Rock Lee (Shinobi World Supplement)
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Rock Lee[edit]
Medium humanoid (Lee), lawful good Armor Class 16 (Natural Armor)
Saving Throws Str +9, Con +7 Chakra. Lee has 40 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.
Gates. Some of Lee's actions are listed as Gates. Lee can only benefit from one Gate at time. ACTIONSMultiattack. Lee can make 3 unarmed strikes. Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) 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: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) magical bludgeoning damage + 5 (2d4) force damage and the target must succeed a DC 18 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. 1st Gate. As a bonus action, Lee gains the following until he ends this effect as a bonus action:
Front Lotus. While Lee is under the effects of the First Gate, one creature within 5 ft. must succeed a DC 18 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 16 (2d10 + 5) force damage. 2nd Gate. As a bonus action, Lee gains the following until he ends this effect as a bonus action:
3rd Gate. As a bonus action, Lee gains the following until he ends this effect as a bonus action:
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 14 (2d8 + 5) 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. 4th Gate. As a bonus action, Lee gains the following until he ends this effect as a bonus action:
5th Gate. As a bonus action, Lee gains the following until he ends this effect as a bonus action:
Great Dynamic Entry (10 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) magical bludgeoning damage + 11 (3d6) force damage and the target must succeed a DC 18 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: +10 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 18 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.
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Following his fight with Kimimaro, Lee continued to train his taijutsu, hoping to not to surpass Sasuke, but himself as he had been taught. During the Hidden Sand Village's Chunin Exams, which he attended as both a formal olive branch and an attempt to make the rank of chunin again, he would meet a shinobi much like him who would become a long-distance friend. When this friends Kage, Lee's own friend Gaara, was kidnapped by the Akatsuki, he and his whole team secured the perimeter around their base, defeating their own clones individually, but working together to defeat even a single copy of Kisame. When Pain attacked, Lee was deployed beyond the Leaf Village, much to his anger. Promising to himself that he would be able to stop any threat to his village, he would become much stronger in a short period of time. |
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