Gaara, Boruto (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.

Gaara[edit]

Medium humanoid (Kazekage), chaotic good


Armor Class 18 (Natural Armor)
Hit Points 218 (23d8 + 115)
Speed 70 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 20 (+5) 20 (+5) 12 (+1) 9 (-1)

Saving Throws Str +6, Con +12
Skills Acrobatics +9, Athletics +6, Intimidation +6, Perception +8, Stealth +9
Senses passive Perception 18
Languages Common
Challenge 23 (50,000 XP)


Chakra. Gaara has 57 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance and Evasion. When Gaara is targeted by an area effect that lets him make a Constitution or 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. Gaara can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Bound Sand. Gaara has a jug of sand on his back. If he spends his sand, he must reclaim it as an action before he can spend it again. While his sand is reclaimed, his unarmed strike's reach increases by +5 feet. Gaara can spend his sand in the following ways:

  • Halving the cost (minimum 1) or double the cost and range of a jutsu listed below Sand Blade Double Attack, or reactions below Sand Armor, when it is used.
  • When a creature becomes restrained or prone due to a jutsu listed below Sand Blade Double Attack, they become paralyzed instead for 5 chakra. Reclaiming Gaara's sand ends this effect. This lasts for 1 minute (concentration) unless the jutsu already had a longer duration. This ends if Gaara's sand, occupying the same space as the target, takes 100 damage, dealing 2d6 bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the element would have taken. As a bonus action while this is active, Gaara can force them to attempt a DC 20 Constitution saving throw, taking 17 (3d10) force damage on a failure or half as much on a success. Creatures within 5 ft. of the creature may attempt a DC 20 Strength saving throw as an action, ending this effect early on a success.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (5d4 + 2) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Gaara 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.

'Basic Ninjutsu Technique (1 Chakra). As a bonus action, Naruto 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). Gaara becomes identical to a person, creature or non-magical object he a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 20 Investigation check realize that he is transformed. If the creature saw him 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). Gaara's movement speed doubles, and his movement does not provoke attacks of opportunity.

Fissure (3 Chakra). Gaara creates a 30 ft. long, 10 ft. wide, 50 ft. deep or smaller fissure. Each creatures in the area must make a DC 20 Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making a DC 20 Athletics or Acrobatics check. The fissure has an initiative of 20. At the start of its fourth turn, it closes. A creature still in the fissure takes 17 (3d6 + 5) force damage and is pushed to the top.

Bedrock Coffin (25 Chakra). One creature within 90 ft. must make a DC 20 Dexterity saving throw. On a failure, the target takes 40 (8d8 + 5) bludgeoning damage and is restrained. On a success, they take half as much damage and are not restrained. While restrained in this way, the creature has total cover. The coffin can be destroyed. It has 100 hit points. The creature can also escape by making a DC 30 Athletics check.

Weighted Boulder (7+ Chakra). One creature or object Gaara can touch becomes 2 + half the additional amount of chakra times heavier for 1 minute. If the target is a creature, their movement speed becomes 0 and their melee attacks deal twice as much damage.

Rock Shelter (15 Chakra). As an action, Gaara creates a hemisphere of earth with a radius of 15 feet. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 7 (2d6) bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it.

'Sand Blade Double Attack. As a bonus action after dealing damage with any of the following jutsu, Gaara deals an additional 5 (1d4 + 3) magical bludgeoning damage to 1 creature.

Desert Suspension (5+ Chakra). Gaara creates a 5 ft. radius cloud that can pass through any object as if it were individual grains of sand. Gaara may increase this size by 5 ft. for every 5 additional chakra spent. As a bonus action, Gaara may move the cloud using its 30 ft. flying speed. Any willing creatures of his choice on top of the cloud move along with it, otherwise they pass through it as if it were a cloud.

Passing Typhoon (20 Chakra). As a full turn action, any non-permanent weather is cleared, including from jutsu like the Hidden Mist Jutsu and Jewel of the Dragon Head.

Third Eye (5 Chakra). Gaara creates an eye out of sand. This eye acts on his turn but can not act in any way other than moving, has a 50 ft. flying speed, is identical to him other than having 5 hit points and being Tiny, and has no senses other than sight. Gaara must spend 1 chakra at the end of each of your turns to maintain this jutsu.

Gold Spear (2 Chakra). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 4 (1d8) piercing damage and 10 (1d8 + 6) force damage.

Gold Dust Imperial Funeral (32 Chakra). Each creature within a 100 ft. radius must make a DC 21 Constitution saving throw. On a failure, it takes 53 (8d10 + 6) and is paralyzed until the end of your next turn. On a success, they take half as much damage.

Violent Whirlwind (1 Chakra). Each creature in a 5 foot wide, 30 foot line must make a DC 21 Strength saving throw, taking 10 (1d8 + 6) bludgeoning damage and being pushed 15 feet away on a failure.

Sand Drizzle (5 Chakra). One creature within 30 ft. must attempt a DC 21 Dexterity saving throw. On a failure, they take 8 (1d4 + 6) bludgeoning damage and is restrained until the end of Gaara's next turn. On a success, they take half as much damage and are not restrained. All hostile creatures within range must attempt a DC 21 Intelligence saving throw. On a failure, they have disadvantage on all saving throws until the end of your next turn.

Air Bullet (8 Chakra). Each creature in a 5 foot wide, 15 foot line must make a DC 21 Constitution saving throw. On a failure, the creatures take 20 (3d8 + 6) thunder damage and are pushed 40 ft. away. If it collides with a creature or object, both take an additional 4 (1d8) bludgeoning. On a success, they take half as much damage and are moved half as far.

Sand Buckshot (6+ Chakra). Gaara deals 3 (1d4 + 1) piercing damage to 3 creatures within 30 ft. of him. Gaara may target 1 additional creature for every 2 additional chakra spent.

Wind Wall (3+ Chakra). Any creatures of Gaara's choice within 10 ft. gain a +2 bonus to AC and creatures attempting to attack from outside this area have disadvantage. Gaara can expend 2 additional chakra to expand this radius by 5 feet. This lasts for 1 minute (concentration).

Magnet Style Juinjutsu Amplification (3 Chakra). When Gaara casts a jutsu that deals damage, all of its damage is converted into magical bludgeoning damage. Additionally, if the target fails this jutsu's saving throw, they become restrained for 5 minutes. They may retry this saving throw at the end of each of their turns, no longer being restrained on a success. If the jutsu did not have a saving throw, the target must attempt a DC 20 Constitution saving throw after they take damage.

Drilling Air Bullet (15 Chakra). Each creature in a 60 x 25 foot line must make a DC 21 Constitution saving throw. On a failure, the creatures take 35 (6d8 + 6) thunder damage and are pushed 40 feet away. If it collides with a creature or object, both take an additional 4 (1d8) bludgeoning. On a success, they take half as much damage and are moved half as far.

REACTIONS

Mud Wall (4 Chakra). When Gaara is targeted by a ranged attack, he gains three-quarters cover until the end of his next turn.

Sand Armor (2+ Chakra). Right before Gaara takes damage, or as a bonus action, he gains 5 temporary hit points for every 2 chakra points spent, to a maximum of 20 chakra.

Sand Shield. Immediately before taking damage, Gaara rolls 1d20. On a 17 or higher, he gains a +5 bonus to his AC and Strength, Dexterity, and Constitution saving throws until the beginning of his next turn. On a 16 or lower, he regains his reaction. This can be used once, regaining use at the beginning of his next turn.

Sand Sky Defensive Wall (2+ Chakra). When a damaging effect originates anywhere within 15 ft., if the effect deals less than 18 damage, the effect fails, wasting any resources spent; otherwise it is unaffected. Gaara may spend additional chakra to increase this threshold by half as much, and doing so increases this jutsu's range by 5 ft. for every 3 additional chakra spent.

Gaara_New_Era.png
[Source].

Officially the shinobi with the longest reign of Naruto's era of kage, Gaara helped guide the other five kage get used to their role and responsibilities. During Toneri's attempt to wipe the Earth of shinobi, Gaara defended his home singlehandedly from the falling meteors, all the while negotiating to give Naruto more time. Over time, he would mend his relationship with Shukaku, harboring a fragment of the beast's chakra in much the same way as Naruto.

With no descendants to inherit the traditionally-genetic seat of Kazekage, Gaara eventually adopted an orphan Magnet Style user with much the same turmoil as he had named Shinki. While training and raising Shinki was a major concern for Gaara, it was dwarfed in comparison to his duty to remain vigilant of the Otsutsuki threat. When Killer B was attacked and Gyuki was extracted, he was about to contact the other kage when his suspicions were realized; the Otsutsuki were attacking. Returning to the Hidden Leaf, he defended the stands from Kinshiki and Momoshiki's assault, though ultimately Naruto was captured. Utilizing Sasuke's Rinnegan to transport themselves to Momoshiki's location, he, the Five Kage, and Naruto's son took down an ascended Momoshiki after a hard-fought battle.


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