Itachi
Itachi
A weasel yokai renown for its impressive speed and its ability to shift its appendages into sharp blades. The Itachi's high dex make it a great choice for a rogue or another dexterity based martial build.
Itachi are not huge players in the societies of Reikai, but small bands of them are known to roam and cause mischief using their speed, often coperating to perform heists and other petty crimes, always outrunning the authorities.
ability score increase:
+2 DEX, +1 INT
age:
Immortal
Size:
Medium
speed:
40ft
Languages:
Japanese
race features:
Darkvision Sickle Arms - You gain the ability to transform any or all of your limbs at will into bladed finesse weapons that deal 2D6 slashing damage Riding the Current - While moving in the direction of the wind, your speed doubles. This effect applies to both natural and magically sourced wind. It is up to the DM to determine which circumstances have wind and which don't (like indoors). In an open outdoor enviroment you will roll a 1D8 to determine the direction of the wind. This can be constrained to fewer options for those situations where the direction of the wind is limited, like in a cave.1 - North
2 - North East
3 - East
4 - South East
5 - South
6 - South West
7 - West
8 - North West
Kamaitachi - Once per long rest you tap into your innate powers for three turns. During this time you gain the following benefits:
Your speed increases by 15 times your proficiency
You become so swift that while moving you are invsible to others. The only sensation you leave behind is that of a current of wind.
Attacks made with your natural blades deal quarter damage rounded up to any enemy creatures adjacent to your target
Special Feat: Way of the Weasel
Darkvision Sickle Arms - You gain the ability to transform any or all of your limbs at will into bladed finesse weapons that deal 2D6 slashing damage Riding the Current - While moving in the direction of the wind, your speed doubles. This effect applies to both natural and magically sourced wind. It is up to the DM to determine which circumstances have wind and which don't (like indoors). In an open outdoor enviroment you will roll a 1D8 to determine the direction of the wind. This can be constrained to fewer options for those situations where the direction of the wind is limited, like in a cave.
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