Yamato (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.

Yamato[edit]

Medium humanoid (Senju), lawful neutral


Armor Class 16 (Natural Armor)
Hit Points 97 (15d8 + 30)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 8 (-1)

Saving Throws Dex +8, Int +7, Wis +6
Skills Acrobatics +8, Deception +4, History +7, Insight +6, Perception +6, Stealth +8
Senses passive Perception 16
Languages Common
Challenge 15 (13,000 XP)


Chakra. Yamato has 49 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

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

Natural Vitality. Yamato benefits from the following:

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Naruto 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.

Natural Health Regeneration (5 Chakra). As a bonus action, or as a reaction to the end of his turn, Yamato regains 7 (1d10 + 2) hit points.

Natural Chakra Regeneration. As a bonus action, or as a reaction to the end of his turn, Obito regains 7 chakra and gains 1 level of exhaustion.

Transformation (1+ Chakra). Yamato 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 an DC 15 Investigation check realize that he 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). Yamato's movement speed doubled, and his movement does not provoke attacks of opportunity.

Great Spear Tree (32 Chakra). Every creature in a other than Yamato in a 50 ft radius, 60 ft high area must make a DC 15 Dexterity saving throw. On a failure, it takes 29 (6d8 + 2) piercing damage and is restrained for 1 minute. On a success, they take half as much damage. If a creature is reduced to 0 hit points by this damage, it dies instantly as their body is crushed. A creature may use its action to make a DC 15 Strength saving throw. On a success, the target escapes and is no longer restrained. As an action at no additional chakra cost, Yamato can make a spell attack against a creature in the area, on a hit the target is affected by one of the following effects of his choice:

  • Vine: On a hit, the target is knocked prone and takes 11 (2d8 + 2) bludgeoning damage.
  • Branch: On a hit, the target takes 16 (4d6 + 2) piercing damage.
  • Log: The target must make a DC 15 Dexterity saving throw, taking 29 (6d8 + 2) bludgeoning damage. Half as much damage on a success. This can only be used once every other round.

Wood Dragon (10 Chakra). Yamato creates a huge wooden dragon anywhere within 60 ft. for 1 minute (concentration). The dragon has 60 hit points. If destroyed, as an action, he can perform the hand signs to reform it with 60 hit points. As a reaction, when a creature targets Yamato with an area of effect or attack, he can move the dragon in the way, targeting it instead. The dragon acts on his initiative count and Yamato can use his action to command it. If he does not command it, it will not act in any way other than defensively. It has the following statistics and the same ability scores and save DC as you:

  • Speed 60 ft. fly
  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 4 (1d8) piercing damage
    • Claw deals 3 (1d6) slashing damage
  • Grapple. The dragon uses the grapple attack.
  • Breath Weapon (5-6 recharge). Each creature is a 20 ft cone must make a DC 15 Dexterity saving throw. On a failure, it takes 9 (2d8) bludgeoning damage.
  • Self Destruct. The wood dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft away and takes 18 (4d8) bludgeoning damage. Once this feature is used, the dragon is destroyed.

Deep Forest Emergence (20 Chakra). Trees grow in a dense 40 ft radius, 20 ft high forest around Yamato, raising any creatures of his choice to the top of this area. All other creatures in the area must make a DC 15 Dexterity saving throw, taking 28 (4d12 + 2) damage, or half as much damage on a success. The forest is difficult terrain to all creatures but Yamato. As a bonus action, he can spend 4 chakra to make a large branch from the forest to attack one creature. Make a melee spell attack. On a hit, it takes 17 (3d10) piercing or bludgeoning damage.

Wood Dome (5 Chakra). Yamato creates a 10 ft. radius wooden dome that lasts for 1 minute. This dome provides total cover from the front. It has 100 hit points and an AC of 16. It is vulnerable to fire and magical slashing damage. At the start of each of Yamato's turns, it regains 3 (1d6) hit points, unless it has taken fire damage since his previous turn.

Hokage-Style Sixty-Year-Old Technique — Kakuan Entering Society with Bliss-Bringing Hands (10 Chakra). Yamato attempts to suppress a Jinchuuriki within 30 ft. out of any Bijuu Cloak form, contesting his Constitution save against their Strength save + their number of tailed beasts contained + number of Bijuu Cloak form (+1 for Initial Release, +2 for Tailed, +3 for BCM or TBM, +4 for Avatar).

Wood Clone (7+ Chakra/Clone). Yamato creates up to 5 clones. The clones have 15 hit points each, regain 5 hit points at the beginning of each of Yamato's turns, 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. Yamato 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, Yamato dismisses them at will, or Yamato falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 7 (minimum 0).

  • Clones have no range limit as to how far away they can be.
  • Any effects affecting Yamato when the clone is created carries over to the clone.
  • A 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, Yamato is aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a 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 his clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If he has an exhaustion level of 2 while his clone 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.

Headhunter (6 Chakra). Yamato gains a burrowing speed equal to his movement speed +5 feet until the beginning of his next turn. If he hits a creature with an unarmed strike while burrowing, he may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a DC 15 Strength saving throw at the end of each of their turns, ending this effect early in a success.

Water Dragon (15 Chakra). Yamato forms a dragon from water within 60 ft. for 1 minute (concentration). He can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to fire damage, immune to non-magical and cold damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 3 (1d6) piercing damage
    • Claw deals 2 (1d4) slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 36 (8d8) cold damage on a successful hit.

Water Shark Bomb (10 Chakra). Ranged Spell Attack: +7 to hit, 50 ft. line. Hit: 15 (3d8) magical bludgeoning damage + 9 (2d6 + 2) cold damage, and all targets must succeed a DC 15 Strength saving throw. On a failure, they fall prone and are pushed 10 feet away from Yamato.

REACTIONS

Substitution (3+ Chakra). As a reaction when Yamato is hit by an attack and would take damage, he decreases the damage by 20 (1d10 + 15) 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. Yamato can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Mud Wall (4 Chakra). When a ranged attack is made against him, Yamato gains three-quarters cover until the end of his next turn.

Yamato_Mobile.png
Yamato as a jonin, [Source].

Also known as Tenzo and Kinoe, Tenzo was kidnapped as a newborn for Orochimaru's experiments with the First Hokage's cells. Of the 60 experiments, Tenzo was the only survivor, but a veritable success, having been discovered after Orochimaru had been run off from the Hidden Leaf Village. With no memories, he was quickly snatched yet again by Danzo Shimura, who trained the boy to be a member of Root. Upon completing his training, he was sent to assassinate the Third Hokage, only to be stopped by Kakashi Hatake, a rising legend. Joining traditional Anbu together, the boys were sent to investigate the Iburi clan, almost dying in the process but forming an even stronger bond. In times when Kakashi was unable to lead his team, Yamato would step in, always wanting a more permanent role in the team, but never receiving one. During the Fourth Shinobi World War, he was captured and used as a template to improve the White Zetsu Army.


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