Rock Lee, War Arc (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.

Rock Lee[edit]

Medium humanoid (Lee), lawful good


Armor Class 16 (Natural Armor)
Hit Points 117 (18d8 + 36)
Speed 65 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Str +10, Con +7
Skills Acrobatics +8, Athletics +10, Nature +5, Perception +5, Persuasion +5
Senses passive Perception 15
Languages Common
Challenge 16 (15,000 XP)


Chakra. Lee has 44 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Lee is targeted by an effect that allows him to make a Constitution saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.

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

Ferocious Fist. Whenever Lee would roll a 1 on an unarmed strike attack roll, he may instead count the roll as a 2.

Gates. Some of Lee's actions are listed as Gates. Lee can only benefit from one Gate at time.

ACTIONS

Multiattack. Lee can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) magical bludgeoning damage.

Leaf Great Flash (10 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: The target moves 30 ft. in a direction of Lee's choice.

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

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Lee 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 he casts this Jutsu while submerged in a liquid, the Jutsu carries him 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 Gust (8 Chakra). Lee makes an unarmed strike against every creature within 5 ft..

Drunken Fist (10 Chakra). Lee's melee attacks have disadvantage, he can not use jutsu that are not Taijutsu, attacks against him have disadvantage, and his unarmed strikes deal twice as much damage.

Dynamic Entry (4 Chakra). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) magical bludgeoning damage + 5 (2d4) force damage and the target must succeed a DC 19 Dexterity saving throw or be pushed 20 feet in a direction of Lee's choice. Lee may move up to 40 ft. before making this attack as part of his action.

Front Lotus. While Lee is under the effects of the First Gate, one creature within 5 ft. must succeed a DC 19 Dexterity saving throw or be launched 20 ft. directly up and be stunned until the end of his next turn. As an action before the end of his next turn, Lee may pile-drive the creature into the ground, dealing 17 (2d10 + 6) force damage.

Reverse Lotus. While Lee is under the effects of the Third Gate, he uses his multiattack on a creature stunned by the Front Lotus. As a bonus action after, he may knock them to the ground, dealing 15 (2d8 + 6) bludgeoning damage and 9 (2d8) force damage. After Lee uses this technique, he may choose to close the 3rd Gate immediately, and he is knocked prone and stunned until the start of his next turn.

Great Dynamic Entry (10 Chakra). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) magical bludgeoning damage + 11 (3d6) force damage and the target must succeed a DC 19 Dexterity saving throw or be pushed 50 feet in a direction of Lee's choice. Lee may move up to 50 ft. before making this attack as part of his action. This can only be used while Lee is under the effects of the 5th Gate.

Morning Peacock (20 Chakra). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and 5 (2d4) fire damage. Lee may use this up to 5 times after spending the chakra. Any creatures in a 20 ft. cone not including the creature must attempt a DC 19 Dexterity saving throw, taking 11 (3d6) fire damage on a failure, or half as much on a success. This can only be used while Lee is under the effects of the 5th Gate.

Leaf Guillotine (20 Chakra). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) force damage and the target must succeed a DC 19 Constitution saving throw or become paralyzed until the end of their next turn. This can only be used while Lee is under the effects of the 7th Gate.

1st Gate. As a bonus action, Lee gains the following until he ends this effect as a bonus action:

  • Lee gains a +1 bonus to AC.
  • Lee gains a +10 ft. bonus to his movement speed.
  • Lee gains a +1 bonus to attack rolls and a +3 bonus to damage rolls.
  • Lee loses 3 hit points at the end of each of his turns.

2nd Gate. As a bonus action, Lee gains the following until he ends this effect as a bonus action:

  • Lee gains 15 temporary hit points . You lose these temporary hit points when he closes the Second Gate, or opens a Gate higher than Third.
  • Lee gains a +2 bonus to AC.
  • Lee gains a +15 ft. bonus to your movement speed.
  • Lee gains a +2 bonus to attack and a +4 bonus to damage rolls with unarmed strikes and taijutsu.
  • Lee loses 5 hit points at the end of each of your turns.

3rd Gate. As a bonus action, Lee gains the following until he ends this effect as a bonus action:

  • Lee gains a +3 bonus to AC.
  • Lee gains a +20 ft. bonus to his movement speed.
  • Lee gains a +3 bonus to attack rolls and a +5 bonus to damage rolls.
  • Lee loses 6 hit points at the end of each of his turns.

4th Gate. As a bonus action, Lee gains the following until he ends this effect as a bonus action:

  • Lee gains 15 temporary hit points . You lose these temporary hit points when he closes the Fourth Gate, or opens a Gate higher than Fourth.
  • Lee gains a +4 bonus to AC.
  • Lee gains a +40 ft. bonus to his movement speed.
  • Lee gains a +4 bonus to attack rolls and and a +6 bonus to damage rolls.
  • Lee loses 8 hit points at the end of each of his turns.

5th Gate. As a bonus action, Lee gains the following until he ends this effect as a bonus action:

  • Lee gains a +5 bonus to AC.
  • Lee gains a +40 ft. bonus to his movement speed.
  • Lee gains a +5 bonus to attack rolls and a +7 bonus to damage rolls.
  • Lee loses 9 hit points at the end of each of his turns.

6th Gate. As a bonus action, Lee gains the following until he ends this effect as a bonus action:

  • Lee gains a +6 bonus to AC.
  • Lee gains a +50 ft. bonus to his movement speed.
  • Lee gains a +6 bonus to attack rolls and a +8 bonus to damage rolls.
  • Lee loses 11 hit points at the end of each of his turns.

7th Gate. As a bonus action, Lee gains the following until he ends this effect as a bonus action:

  • Lee gains a +7 bonus to AC.
  • Lee gains a +60 ft. bonus to your movement speed.
  • Lee gains a +7 bonus to attack bonus and a +9 bonus to damage rolls.
  • Lee loses 12 hit points at the end of each of his turns.


Lee_full.png
Rock Lee in his combat attire, Source [[1]].

By the dawn of the Fourth Shinobi World War, Rock Lee was already among the strongest taijutsu users in the universe. Alongside Sai, Guy, and Sakura, Lee was tasked with defeating and sealing the reincarnated Seven Ninja Swordsmen of the Mist, as well as two Kekkei Genkai wielders and a taijutsu legend, which he succeeded in with flying colors. When the battle against Ten-Tails Madara began, Lee was not strong enough to do any meaningful damage, but was almost as helpful as the Fourth and Second Hokage in supporting Guy's final attack.


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