Gaara, Young (Shinobi World Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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.


Medium humanoid (Kazekage), chaotic good

Armor Class 15 (Natural Armor)
Hit Points 52 (7d8 + 21)
Speed 45 ft. (55 ft. while Initial Release is active)

8 (-1) 13 (+1) 16 (+3) 16 (+3) 12 (+1) 8 (-1)

Saving Throws Str +2, Con +6
Skills Acrobatics +4, Athletics +2, Intimidation +2, Perception +4, Stealth +4
Senses passive Perception 14
Languages Common
Challenge 7 (2,900 XP)

Chakra. Gaara has 17 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Endurance. When Gaara is targeted by an area effect that lets him make a Constitution 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 for 2 chakra.

Red Chakra. Some of Gaara's features grant him "red chakra". If his own chakra is less than his red chakra, or if he is unconcious, he must attempt a DC 14 Wisdom saving throw at the end of each of his turns. On a failure, he is forced to activate Initial Release and is controlled by Shukaku. This ends if he becomes unconscious from falling to 0 hit points, or if Shukaku chooses to do so willingly. These special "red" chakra are counted separately from his normal chakra. He can use this chakra on one Jutsu or spread them across multiple, but he can not spend these points and his own normal chakra points on the same jutsu. This chakra can extend above his chakra point maximum, and is lost at the end of a short rest.

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 when it is used.


Multiattack. Gaara can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.

Kunai. Thrown Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 3 (1d4 + 1) 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.

Hidden Chakra. When Gaara has less than half his maximum chakra, he gains 7 red chakra. He may use this once, regaining all uses at the end of a long rest.

Initial Release. As a bonus action, Gaara enters Initial Release. This reveals him as a Jinchūriki to anyone that can see him and anyone who can detect magic or see chakra may make an Insight check, and he gains the following benefits:

  • The cost of all Jutsu Naruto knows are reduced in chakra costs by 1, except for Jutsu that only cost 1 chakra.
  • Gaara's movement speed increases by +10 ft.
  • At the start of each of his turns, Gaara regains 3 hit points.
  • Gaara gains advantage on Strength and Dexterity checks and saving throws.
  • This state ends if you choose to do so as an action, or if he is knocked unconscious.
  • Gaara loses 2 chakra and gains 2 red chakra at the end of each of his turns.

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 14 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.

Sand Blade Double Attack. As a bonus action after dealing damage with any of the following jutsu, Gaara deals an additional 6 (2d4 + 1) bludgeoning damage to 1 creature.

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.

Violent Whirlwind (1 Chakra). Each creature in a 5 foot wide, 30 foot line must make a DC 15 Strength saving throw, taking 8 (1d8 + 4) bludgeoning damage and being pushed 15 feet away on a failure.

Sand Drizzle (5 Chakra). One creature within 30 ft. must attempt a DC 15 Dexterity saving throw. On a failure, they take 6 (1d4 + 4) bludgeoning damage and is restrained until the end of your next turn. On a success, they take half as much damage and are not restrained. All hostile creatures within range must attempt a DC 15 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 15 Constitution saving throw. On a failure, the creatures take 18 (3d8 + 4) 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).


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.


Due to a lack of resources, Rasa deemed it necessary for one of his own children to become the jinchuriki of the Hidden Sand Village's tailed beast, the One-Tail. While his first child, Temari, and second child, Kankuro were not compatible with the monster, his third and final child, the prematurely-born Gaara, was. While finally having a jinchuriki was celebrated, Gaara's birth led to the death of Karura, his mother, leaving behind only her love. Gaara was taught the ways of a ninja by his father, but was raised by his maternal uncle, Yashamaru. On the rare occasion he was allowed to explore his father's village, those around him he wanted to connect with only feared him. Attempting to calm them, he inadvertently injured or killed many who came in contact with him. On one fateful night, fleeing from the pain he caused others, one of his village's anbu attacked him. The assassin was a breath away from death when the boy realized it was his own caretaker, who informed him that Gaara was a failed experiment; a curse on the Hidden Sand Village that could only cause pain. Trying to excuse the only person alive who he felt loved him for only following orders, Yashamaru informed him that he was under Rasa's orders, but that he had always hated Gaara for killing his sister, and that he had volunteered for the mission. With his final breath, Rasa detonated the explosive seals covering his flack vest, but Gaara's own autonomous sand negated its effects. With nobody left in the world who loved him, and believing his sand powers to be from Shukaku rather than his mother, Gaara etched the kanji for "love" into his forehead, dedicated to only loving himself. As Shukaku took hold, Rasa only barely held the beast back. After five more assassination attempts, Gaara finally became the weapon his father wanted him to be. Years later, he would enter the Hidden Leaf's joint Chunin Exams alongside his siblings with the intent of destroying the village from the inside, but after observing the self-sacrifice and effort of Rock Lee, and the love and similar circumstances of Naruto, he discovered the reality of being a shinobi; to fight for one's allies. Changing his ways, he trained his powers in order to assist his friends when Sasuke went rogue.

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