jutsu, he loses concentration.

Victor%27s_Appearance.png
[Source].

Long ago, Victor was a skilled, if not all too prolific, shinobi. During the Fourth Shinobi World War, a battle cost him his right leg and eye, forcing him to retire. Searching for any way to repair his body, he created a large medical and technological business, but his injuries were too great. It was then that he considered an alternate solution. By harvesting a fragment of the God Tree created during the war, he began a scheme to produce a chakra fruit, not only to restore his body, but achieve eternal life and infinite power. Joining Kara, he became an Inner in exchange for access to his facilities, recruiting Ao in the process. Working with Deepa in secrecy, he ultimately planned on overthrowing the organization, relying on his coconspirator when Hashirama's cells were stolen from his possession, he ultimately succeeded in awakening a God Tree in the Hidden Leaf Village, but was stopped by Konohamaru and Orochimaru after he learned only a fragment of an old God Tree would not be enough. Forced to awaken a true God Tree, he orchestrated the crash of Kawaki's blimp, though his whole rebellion had been manipulated by Amado in the first place. In order to clear suspicion and tie a loose end, Koji Kashin infiltrated his compound, assassinating Victor before he even realized he was there.



FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World