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Shinobi Prosthetic T he artificial arm of a shinobi, passed down by the Sculptor. A replica of a human arm fitted with a variety of mechanisms, apparently designed with modification in mind. While it bears a number of cuts and is stained thick with blood and oil, it has been impeccably maintained. So you've lost your arm, but you don't want to give up the adventuring life. As fortune would have it, you've come across a decrepit sculptor who offers you a prosthetic arm on the condition that you not let it go to waste. He tells you that this prosthetic has gone through countless iterations. As a result, there is virtually no flaw with its design and you feel much of your former strength and dexterity restored. But this is no mere prosthetic. The sculptor was once a shinobi, and this arm can be outfitted with an array of shinobi tools. The tools have been scattered to the four winds. Find them and make them your own. Shinobi Prosthetic Your missing arm has been replaced with a Shinobi Prosthetic. Your prosthetic arm functions like an ordinary arm, except you cannot wield a shield or a weapon in only your prosthetic hand. However, it is precise enough for delicate movements, like turning a key in a lock, and strong enough to let you wield an object in two hands. The Man with Two Arms If you would like your character to have access to the Shinobi Prosthetic Tools without needing to lose an arm, consider reflavoring the Shinobi Prosthetic as an attachment or graft instead. Prosthetic Tools The Shinobi Prosthetic can be equipped with a variety of Prosthetic Tools. Prosthetic Tools might be found out in the world or in the possession of other creatures. Before you can use a Prosthetic Tool, you must first install it into your Shinobi Prosthetic, which can be done over the course of a short or long rest. You prepare the list of Prosthetic Tools that are available for you to use, choosing from the Prosthetic Tools installed into your Shinobi Prosthetic. When you do so, choose up to 3 Prosthetic Tools. You can change your list of prepared Prosthetic Tools when you finish a short or long rest. Preparing a new list of Prosthetic Tools requires time spent disassembling and reassembling your Shinobi Prosthetic. You are proficient in all weapon attacks made using your Prosthetic Tools. When you use a Prosthetic Tool, you must let go of any item(s) you are holding with your Shinobi Prosthetic. SEKIRO D&D | BY LEUKUDND 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Prosthetic Tool Upgrades Each Prosthetic Tool can be upgraded into varying forms. You can install an upgrade over a short or long rest if you meet its prerequisites. An upgraded version of a Prosthetic Tool has all of the abilities granted by its Prosthetic Tool prerequisite unless stated otherwise. When you prepare a Prosthetic Tool that has been upgraded, you can choose to prepare any version of that Prosthetic Tool. You can prepare a Prosthetic Tool multiple times if you choose different versions of it. If multiple versions have the same short-or-long-rest ability, you can use the ability per indicated rest with each version. Treat each version as a separate Prosthetic Tool. Prosthetic Tool Attacks Some Prosthetic Tools tell you to make a weapon attack. Depending on whether it's a melee or ranged weapon attack, you add your Strength or Dexterity modifier to its attack and damage rolls as normal. Prosthetic Tool Save DC When you acquire your Shinobi Prosthetic, choose either Intelligence, Wisdom, or Charisma. You will use that ability score whenever a Prosthetic Tool refers to your Prosthetic Tool ability. In addition, you use your ability modifier when setting the saving throw DC for a Prosthetic Tool. Prosthetic save DC = 8 + your proficiency bonus + your chosen ability modifier Grappling Hook The Shinobi Prosthetic's Grappling Hook allows access to normally unreachable places, and a chance to take the high ground. The Grappling Hook comes automatically installed into the Shinobi Prosthetic and does not counter against the number of Prosthetic Tools that can be prepared. As an action, you can launch your grappling hook at an object up to 30 feet away from you. If your grappling hook can wrap around the object and the object is heavy enough to support your weight, you are then pulled towards the object and land on your feet. Otherwise, you are not pulled and your grappling hook returns to you. If there is no place for you to land on or adjacent to the object, you are pulled a further 15 feet past the object and then fall. Examples of objects you should be able to grapple onto and land near include thick tree branches, a small-to-mediumsized statue atop a roof, or a sturdy wooden post anchored on the edge of a cliff. Grapplable Objects In the video game Sekiro: Shadows Die Twice, grapple points are an integral and predetermined part of gameplay. However, in D&D not so much. As a result, the default rule is for the DM to determine whether an object is appropriate to grapple onto. SEKIRO D&D | BY LEUKUDND 3
List of Prosthetic Tools There are 10 known Prosthetic Tools. Each Prosthetic Tool is created by combining the Shinobi Prosthetic with an existing mundane or magical item or consumable. Each Prosthetic Tool, corresponding item, and item type is listed here. Loaded Shuriken Corresponding Item: Shuriken Wheel Type: Mundane A mechanical device made by the mechanical genius Dogen. Flame Vent Corresponding Item: Flame Barrel Type: Magical An iron barrel that spews fire. Shinobi Firecracker Corresponding Item: Robert's Firecrackers Type: Consumable Firecrackers from across southern seas. Loaded Axe Corresponding Item: Shinobi Axe of the Monkey Type: Magical A heavy, black iron axe used by shinobi. Loaded Spear Corresponding Item: Gyoubu's Broken Horn Type: Mundane Famed horn-spear once used by Gyoubu Masataka Oniwa. Mist Raven Corresponding Item: Mist Raven's Feathers Type: Consumable A bundle of Mist Raven feathers. Loaded Umbrella Corresponding Item: Iron Fortress Type: Mundane An iron fan made in the far west. Loaded Short Sword Corresponding Item: Sabimaru Type: Magical An ancient kodachi short sword, its blade mottled with bluish rust. Special: The Sabimaru is not required to create the Loaded Short Sword Prosthetic Tool. Any shortsword will do. But it is the intended item to be fitted to the Loaded Short Sword. Divine Abduction Corresponding Item: Large Fan Type: Magical A large fan made of dyed red Japanese aralia leaves. Finger Whistle Corresponding Item: Slender Finger Type: Magical The slender finger of a young woman. The full descriptions for these items is provided on Page 15, after the Finger Whistle Prosthetic Tool. For creatures not equipped with the Shinobi Prosthetic, these items can serve as limited options of the Prosthetic Tools. SEKIRO D&D | BY LEUKUDND 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Loaded Shuriken Rarity: Common A Shuriken Wheel Prosthetic Tool, fitted to the Shinobi Prosthetic. Pull a shuriken loaded into the wheel and launch it at a target in a single, flowing motion. The swiftly thrown shuriken pierces into flesh. You can draw a Shuriken from your Shinobi Prosthetic as part of the attack you make with it. A small yet deadly ranged weapon, 'shuriken' translates literally as 'hidden hand blade'. Exotic Ranged Weapon Weapon Cost Damage Weight Properties Shuriken 5 sp 1d4 piercing 1/4 lb finesse, thrown (60/120) Spinning Shuriken Rarity: Uncommon Prerequisite: Loaded Shuriken An enhanced Shuriken that can be empowered with rotational energy. Taking a moment to further bend the spring and build rotational energy will cause the blade to rotate after landing, slicing deeply into flesh, particularly against those with a tendency to take to the air. Similar to a spinning top, but with blades. When you make a Shuriken attack, you can as a bonus action build rotational energy in the Shuriken, dealing an extra 2d4 damage on a hit. A flying creature your size or smaller hit with a Shuriken in this way must succeed on a Strength saving throw or else fall prone. Once you make a Shuriken attack in this way, you cannot do so again until the end of your next short or long rest. In addition, Shuriken attacks made from your Shinobi Prosthetic count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Gouging Top Rarity: Rare Prerequisite: Spinning Shuriken An enhanced shuriken that pierces enemies with its sharp blades. These piercing blades retain momentum after landing, rending through armor to wound acutely. The extra damage from building rotational energy increases to 3d4, and Shuriken attacks made from your Shinobi Prosthetic gain a +1 bonus to attack and damage rolls. Phantom Kunai Rarity: Very Rare Prerequisite: Gouging Top Lady Butterfly's kunai, fitted into the shuriken wheel. Creates a special sound when thrown, which causes phantom butterflies to follow the path of the kunai. The phantom butterflies chase after enemies and inflict damage even when guarded. Creatures you attack with a Shuriken must succeed on a Wisdom saving throw or else take 1d4 psychic damage. If a creature cannot hear, it is immune to this effect. Lazulite Shuriken Rarity: Very Rare Prerequisite: Gouging Top Shuriken blessed with the favor of the Fountainhead Lapis Lazuli. Its piercing edge heavily damages vitality. These blades do not slow down, even after striking an enemy. The lazulite blue trail of light it emits in flight is reminiscent of a shooting star. The damage dice of the Shuriken and the extra damage from building rotational energy change to a d6, and Shuriken attacks made from your Shinobi Prosthetic gain a +2 bonus to attack and damage rolls. SEKIRO D&D | BY LEUKUDND 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Flame Vent Rarity: Uncommon A Prosthetic Tool made from a loaded Flame Barrel. It spills a wave of fire, attacking enemies and leaving your weapon coated in fire. It is difficult to control the rage of those with "Red Eyes" through the power of man alone. They do, however, fear the flame above all else. This tool has the power to make them tremble. As an action, you can make a Flame Vent attack, a shortrange blast of fire targeting a 5-foot-square space adjacent to you. Each creature in the area must succeed on a Dexterity saving throw or else take 2d8 fire damage. Spring-load Flame Vent Rarity: Rare Prerequisite: Flame Vent A Flame Barrel fitted with a gunpowder-loaded mechanism. Deals damage to enemies with gouts of fire. The spring mechanism can also be charged to release a massive blast of flames and hot air, sending opponents flying. When you make a Flame Vent attack, you can as a bonus action charge up its spring mechanism. When you do so, it becomes a Spring-load Flame Vent attack, targeting a 15- foot-cone. Creatures in the area take 5d6 fire damage, are pushed back 10 feet, and gain the burned condition on a failed Dexterity save, or half damage on a success. You are then pushed 10 feet directly away from the direction of the blast. Once you use the Flame Vent in this way, you cannot do so again until the end of your next short or long rest. Okinaga's Flame Vent Rarity: Very Rare Prerequisite: Spring-load Flame Vent A barrel containing smoldering resin that acts as an explosive catalyst. Emits a short-range flame blast. It is able to maintain a continuous stream of flames due to the smoldering resin inside of the tube mechanism. When you use your Flame Vent attack, you can choose to Belch Flames. While Belching Flames, your speed is reduced to 10 feet, and whenever a creature enters for the first time or ends its turn in a space within 10 feet of you, it must make a Dexterity saving throw. It takes 3d6 fire damage on a failed save or half as much on a success. You can continue Belching Flames on subsequent turns by using an action at the start of each of your turns. You can choose to burn objects within 10 feet of you in this way. You cannot use reactions while Belching Flames. Also, the damage dice of your Flame Vent and Spring-load Flame Vent attacks increase from 2d8 and 5d6 to 3d8 and 7d6 respectively. Lazulite Sacred Flame Rarity: Legendary Prerequisite: Okinaga's Flame Vent A Flame Barrel blessed with the favor of the Fountainhead Lapis Lazuli. Damages even apparitions with its blazing purple flame. The sacred lapis lazuli fires are divine. Cleanse the deep-seated hatred with flame. The damage dice of your Flame Vent and Spring-load Flame Vent attacks increase from 3d8 and 7d6 to 4d8 and 9d6 respectively. However, your Spring-load Flame Vent attack can no longer apply the burned condition. Undead creatures take two additional dice of fire damage, and Lazulite Sacred Flame ignores resistance and immunity to fire damage against undead creatures. SEKIRO D&D | BY LEUKUDND 6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Shinobi Firecracker Rarity: Uncommon A Prosthetic Tool fitted with Robert's Firecrackers. Unleashes an explosive flash that briefly blinds foes and harms beasts. Has a wide, frontward field of effect that can impact multiple foes at once. Suitable for temporarily immobilizing enemies and particularly good for scaring beasts. As an action, you can Throw Firecrackers, releasing a band of firecrackers that explode in 3 adjacent 5-foot-cubes within 5 feet of you. Each creature in the area must succeed on a Wisdom saving throw or else become stunned until the end of its next turn. Beasts have disadvantage on their saving throw. Once you Throw Firecrackers, you cannot do so again until the end of your next short or long rest. Spring-load Firecracker Rarity: Between Uncommon and Rare Prerequisite: Shinobi Firecracker A Firecracker upgraded with a spring mechanism. Unleashes a loud explosion and bright flash which causes foes to recoil and harm beasts. Charging up the spring mechanism adds rotational energy when spreading the Firecrackers, affecting enemies in all directions. When you Throw Firecrackers, you can as a bonus action charge up its spring mechanism. When you do so, the firecrackers' area of effect expands to a 10-foot-radius circle centered on you. Once you Throw Firecrackers in this way, you cannot do so again until the end of your next long rest. Long Spark Rarity: Rare Prerequisite: Spring-load Firecracker An upgraded Firecracker using compound gunpowder. Compounded gunpowder is said to have a long spark, and by increasing the proportion of Black Gunpowder the effect can be prolonged for longer than the average Firecracker. The flames of the firecrackers bloom for a short while. The explosions of your firecrackers persist for a few seconds longer. When you Throw Firecrackers, until the start of your next turn, a creature must make a saving throw against your firecrackers if they enter into its area for the first time on their turn. Purple Fume Spark Rarity: Very Rare Prerequisite: Long Spark An upgraded Firecracker that uses a purple, smoke-emitting compound gunpowder. The tweaked compound gunpowder is known as " Purple Fume Spark". The addition of fatty wax lumps delays the explosion slightly. Enemies blinded by the blast take slightly more damage for a brief period of time. When you Throw Firecrackers, you can choose to delay its explosion. When you do so, the firecrackers do not explode until the start of your next turn, and each creature that fails its saving throw against it takes an additional 3d6 damage the first time it takes damage from any source before the end of its next turn. SEKIRO D&D | BY LEUKUDND 7
Loaded Axe Rarity: Uncommon A Prosthetic Tool loaded with a heavy Shinobi Axe. The strength of the Loaded Axe lies in its heft. One strike can easily turn a wooden shield into splinters or shred an enemy's posture. As an action, you can make a Swing Axe attack, a melee weapon attack against a creature within 5 feet of you. You gain 1d6 temporary hit points which last until the start of your next turn, and the next attack made against you has advantage. On a hit, a creature takes 1d8 bludgeoning damage, and the next time it takes damage before the end of your next turn it takes an additional 1d6 damage. If the target creature is wielding a shield, it also loses the shield's AC bonus until the end of your next turn. If the shield is wooden, the shield is destroyed instead. Spring-load Axe Rarity: Rare Prerequisite: Loaded Axe A Loaded Axe reinforced with a spring mechanism. Storing and unleashing energy in the spring mechanism allows for large, sweeping attacks despite its weight. The amount of temporary hit points you gain when you Swing Axe increases to 2d6. Also, when you Swing Axe, you can as a bonus action charge up its spring mechanism to spin your axe around you, targeting each creature within 5 feet of you with a Swing Axe attack, with a separate attack roll for each target. When you do so, you roll once for your temporary hit points regardless of the number of Swing Axe attacks you make. Once you Swing Axe in this way, you cannot do so again until the end of your next short or long rest. In addition, the Loaded Axe counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Sparking Axe Rarity: Very Rare Prerequisite: Spring-load Axe A loaded Axe with an attached percussion hammer to create flame. Metes out attacks bathed in flame from the axe's blade. Hitting the sparking percussion hammer causes a violent eruption of flames and increases the effective area of the attack. This is both firearm and heavy axe. The amount of temporary hit points you gain when you Swing Axe increases to 3d6. In addition, your Swing Axe attacks deal an extra 1d8 fire damage, and the additional damage a creature takes if it takes damage before the end of your next turn increases by 1d6 fire damage. Lazulite Axe Rarity: Legendary Prerequisite: Sparking Axe A Loaded Axe blessed with the favor of the Fountainhead Lapis Lazuli. The hefty lazulite blade inflicts damage even on guarding enemies. The sound of the lapis lazuli blade striking home creates a powerful reverberation capable of dispelling enemy illusions. The amount of temporary hit points you gain when you Swing Axe increases to 4d6. The extra and additional damages from your Swing Axe attacks change from fire to bludgeoning damage and increase by 1d8 and 1d6 respectively. Also, when you make a Swing Axe attack, all illusions within 20 feet of you end. SEKIRO D&D | BY LEUKUDND 8
Loaded Spear Rarity: Common A Prosthetic Tool loaded with Gyoubu's Broken Horn. Unleash far-reaching thrust attacks. Lighter enemies struck by the spear may be dragged towards the wielder. As an action, you can make a Launch Spear attack, a melee weapon attack against a creature your size or smaller within 10 feet of you. On a hit, a creature takes 1d8 piercing damage and you can choose to force it to make a Strength saving throw. On a failed save, a creature is pulled directly towards you into an unoccupied space adjacent to you. Loaded Spear Thrust Type Rarity: Uncommon Prerequisite: Loaded Spear A Loaded Spear reinforced with a spring mechanism. Store energy in the spring mechanism and use its momentum for successive and relentless thrust attacks. When you make a Launch Spear attack, you can as a bonus action charge up its spring mechanism to deal an extra 2d8 damage on a hit. You can move up to 10 feet straight towards your target before you make the attack. Once you Launch Spear in this way, you cannot do so again until the end of your next short or long rest. In addition, the Loaded Spear counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Loaded Spear Cleave Type Rarity: Uncommon Prerequisite: Loaded Spear A Loaded Spear further reinforced with an enhance spring mechanism. Store energy in the spring mechanism for a powerful cleaving attack. When you make a Launch Spear attack, you can as a bonus action charge up its spring mechanism to target a 10-footradius circle around you, making a separate attack roll against each creature in the area. Once you Launch Spear in this way, you cannot do so again until the end of your next short or long rest. In addition, the Loaded Spear counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Spiral Spear Rarity: Rare Prerequisite: Loaded Spear Thrust Type A Loaded Spear with a spiral chiseled into the blade. Sharp thrust attacks from this Prosthetic Tool drill a hole into the very air. The spear's spiral creates a corkscrew shockwave that gouges and rends as it penetrates. The damage of your Launch Spear attack increases to 2d8. Furthermore, when you charge up its spring mechanism, the extra damage you deal increases to 3d8, and you can target a 10 feet long 5 feet wide line of creatures up to 10 feet from you, making a separate attack roll for each creature. Lastly, you gain a +1 bonus to attack and damage rolls with Launch Spear attacks. Leaping Flame Rarity: Very Rare Prerequisite: Loaded Spear Cleave Type A Loaded Spear with an attached percussion hammer to create flame. Bathe the tip of the Loaded Spear in flames making it a dangerously sharp spear and firearm. A charged strike of the spear will knock enemies down and consume them in a fiery blaze. The damage of your Launch Spear attack increases to 2d8 and you deal an extra 1d8 fire damage on a hit. A creature hit by a Launch Spear attack must succeed on a Constitution saving throw or else become burned. In addition, your bonus to attack and damage rolls with Launch Spear attacks increases to +2. SEKIRO D&D | BY LEUKUDND 9 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mist Raven Rarity: Uncommon A Prosthetic Tool loaded with the feather of a Mist Raven. When attacked in the assumed stance, disappear like the mist and move away. Once you think you've caught one, all that will remain is feathers. That is the mark of a true Mist Raven. When you become the target of an attack or effect you can see, you can as a reaction Release Feathers. When you do so, the attack or effect automatically misses, and you teleport to an unoccupied space 15 feet from or vertically above your original position. You cannot use this ability when the attack is a grapple attempt or while you are prone. Once you Release Feathers, you cannot do so again until the end of your next short or long rest. Aged Feather Mist Raven Rarity: Rare Prerequisites: Mist Raven Mist Raven feathers with notches in the tips. Disappear like the mist and move away. Can be performed not only from the assumed stance, but also after taking damage. The slight notches in the tips of the feathers give the appearance of an old Mist Raven. They are there to allow one to dissolve into the mist even more easily. In addition to when you become the target of an attack, you can as a reaction Release Feathers when you take nonpsychic damage and when you are forced to become prone. If you Release Feathers in response to taking damage, the damage is reduced by half. Great Feather Mist Raven Rarity: Very Rare Mist Raven fused with crimson feathers. Disappear and displace, like the mist. Dyed red to resemble the Great Mist Raven, the feathers vanish in a scorching wake. The great raven is a god of the land, and the touch of gods is to be feared. When you Release Feathers, the line through your original position and the position you teleport to becomes engulfed in flames. Creatures within 5 feet of the line must make a Dexterity saving throw, taking 5d8 fire damage and becoming burned on a failed save, or half as much on a success. If you teleported vertically above your original position, then the fire instead targets creatures in a 10-foot-radius circle around you when you land back on the ground. SEKIRO D&D | BY LEUKUDND 10
Loaded Umbrella Rarity: Uncommon A Prosthetic Tool created by fitting an indestructible Ironribbed Umbrella to the Arm. When spread open, it will protect against attacks from all directions. Hold it out while moving to protect from light attacks. But this is an umbrella after all. It won't protect you from low attacks such as sweep attacks. As an action, you can Unfold Umbrella, spreading the ironribbed fan blades above your head. When you do so, your speed is reduced to 15 feet, you must maintain concentration, and you have three-quarters cover against all weapon attacks that do not sweep low to the ground. While your Umbrella is Unfolded, you cannot take any other action. This lasts until you lose concentration, which you can choose to do at any time during one of your turns (no action required by you). You can also Unfold Umbrella as a reaction to being the target of an attack or effect. Once you do so, you cannot Unfold Umbrella in this way again until the end of your next short or long rest. Loaded Umbrella - Magnet Rarity: Rare Prerequisite: Loaded Umbrella A Loaded Umbrella upgraded with a magnetic mechanism. Has a tempered magnetic shaft that makes it nearly unbreakable. Enemy attacks can be deflected by spinning the open umbrella. While your Umbrella is Unfolded, when you get hit by an attack, you can as a reaction spin your Umbrella to force the attacking creature to reroll their attack and take the second result. Also, the DC to maintain concentration on Unfold Umbrella is reduced by 5. Phoenix Lilac's Umbrella Rarity: Very Rare Prerequisite: Loaded Umbrella - Magnet A Loaded Umbrella emblazoned with a purplish-blue phoenix. The blessings of the phoenix fill the umbrella, reducing necrotic damage. While your Umbrella is Unfolded, any necrotic damage you would take from a source other than yourself is reduced to 0 and you automatically succeed on saving throws against the Terror condition. Suzaku's Lotus Umbrella Rarity: Very Rare Prerequisite: Loaded Umbrella - Magnet A Loaded Umbrella emblazoned with a bright red vermilion bird. The blessing of the vermilion bird reduces damage from fire-based attacks, and also prevents buildup of "Burn" condition. While your Umbrella is Unfolded, any fire damage you would take from a source other than yourself is reduced to 0 and you automatically succeed on saving throws against the Burn condition. SEKIRO D&D | BY LEUKUDND 11
Loaded Short Sword Rarity: Common A Prosthetic Tool made with a simple short sword. Maybe it can be replaced with something more suitable later. You can draw the short sword from your Shinobi Prosthetic as part of the attack you make with it. You cannot be disarmed of the short sword. Sabimaru Rarity: Uncommon Prerequisite: Loaded Short Sword A Prosthetic Tool made with the blade Sabimaru, allowing for a quick series of attacks together with the sword. Wielded in wars of old, the blade's blue, poisonous rust was used to drive off inhuman Okami warrior women. Even now, it is likely to be effective against their descendants. The Sabimaru has the same stats as a magical short sword. Your Sabimaru attacks deal an extra 1d4 poison damage on a hit. In addition, when you hit a creature with a Sabimaru attack, you can Inflict Poison. When you do so, the creature must make a Constitution saving throw, becoming poisoned for 1 minute on a failed save. It can repeat the saving throw at the end of each of its turns, ending the condition on a success. Once you use Inflict Poison, you cannot do so again until the end of your next short or long rest. Improved Sabimaru Rarity: Rare Prerequisite: Sabimaru An improved Sabimaru with a special mechanism for unleashing the blade. Due to the revised mechanism, one can fluidly swap between two separate sets of attacks as desired. When you engage in Two-weapon Fighting with the Sabimaru, the weapon in your other hand also deals an extra 1d4 poison damage on a hit. In addition, your Sabimaru attacks gain a +1 bonus to attack and damage rolls. Piercing Sabimaru Rarity: Between Rare and Very Rare Prerequisite: Improved Sabimaru A further improved Sabimaru with a finely sharpened blade. Repeated attacks with the newly honed edge of the blade will corrode an enemy's flesh, even through their guard. The blue rust poison on Sabimaru's blade eats its way into enemies. Once per turn, when you make two or more Sabimaru attacks against the same creature, it must succeed on a Constitution saving throw or else take 2d4 poison damage. In addition, the Sabimaru's poison ignores resistance to poison damage. Lazulite Sabimaru Rarity: Very Rare Prerequisite: Piercing Sabimaru Sabimaru blessed with the favor of the Fountainhead Lapis Lazuli. The combination of Lapis Lazuli and the rusted blue blade produces a poisonous mist with every swing. Dissolving the Lapis Lazuli over the blade caused the ancient blue rust to bubble to the blade's surface. The extra poison damage you deal with Sabimaru attacks, as well as with the weapon in your other hand while Twoweapon Fighting, increases to 2d4. Also, when you land a critical hit with a Sabimaru attack, you can use Inflict Poison without expending a use of it. Lastly, the bonus to your Sabimaru attack and damage rolls increases to +2. SEKIRO D&D | BY LEUKUDND 12 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Divine Abduction Rarity: Uncommon A Prosthetic Tool loaded with a large fan. Gathers and releases a gust of wind, forcing enemies caught by the vortex to turn around. It is a mild sort of being spirited away that can be returned from quite quickly. However, it's said that one can only return from being spirited away once, and if taken again, there is no coming back. As an action, you can Gather and Release Wind. When you do so, each creature of your choice within 10 feet of you must succeed on a Charisma saving throw or else lose its reaction and grant advantage to the next attack made against it before the end of your next turn. Once you Gather and Release Wind, you cannot do so again until the end of your next short or long rest. Double Divine Abduction Rarity: Rare Prerequisite: Divine Abduction A large fan that creates a vortex of wind. Can be waved twice in succession. When you Gather and Release Wind, you can Gather and Release Wind one more time as a bonus action before the end of your turn. Golden Vortex Rarity: Very Rare Prerequisite: Double Divine Abduction A large and withered golden fan. Gather illustrious golden wind and release it to force enemies caught up in the vortex to face the other way. Can be performed twice in a row. Your Gather and Release Wind now affects creatures within 20 feet of you. You may also be more likely to find greater wealth or objects of value on their bodies than would be expected (DM's discretion). SEKIRO D&D | BY LEUKUDND 13
Finger Whistle Rarity: Uncommon A Prosthetic Tool created by fitting a slender finger to the prosthetic. Its sound will grab an enemy's attention and draw them to the whistle's location. By focusing on a target, only the targeted enemy will hear the whistle. The sound of the finger whistle enrages beasts, making them unable to distinguish friend from foe. As an action, you can Blow Whistle. When you do so, a loud whistling sound emits from your position, and creatures within 120 feet of you that can hear become alert and will move towards that position on their turns. Alternatively, when you Blow Whistle, you can choose 1 creature you can see within 60 feet of you. Only that creature will hear your Blow Whistle and be drawn to the area where you used it. If you are hidden from a creature when you Blow Whistle, it does not automatically cause you to stop being hidden. If a beast with an Intelligence score of 3 or less hears the whistle, it instead becomes hostile to all other creatures it can see for 1 minute. Once you Blow Whistle, you cannot do so again until the end of your next short or long rest. Mountain Echo Rarity: Rare Prerequisite: Finger Whistle A finger whistle that can create an echo effect. Taking a deep breath before performing a whistle allows for the sound to be delayed. When you Blow Whistle, you can choose to delay the effect until the end of your turn. When you do so, the whistling sound emits from the position where you used Blow Whistle, not from your position at the end of your turn. Malcontent Rarity: Very Rare Prerequisite: Mountain Echo Finger Whistle reinforced with the Malcontent's ring. Can be used to drive beasts mad, and to torment the undead. "Kingfisher" is etched onto the ring. The Kingfisher's cry could be heard along the waterfront of Sunken Valley. Now, she cries no more. Each undead creature that hears your Blow Whistle from within 60 feet of the whistle sound's position becomes stunned until the end of your next turn. SEKIRO D&D | BY LEUKUDND 14 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Prosthetic Tool Items Shuriken Wheel Mundane item A mechanical device made by the mechanical genius Dogen. Can be fit into the Shinobi Prosthetic to become a working Prosthetic Tool. While it is palm-sized, a surprising number of shuriken can fit into the Shuriken Wheel, as the edges were designed for stacking. A fine example of what can be achieved when one matches mechanical finesse with a Shinobi's talent. 1 lb. Up to 10 Shuriken can be stored within. A creature wielding the Shuriken wheel in one hand can draw a Shuriken with the other as part of the same action used to make a Shuriken weapon attack. Robert's Firecrackers Consumable Firecrackers from across southern seas. Can be fitted to the Shinobi Prosthetic to become a Prosthetic Tool. Makes a deafening sound, frightening to animals. Sold by little Robert and his father to raise funds for their travels. Their voyage brought them to Japan, where they would seek the "Undying" in an attempt to extend Robert's life. 1 lb. As an action, you can ignite and throw the firecrackers onto a point within 15 feet of you. The fire crackers explode in a 5-foot-radius sphere. Each creature in the area must succeed on a DC 12 Wisdom saving throw, becoming stunned until the end of its next turn on a failed save. The firecrackers are consumed upon use. Flame Barrel Magical item An iron barrel that spews fire. Can be fitted to the Shinobi Prosthetic to become a Prosthetic Tool. It is difficult to control the rage-filled Red-eyes with the power of man alone. However, a fire-based weapon could be a means of resisting them. They are said to fear fire above all else. 5 lbs. Properties: Heavy, Two-handed. As an action, you can shoot a short-range blast of fire targeting a 5-foot-square space adjacent to you. Each creature in the area must succeed on a DC12 Dexterity saving throw or else take 2d8 fire damage. While on the ground, the flame barrel can, over the course of 1 minute, be made into a small, make-shift campfire, which lasts up to 2 hours before needing to be remade. Gyoubu's Horn Spear Mundane item Famed horn-spear once used by Gyoubu Masataka Oniwa. Affix to the Shinobi Prosthetic to create a Prosthetic Tool. The horn contracts to pull enemies in. When the horn was broken during the rebellion, Isshin praised it for its "splendid shape", awarding Oniwa with the cross-bladed spear of Shuzen Tamura. 2 lb. This item is a cross-shaped spear with the same stats as a glaive. When you hit a creature your size or smaller with a melee weapon attack with this spear, you can as a bonus action force that creature to make a DC12 Strength saving throw, being pulled 5 feet towards you on a failed save. SEKIRO D&D | BY LEUKUDND 15 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Prosthetic Tool Items Shinobi Axe of the Monkey Magical item A heavy, black iron axe used by shinobi. Can be fitted to the Shinobi Prosthetic to become a working Prosthetic Tool. This boorish axe is used less for cutting and more for breaking things with its weight. Once the favoured weapon of a shinobi known as the "Bounding Monkey of the Sunken Valley", it was lost along with his left arm. 4 lbs. This axe is magical and has the stats of a battle axe, but with the heavy property and dealing bludgeoning damage on a hit. A creature with a Strength score of 13 or less has disadvantage on attack rolls while wielding this axe. When you hit a creature wielding a shield with the axe, it loses the shield's AC bonus until the end of your next turn. If the shield is wooden, the shield is destroyed instead. Sabimaru Magical item An ancient kodachi short sword, its blade mottled with bluish rust. Can be fitted to the Shinobi Prosthetic to create a Prosthetic Tool. Forged by the Ashina clan to resist the inhuman evil that had invaded Ashina in times long forgotten. It was the poisonous gift of the blue rust that finally drove the spirits out. 2 lbs. The Sabimaru is a magical short sword. Attacks with the Sabimaru deal an extra 1d4 poison damage on a hit. Mist Raven's Feathers Magical item A bundle of Mist Raven feathers. Can be fitted to the Shinobi Prosthetic to create a Prosthetic Tool. In Usui Forest far to the north of Ashina live many mysterious birds of prey. The Mist Raven is the only one to have eluded capture by all who have tried. Should you somehow manage it, you'll find it gone, only feathers in your grasp. 1 lb. This bundle of Mist Raven feathers can be worn around the shoulders like a shawl. When you become the target of an attack or effect you can see, you can as a reaction Release Feathers. When you do so, the attack automatically misses, and you teleport to an unoccupied space 15 feet from or vertically above your original position. The feathers then disappear. Iron Fortress Mundane item An iron fan made in the far west. Can be fit into the Shinobi Prosthetic to become a working Prosthetic Tool. Experienced iron-ribbed fan users can deflect arrows and even bullets using this tool. Passed down through generations of assassins serving Senpou Temple, it wouldn't be surprising if the next owner decided its weight was impractical. 5 lbs. When used as a weapon, it has the stats of a mace, but with the finesse property. Its wielder can as a reaction impose disadvantage on ranged and thrown weapon attacks made against it. A creature with a Strength score of 12 or less cannot make a reaction in this way. SEKIRO D&D | BY LEUKUDND 16 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Prosthetic Tool Items Large Fan Magical item A large fan made of dyed red Japanese aralia leaves. Can be fit to the Shinobi Prosthetic to become a Prosthetic Tool. Fanning it creates a large vortex of wind, spiriting away those it catches. "Divine Abduction through an eight-handed fan. Once is fine, but twice and you'll never return. If abducted, we'll head to Mt. Kongo. At Senpou temple we'll perform virtuous deeds." 1 lb. This fan has 3 charges. As an action, expend 1 charge and wave the fan at a target within 10 feet of you. If the target is a creature, it must succeed on a DC12 Charisma saving throw or else lose its reaction and grant advantage to the next attack made against it before the end of your next turn. If the target is a loose object of 5 lbs or less, it becomes lifted by a buoy of wind and moved up to 15 feet in a direction of your choice. It regains 1d4-1 expended charges at the start of each dawn. Slender Finger Magical item The slender finger of a young woman. Can be fitted to the Shinobi Prosthetic to create a Prosthetic Tool. Found in the belly of the Guardian Ape, it is partially digested. There is a shinobi technique called the Finger Whistle that can drive beasts wild. The one who used it before clearly used it for this purpose, as evidenced by the finger's open hole. -- lbs. This finger has a whistle built into it, and it has 3 charges. It can be used like a normal whistle. In addition, as an action you can expend 1 charge and blow the whistle to cause only one creature you can see within 60 feet of you to hear the whistle's sound. If the creature is a beast with an Intelligence score of 3 or less, it becomes hostile to all other creatures it can see for 1 minute. It regains 1d4-1 expended charges at the start of each dawn. SEKIRO D&D | BY LEUKUDND 17