Darui, Boruto (Shinobi World Supplement)

From D&D Wiki
Jump to navigation Jump to search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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.

Darui[edit]

Medium humanoid (Darui), lawful neutral


Armor Class 22 (Natural Armor)
Hit Points 187 (22d8 + 88)
Speed 80 ft.


STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 18 (+4) 16 (+3) 12 (+1) 11 (+0)

Saving Throws Dex +12, Int +10
Skills Acrobatics +12, Athletics +8, Deception +7, Perception +8, Stealth +12
Senses passive Perception 18
Languages Common
Challenge 22 (41,000 XP)


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

Specialized Chakra. Darui has 27 specialized chakra points which he can expend on jutsu labeled Storm Style. All chakra points are regained at the end of a long rest.

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

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

ACTIONS

Multiattack. Darui makes three unarmed strike, Lightning Style: Shocking Soak, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (5d4 + 5) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +12 to hit, range 30/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Darui 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.

Zanbato. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) magical slashing damage.

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

Hazy Moon Night (8 Chakra). As a bonus action, one creature within 5 feet of Darui takes 10 (1d10 + 5) magical slashing damage. This damage can not be increased in any way.

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

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Darui's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn.

Storm Style Aura. As a bonus action, Darui 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 10. This effect ends if he stops spending chakra. Any creatures that end their turn in this area take 3 (1d6) lightning damage. Any attacks made against Darui 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.

Storm Style: Black Lightning (7 Chakra). When Darui casts a Lightning Style jutsu, it changes to a Storm Style jutsu, deals an additional +1 damage and has a +1 bonus to its attack rolls and DC, and on a hit or saving throw failure they take 4 (1d8) thunder damage and are blinded for 1 minute. On a success, they take half as much damage. The target may retry this saving throw with disadvantage at the end of each of their turns, no longer being blinded on a success.

Storm Style: Black Panther (27 Chakra). Each creature in a 20 ft. by 80 ft. line must make a DC 21 Dexterity saving throw. On a failure, they take 43 (6d12 + 4) force damage.

Lighting Style: Shocking Soak (2 Chakra). Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: the target is paralyzed until the end of Darui's turn.

Lighting Style: Wave of Inspiration (5 Chakra). Ranged Spell Attack: +10 to hit, reach 15 ft., one target. Hit: the target is paralyzed until the end of their next turn. This attack has advantage.

Storm Style: Laser Circus (10-50 Chakra). Darui spends half of this jutsu's cost to prepare it. As an action on his next turn if he did not become incapacitated for the other half of this jutsu's total cost, all creatures within a 90 ft. line must attempt a DC 21 Constitution saving throw, taking 51 (8d10 + 4) lightning damage on a failure. On a success, they take half as much damage. Darui may create an additional line that does not overlap for every 10 additional chakra points spent.

Storm Style: Azure Eagle Blade (8 Chakra). Melee Spell Attack: +13 to hit, reach 5 ft., one target. Hit: 43 (8d8 + 6) lighting damage. On a miss, they take half as much damage. This counts as a Dexterity saving throw for the sake of Evasion. This jutsu can only be used as a bonus action after using Storm Style: Laser Circus against one creature damaged by said jutsu, and Darui may move to any space within 5 ft. of the target as part of this jutsu.

Shadow Clone (4+ Chakra/Clone). Darui creates up to five clones. Each clone has 5 hit points and the chakra spent creating it (this applies to things that would reduce the cost). The clones can take actions as normal, but do not benefit from the Extra Attack feature. Darui controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, Darui dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, Darui regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Darui, including equipment, features, and any effects affecting Darui when he creates the clone. Any charges, such as from features or magic items, are shared between all clones and Darui. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.

Water Formation Wall (2+ Chakra). Any creatures of his choice within a 5 foot radius are moved 5 feet away from Darui. Darui may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Darui's turns for 1 minute (concentration). Darui must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Darui moves more than 5 feet after maintaining this jutsu, he loses concentration.

REACTIONS

Substitution (3+ Chakra). When Darui is hit by an attack and would take damage, he decreases the damage by 21 (1d10 + 16) 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. Darui can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Cloud-Style Deception Beheading (6 Chakra). When an attack is made against Darui, he moves up to 35 ft. toward the attacker and makes a katana attack against them with advantage. This movement does not provoke opportunity attacks.

Water Formation Wall (2+ Chakra). When Darui is targeted by an attack, any creatures of his choice within a 5 foot radius are moved 5 feet away from Darui. Darui may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Darui's turns for 1 minute (concentration). Darui must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Darui moves more than 5 feet after maintaining this jutsu, he loses concentration.

Surfing Strike (3+ Chakra). When Darui is hit by an attack, he moves 15 feet in any direction, including straight up. The damage taken is halved, and he may spend 3 additional chakra to make an unarmed strike immediately after. This can also be used as a bonus action.

Darui_Part_III.png
[Source].

As the Fifth Raikage, and the only Raikage to refuse the title of A, Darui retained his laidback attitude, addressing his village's concerns with careful deliberation and planning, only jumping to action when absolutely necessary. Darui attended the Five Kage Summit surrounding the Chunin Exams with his bodyguard Omoi, listening to Sasuke's warning of a threat greater than Kaguya. Overseeing the exams alongside the other Kage in hopes of drawing out the threat with such a large localization of chakra, he protected numerous civilians from Momoshiki and Kinshiki, though their duty to their people ultimately led to Naruto's capture. Gathering their strength, Chojuro, Kurotsuchi, Darui, Gaara, Sasuke, and Boruto opened a portal to the Otsutsuki duo's pocket dimension. While Darui was able to trade blows with Momoshiki at first, he was completely overpowered by his fused form, leaving the battle to the combined power of Naruto and Sasuke.

Months later, when news began to spread that rogue nin from the Land of Silence had acquired a sample of Hashirama Senju's DNA, which alone were powerful enough to birth the likes of Yamato, Darui sent Omoi, Marui, and Kakui to investigate and retrieve the cells.

During the Five Kage Summit following Naruto's defeat of Isshiki, while the other Kage speculated on Code, the new Ten-Tails, and the threat of a revived Momoshiki, Darui voiced his concerns regarding Amado's loyalties.


FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World