Araumi (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.

Araumi[edit]

Medium humanoid (Funato), neutral good


Armor Class 23 (Natural Armor)
Hit Points 103 (23d8)
Speed 75 ft.


STR DEX CON INT WIS CHA
10 (+0) 22 (+6) 10 (+0) 22 (+6) 8 (-1) 14 (+2)

Saving Throws Dex +13, Cha +9
Skills Acrobatics +13, Arcana +13, Intimidation +9, Perception +6, Stealth +13
Senses passive Perception 16
Languages Common
Challenge 23 (50,000 XP)


Chakra. Araumi has 51 chakra points which she can expend. All chakra points are regained at the end of a long rest.

Specialized Chakra. Araumi has 12 specialized chakra points which he can expend on jutsu labeled Water Style. All chakra points are regained at the end of a long rest.

Power of the Sea Dragon. Araumi can move through water in any direction without any penalties using his movement speed, and may breath water as if it were air. Additionally, Araumi has immunity to damage from Water Style jutsu and damage from sources made of water.

Evasion/Endurance. When Araumi is targeted by an area effect that lets him make a Dexterity or Constitution saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

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

Coordination (11/Day). At the beginning of a turn of a willing friendly creature Araumi can see, including himself, he may swap their initiative with another willing friendly creature's, changing which creature acts. If a creature already had their turn, Araumi may not use this feature on them.

ACTIONS

Multiattack. Araumi makes 3 attacks with his unarmed strike, kunai, or Marlin Harpoon attacks.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (5d4 + 6) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +13 to hit, range 20/60 ft., one target. Hit: 8 (1d4 + 6) slashing damage. Araumi may make 1 additional attack for every additional chakra point spent, with each additional kunai dealing 3 (1d4 + 1) slashing damage.

Marlin Harpoon. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 20 (5d4 + 7) magical piercing damage.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Araumi makes two unarmed strikes

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

Leaf Great Flash (5 Chakra). Melee Spell Attack: +13 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Araumi's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Araumi 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 Araumi casts this Jutsu while submerged in a liquid, the Jutsu carries her to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement speed increases by half its total (rounded down), and attacks of opportunity against her have disadvantage.

Water Style: Water Gun (1 Chakra). Ranged Spell Attack: +14 to hit, range 20 ft., one target. Hit: 11 (1d8 + 7) magical piercing damage.

Water Style: Water Hail (5 Chakra). All creatures in a 30 x 10 foot line must attempt a DC 22 Dexterity saving throw. On a failure, they take 11 (1d8 + 7) magical piercing damage. On a success, they take half as much damage.

Water Style: Water Spikes (7 Chakra). One creature within 15 ft. must succeed a DC 21 Dexterity saving throw or take 18 (3d6 + 7) magical piercing or cold damage. If Araumi and the target can touch the same water source, including he, you may extend this jutsu's range to 90 feet.

Water Style: Raging Jellyfish (24 Chakra). For 1 minute (concentration), Araumi becomes Large, his reach increases by 5 feet (10 feet total), and his unarmed strikes target every creature within 5 feet of him in addition to his target.

Water Style: Water Prison (4 Chakra). One creature Araumi can touch attempts a DC 22 Dexterity saving throw. On a failure, they are restrained and begin suffocating for 1 minute (concentration). At the end of each of its turns, the target can make a DC 22 Strength saving throw. On a success, the target is no longer restrained or suffocating. If Araumi is no longer able to touch the creature, he loses concentration on this jutsu.

Water Style Bullet: Orca (25 Chakra). A 60 foot radius area around Araumi is covered in 1 foot of water for 1 minute (concentration).

Water Style: Water Shockwave (3 Chakra). Any creatures within Water Style Bullet: Orca are moved up to 15 feet in a direction of Araumi's choosing.

Water Style: Exploding Water Shockwave (7 Chakra). As a bonus action when Araumi uses a Water Style jutsu with an area of effect that targets creatures, he moves to anywhere within the jutsu's range in a straight line. This movement provokes opportunity attacks.

Blood Conversion. Araumi makes a single unarmed strike against a creature that is not a construct, undead, ooze, or elemental within 5 feet. If this attack reduces a creature to 0 hit points, Araumi regains a number of specialized chakra points equal to their proficiency bonus.

Water Style Aura. As a bonus action, Araumi begins exuding dangerous chakra up to a number of feet equal to the amount of chakra spent at the beginning of each subsequent turn x 5. This effect ends if he stops spending chakra. Any creatures that end their turn in this area take 3 (1d6) magical piercing damage. Any attacks made against Araumi by creatures inside this area have disadvantage, and if he is subject to a saving throw caused by a creature inside this area, he has advantage.

Calm Sea. As a bonus action, any difficult terrain within 30 ft. of Araumi made of water of her choice becomes normal terrain and ends any effects on it that would be ended by a strong wind.

Harpoon Awaken (5 Chakra). While Araumi's Marlin Harpoon is not being wielded by a creature, he takes control of it until the end of his next turn. He can see and hear through it and make attacks with it as if he were wielding it, and the spear gains a 40 ft. movement speed.

Inspiring Words (1 Chakra). As a bonus action, one creature within 30 feet of Araumi that can hear him gains a +2 bonus to their attack and damage rolls until the end of their next turn.

Understanding the Enemy. As a bonus action, Araumi 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.

REACTIONS

Substitution (3+ Chakra). When Araumi is hit by an attack and would take damage, he decreases the damage by 27 (1d10 + 22) 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 she takes any remaining damage from that attack. Araumi can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Araumi_Funato.png
[Source].

The grand leader of the Funato clan, Araumi single handedly claimed many islands and fleets for his people. Regarded as the king of all pirates in the Mist Sea, his power was so great that he confidently lead many wars against the Mist Village in his lifetime. Following the death of his wife, he raised his children, including the adopted Tenma, to despise the Mist. Long after the end of the Fourth Shinobi World War, the Sixth Mizukage lead an operation to apprehend Araumi, imprisoning him in a near-emaciated state to nullify his innate power over water. After being saved by Isari's unit five long years later, he lead a massive offensive against the Mist, dubbed the Great Sea Battle of the Mist Village. However, as the war raged on, he became less satisfied in each of his children, who lacked the shear will to conquer he had, going so far as to kill the very son who had rescued him when he went behind his back to organize a peace treaty. When Ikada finally organized such a treaty alongside Boruto, bringin the vast majority of their forces with him, an enraged Araumi declared that he would win the war alone, only to be confronted by Kawaki, whose full power dwarfed his own. Following the end of the war, he was once again imprisoned, now without any hope of seeing freedom.



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