Boruto, Code 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 24 (Natural Armor)
Hit Points 214 (33d8 + 66)
Speed 80 ft.


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

Saving Throws Dex +14, Int +14, Cha +11
Skills Acrobatics +14, Arcana +14, Investigation +14, Perception +9, Persuasion +11, Stealth +14
Senses passive Perception 19
Languages Common
Challenge 29 (135,000 XP)


Chakra. Boruto has 85 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion/Discernment. When Boruto is targeted by an area effect that lets him make a Dexterity, Intelligence, or Wisdom 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, 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.

Dying Breath. At the beginning of each of Boruto's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 20 (6d4 + 5) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +14 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.

Karma. As a bonus action, Boruto gains the following until he can not maintain it, becomes unconcious, or ends these effects as an action:

  • His AC gains a +3 bonus.
  • His movement speed increase by +30 feet.
  • His jutsu's attack and damage rolls gain a +3 bonus.
  • He has advantage on Dexterity and Wisdom saving throws.
  • He loses 12 hit points or chakra points, or a mix of both, at the end of each of his turns. Boruto may not go below 0 chakra when losing chakra in this way.


See Boruto's Jutsu

  • DC - 22
  • Attack bonus - +14


Boruto.png
[Source]

When Boruto awoke, he was face-to-face with Momoshiki, who explained that he had spent the last 18% of his Otsutsuki data to resurrect Boruto, keeping himself from resurrecting permanently. With Boruto now fully Otsutsuki, he explained that he was now a target for Code to use to grow his God Tree.


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