In the video game Sekiro: Shadows Die Twice, Wolf, the Playable character loses his arm then gets a prosthetic arm that can be customized with different tools. These tool are used to make combat against particular enemies easier. This is my attempt to transfer the Shinobi Prosthetic into D&D 5e. Enjoy and feel free to criticize.

Shinobi Prosthetic

“The 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.”

The Prosthetic comes with enough empty slots for 3 different tools to be attached simultaneously, and 9 charges. Recharge 4 charges each short rest, or all charges each long rest. More charges can be granted by the DM’s discretion.

The Prosthetic also comes automatically equipped with a 30ft grappling hook that gives advantage on Acrobatic Checks involving Vertical traversal.

Below are the tools that take up 1 slot in the Prosthetic each.

Tools:

Loaded Shuriken (1 charge)

- With an action, throw 3 shurikens that deal 1 piercing damage each (3 damage total)

- DEX mod+Proficiency Bonus for attack roll

- 30ft/60ft

Loaded Axe (3 charges)

- With an action, swing a heavy axe at a creature within 5ft of you, deals 1d6+STR Mod Slash Damage

- Upon a hit, creature must make a Constitution saving throw against 10+STR Mod+PB. If failed, creature’s armor is partially broken, reducing their armor class permanently by 2. (Armor can only be fixed by a professional blacksmith or a DC 16 with blacksmith tools and needs 6 hours to fix)

- Attack roll scales of STR

- *Upon a natural 20 on attack roll, creature’s armor is automatically broken, no bonus damage (up to DM though)

Loaded Umbrella (1 charge)

- With a reaction or bonus action, unfurl a large steel umbrella that provides the weilder extra defense (+3 to AC)

- Umbrella can be left unfurled, but each round diminishes 1 charge in the Prosthetic

- The umbrella is also quite cumbersome when unfurled so movement speed is reduced by half until it’s retracted (can be retracted automatically)

Shinobi Firecrackers (2 charges)

- With a reaction or bonus action, release thundering firecrackers in a 10 ft cone in front of you, creatures caught in this cone must make a CON save against 10+CON mod+PB. Failure leaves the creature stunned for 2 turns

- Beast and Monstrosity type creatures automatically have disadvantage

- Aberrations have advantage

- Undead, Oozes, and Constructs are immune

Loaded Spear (2 charges)

- With an action unleash a spring loaded spear onto a creature within 15ft of you. Deals 1d6+Dex Mod piercing damage

-Upon a hit, Creature must make a STR save against 10+STR Mod+PB. On a fail, Creature is flung towards you and is open to attacks of opportunity to you and nearby allies.

- Spear Retracts regardless of save results

- Attack roll scales off DEX

- *Upon a natural 20 on attack roll, creature is automatically pulled to player, no bonus damage (Up to DM though)

Finger Whistle (4 charges)

- With a specific creature in mind and a bonus action, whistle a somber tune to attract their attention. Targeted creature must make a WIS save against 10+CHA mod+PB. On a fail, Creature is compelled to move to the location of the whistle, on a fail, Creature moves halfway to the location of the whistle.

- With no target specified, with a bonus action, any beast or monstrosity within a 40 foot radius goes feral and attacks any nearby creature regardless of alignment. (Beast Master companions and Animal Familiars are immune)

- If an Aberration or Undead is targeted, they must make a WIS save against 10+CHA mod+PB or be stunned for 4 turns

Flame Vent (3 charges)

- With a bonus action, unleash a scalding burst of flames unto creatures in a 5 foot cone. Creatures must make a DEX save against 1d20+CON mod+PB. On a fail, creature’s take 1d8 fire damage and are burning for 2 turns. On a success creatures only takes the 1d8 fire damage.

- Burning enemies take 1d8 fire damage at the beginning of each round

- Burning enemies can be doused with traditional means but requires an action

- If you attack with a weapon after unleashing the flames, you swath your weapon in flames, adding 1d4 fore damage for 3 turns

Sabimaru (1 charge)

- With an action, cut a creature within 5ft with a toxin coated blade, dealing 1d4+DEX mod slashing damage

- Upon successful hit, creature must make a CON save against a DC 11, failure leaves the creature poison, suffering 1d4 poison damage until cured or creature’s HP falls to 0.

- Successive hits with Sabimaru on the same creature increases the Poison DC by 1, but no bonuses on already poisoned creatures.

- Attack roll scales off DEX

Mist Raven (3 charges)

- When a creature attacks you, with a reaction, disperse yourself in a plume of black (or color of your choice) feathers, avoiding all attacks in that time frame entirely. You reappear right behind your attacker, but your attacker is aware of where you are.

Divine Abduction (4 charges)

- With a bonus action, summon divine winds to twirl any enemy creature within a 5 foot radius of you to face away from you, leaving them all open to attacks of opportunity.

- Huge creature’s such as Giants and young dragons are immune to this effect.

Expeditious Grappling Hook (No charges)

- An augmentation to the built in grappling hook, allows for you to remove yourself from combat with a bonus action and be guarded from attacks of opportunity

- Also allows for you to propel yourself to an enemy within the grappling hook’s range with a bonus action.