Boruto, Ao Arc (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.

Boruto Uzumaki[edit]

Medium humanoid (Uzumaki), lawful good


Armor Class 20 (Natural Armor)
Hit Points 115 (21d8 + 21)
Speed 75 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 18 (+4) 10 (+0) 14 (+2)

Saving Throws Dex +10, Int +10, Cha +8
Skills Acrobatics +10, Arcana +10, Investigation +10, Perception +6, Persuasion +8, Stealth +10
Senses passive Perception 16
Languages Common
Challenge 20 (25,000 XP)


Chakra. Boruto has 61 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Jōgan. When Boruto is surprised, in the presence of a significantly dangerous creature as determined by the DM, or when he activates his Karma and is not possessed, his critical range increases to 19-20, and he may reroll any damage rolls on his turn up to 2 time, regaining all uses at the end of a short rest.

Karma. When Boruto is reduced to half his maximum hit points, he must attempt a DC 15 Wisdom saving throw. On a failure, he gains the following until he can not maintain it or becomes unconcious, consuming his next turn's bonus action if it is not his turn:

  • His AC gains a +2 bonus.
  • His movement speed increase by +20 feet.
  • His jutsu's attack and damage rolls gain a +1 bonus.
  • He has advantage on Dexterity saving throws.
  • He loses 4 hit points and 4 chakra points at the end of each of his turns. Boruto may not go below 0 chakra when losing chakra in this way.

ACTIONS

Multiattack. Boruto can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Boruto 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.


See Boruto's Jutsu

  • DC - 18
  • Attack bonus - +10


Boruto.png
[Source]

While Boruto grew more interested in his Karma after learning there was an entire organization dedicated to it, Sasuke instructed him to keep it hidden at all times, knowing that whatever this organization was, it had to be connected to the Otsutsuki. Between the strangeness revolving around Victor, whom Team Konohamaru had taken a mission from, a run-in with Deepa, and a rematch with Shojoji in prison to test his new abilities, the reality of the organization known as Kara began to dawn on the Leaf shinobi. When Boruto joined his father to train, he became infuriated when he revealed he had been using an advanced ninja tool, viewing the man as a hypocrite, though Sasuke backed him up, explaining that the only issue is overreliance on something that is not your own ability. During a mission to escort a researcher to his facility, Boruto ran into Ao, whom himself had received many scientific ninja tools. After explaining his history as a shinobi and his need for the tools, he asked Boruto his he still disposed their use, to which Boruto had no response for. But when Konohamaru and his partner Mugino went missing, they were forced to speed up their mission and try to find them. After finding them near the wreckage of a strange blimp, they were suddenly met with Ao yet again, who asked them what they had seen in the wreckage. Before they could respond, he attacked them, forcing them to collapse a cave on him just to escape. Defeating him in a rematch, despite having attempted to kill both he and his friends, Boruto gave Ao back his screwdriver, believing that he still had hope as a prior hero of the Mist Village. However, seeing Koji Kashin approaching in the distance, he pushed Team 7 away with his Water Style as a massive boiler toad was summoned above him, crushing him but saving the genin. Restrained by the mysterious invader, Konohamaru was forced to fight him alone. However, during the fight, Boruto's Karma autonomously activated. Interested in the ability, Koji retreated. As they investigated the wreckage, they discovered another boy bearing a Karma. With the two Karma in close vicinity, both of their powers began to grow massively.


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