Darui (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.

Darui[edit]

Medium humanoid (Darui), lawful neutral


Armor Class 19 (Natural Armor)
Hit Points 120 (16d8 + 48)
Speed 70 ft.


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

Saving Throws Dex +9, Int +8
Skills Acrobatics +9, Athletics +6, Deception +5, Perception +6, Stealth +9
Senses passive Perception 16
Languages Common
Challenge 16 (15,000 XP)


Chakra. Darui has 35 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Specialized Chakra. Darui has 8 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. When Darui is targeted by an area effect that lets him make a Dexterity 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: +10 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) 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: +10 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) 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 5. 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.

Lightning Style: Black Panther (30 Chakra). Each creature in a 20 ft. by 80 ft. line must make a DC 19 Dexterity saving throw. On a failure, they take 42 (6d12 + 3) force damage.

Lighting Style: Shocking Soak (5 Chakra). Melee Spell Attack: +10 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: +9 to hit, reach 15 ft., one target. Hit: the target is paralyzed until the end of their next turn.

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 18 Constitution saving throw, taking 36 (8d8 + 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 (11 Chakra). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 36 (8d8 + 4) 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%27s_full_body.png
[Source].

Taken in as a prodigy pupil of the Third Raikage and later his teacher's bodyguard alongside C, Darui was chosen for his unique ability to grasp the Third's Black Lighting even greater than him. After the Third's death, Darui continued his service under the Fourth Raikage, where his mellow, Shikamaru-like personally perfectly contrasted his liege, with his name even meaning "dull".

During the Five Kage Summit, C and Darui acted as the Fourth's bodyguards. After two false alarms, Darui gladly followed the Fourth into battle against Taka; the kidnappers of Killer B. While the others were preoccupied, Darui flew to C's defense after he was trapped inside one of Sasuke's genjutsu, easily striking down Suigetsu by countering his Water Style with Lightning Style. As the summit ended with the formation of the Allied Shinobi Forces, Darui joined the party in search of B, just barely arriving in time to stop a would-be kill shot from Kisame. Returning to the Cloud with both brothers, Darui reluctantly debriefed Mabui before attending the war council regarding the Fourth Shinobi World War, being placed in charge of the Mid-Range Battle Division. Mobilizing his division to protect the Land of Lighting's coast, he nearly lost the majority of his forces to the Gold and Silver Brothers, and was nearly absorbed himself before quickly changing his soul word. Liberating Ginkaku's Sichiseiken and Benihisago and temporarily immobilizing Kinkaku, Darui sealed the former. As the tools' renown chakra drain began to take its toll on Darui, and Kinkaku awakened his entire jinchuriki powers, he was quickly rescued by Team Asuma. Holding onto Benihisago in hopes of finding a way to free Samui and Atsui, his new, enhanced First Division easly defeated Kakuzu, only to have their celebration be cut short by a Gedo Mazo-wielding Madara, who had come for the Nine-Tails chakra inside the Treasured Tools of the Sage of Six Paths. While just barely able to survive with Kitsuchi's help, the tools were ultimately stolen, and the Ten-Tails was formed. Following the Ten-Tails slow enough to slightly rest and regain their chakra, they arrived at the final battlefield of the war alongside the other four division following Shikaku's plan. While his comrades temporarily blinded the Ten-Tails and its supporters, Darui and his fellow Storm Style users aimed a massive Laser Circus at the beast's eye, dealing massive damage and making an opening for the rest of the Allied Shinobi Forces. As the fully-formed Ten-Tails, and later its jinchuriki became far too much for normal shinobi to handle, Darui ordered his division to retreat, forming a barrier around the battlefield. Following the Fourth Shinobi World War, with his bravery, leadership, and talent being exemplified, he was named the Fifth Raikage.


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