Dodai (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.

Dodai[edit]

Medium humanoid (Terumi), any alignment


Armor Class 18 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 16 (+3) 10 (+0) 13 (+1)

Saving Throws Str +5, Dex +8
Skills Acrobatics +8, Arcana +8, Deception +6, History +8
Senses passive Perception 10
Languages Common
Challenge 14 (11,500 XP)


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

Evasion. When Dodai 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. Dodai can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Dodai can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) magical slashing damage. Dodai may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 3 (1d4 + 1) piercing damage on a hit.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Dodai can move across liquid surfaces as if they were solid. If he is submerged, he rises to the surface of the liquid at a rate of 60 feet per round.

Transformation (1+ Chakra). Dodai becomes identical to a person, creature or non-magical object they have a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and they can not recreate a magical effect. Creatures must make a DC 16 Investigation check realize that they are transformed. If the creature saw them performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (3 Chakra). Dodai's movement speed doubles, and their movement does not provoke attacks of opportunity.

Rubber Sphere (5 Chakra). Ranged Spell Attack: +8 to hit, range 30 ft. line. Hit: 8 (2d4 + 3) magical bludgeoning damage. At the beginning of Dodai's next turn, if it hit a solid surface, it reflects against it in a direction determined by rolling 1d4, reroll 4s. On a 1, it reflects in a 45 degree angle to the left. On a 2, it reflects in the opposite direction it was traveling. On a 3, it reflects in a 45 degree angle to the right. It travels in a line with its remaining range +15 feet. One ball can bounce multiple times, and the ball lasts for 1 minute.

Rubber Defense (8 Chakra). One creature Dodai can touch is covered in a rubber tube. They gain a +5 bonus to AC and immunity to lightning damage and are restrained for 1 minute. If the target is unwilling, they must attempt a DC 16 Dexterity saving throw to avoid this effect. The tube has 10 hit points, 12 AC, and a damage reduction of 5. Dodai may end this effect early as an action, and this effect ends automatically when the tube is reduced to 0 hit points.

Rubber Wall (7 Chakra). One chakra construct that is neither living nor undead Dodai is touching gains +5 damage reduction and damage threshold. This lasts for 1 minute.

Rubber Rope (2 Chakra). As a bonus action, one creature within 30 ft. is pulled within 5 ft. of Dodai. If the target is unwilling, Dodai must succeed a grappling contest against them to do so. If there is an obstruction in the way of this technique, the target stops and the jutsu ends.

REACTIONS

Substitution (3+ Chakra). When Dodai is hit by an attack and would take damage, they decrease the damage by 19 (1d10 + 14) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Dodai can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Rubber Rope (2 Chakra). When Dodai sees a creature within 30 ft. get attacked, they are pulled within 5 ft. of him. If the target is unwilling, Dodai must succeed a grappling contest against them to do so. If there is an obstruction in the way of this technique, the target stops and the jutsu ends.

Dodai_HDshot.png
Dodai during the Fourth Shinobi World War, [Source].

Holding the rank of jonin in the Cloud Village since his youth, much of Dodai's strength is sourced from his powerful kekkei genkai and his level-headed, tactical nature. Due to being a direct counter to their Lightning Style chakra, he was given a role as advisor and sparring instructor to the Third and Raikage, going so far as to be the one to oversee the training for acquiring the Fourth's younger brother, Killer B. During the Fourth Shinobi World War, he acted as the Long-Range Attack Division's Communications Team member, organizing their defense against the reincarnated Third Raikage, and instructed one of Naruto's clones on how to effectively counter-attack. After the Third's defeat, he was unable to put up much of a fight against Madara Uchiha, instead joining the Hokage Guard Platoon's efforts to take down Mu. Following the end of the Fourth Shinobi World War, Dodai retired like many shinobi of his time, taking up work as a historian, being a major source of recounting his nation's myths to various archivists and anyone willing to humor an old shinobi.



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