Yahiko (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.

Yahiko[edit]

Medium humanoid (human), lawful good


Armor Class 15 (Natural Armor)
Hit Points 45 (10d8)
Speed 45 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 13 (+1) 10 (+0) 18 (+4)

Saving Throws Dex +6, Cha +7
Skills Acrobatics +6, Perception +3, Persuasion +7, Stealth +6
Senses passive Perception 13
Languages Common
Challenge 8 (3,900 XP)


Chakra. Yahiko has 26 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Ninja Speed. Yahiko can take the dash, dodge, and disengage actions as a bonus action for 2 chakra points.

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

ACTIONS

Multiattack. Yahiko makes 2 attacks with his unarmed strike, wakizashi, 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: 4 (1d4 + 2) slashing damage.Yahiko may make 1 additional attack for every additional chakra point spent. Each additional kunai deals 3 (1d4 + 1) slashing damage.

Wakizashi. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Inspiring Words (1 Chakra). As a bonus action, one creature within 30 feet of Yahiko that can hear him gains a +4 bonus to their attack and damage rolls until the end of their next turn.

Understanding the Enemy. As a bonus action, Yahiko makes a DC 15 Insight check against one creature he can see within 30 feet. On a success, he learns one of their ability modifiers of his choice, or if they are above or below half their maximum hit points.

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

Leaf Great Flash (10 Chakra). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target moves 30 ft. in a direction of Yahiko's choice.

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

Water Bullet (2+ Chakra). Every creature in a 30 ft. line must make a DC 12 Dexterity saving throw. On a failure, they take 2 (1d4) magical bludgeoning damage. On a success, they take half as much damage. Yahiko may increase this damage by 1 for every additional chakra point spent, and may increase its range 5 ft. for every 2 additional chakra points spend separate from the damage increase.

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

Pillar Encirclement (4 Chakra). While Water Formation Wall is active, it gains this jutsu's effects until it ends, or Yahiko ends these effects at will. When a creature would be moved by Water Formation Wall, they may attempt a DC 12 Strength or Dexterity saving throw, not being moved on a success. Any creatures within range of Water Formation Wall have half cover.

REACTIONS

Substitution (3+ Chakra). When Yahiko is hit by an attack and would take damage, he decreases the damage by 8 (1d10 + 3) 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. Yahiko 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 Yahiko is targeted by an attack, any creatures of his choice within a 5 foot radius are moved 5 feet away from Yahiko. Yahiko 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 Yahiko's turns for 1 minute (concentration). Yahiko must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Yahiko moves more than 5 feet after maintaining this jutsu, he loses concentration.

Yahiko_AL_OL.png
[Source].

Following their training with Jiraiya, Konan, Yahiko, and Nagato formed a powerful, determined trio of shinobi. Naming themselves the Akatsuki, literally meaning the Dawn, they organized a militia of shinobi orphans during the Third Shinobi World War with the intent to protect the Land of Rain's borders with the Lands of Earth, Wind, and Fire, which were often overstepped, leading to destruction in the crossfire of the great wars. However, worried that the Akatsuki would soon rival the Hidden Rain Village in power, Hanzo the Salamander kidnapped Konan. Meeting with the original three members with a small army of his own Anbu, Hanzo gave an ultimatum: Nagato must kill Yahiko, or he would kill Konan. While Nagato was paralyzed by fear, Yahiko took his own life with the kunai in Nagato's hand, naming Nagato his successor with his final breath.



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