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.

Boruto Uzumaki[edit]

Medium humanoid (Uzumaki), lawful good


Armor Class 18 (Natural Armor)
Hit Points 82 (15d8 + 15)
Speed 65 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 16 (+3) 10 (+0) 14 (+2)

Saving Throws Dex +8, Int +8, Cha +7
Skills Acrobatics +8, Arcana +8, Investigation +8, Perception +5, Persuasion +7, Stealth +8
Senses passive Perception 15
Languages Common
Challenge 15 (13,000 XP)


Chakra. Boruto has 46 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 1 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 +1 bonus.
  • His movement speed increase by +15 feet.
  • His jutsu's attack and damage rolls gain a +1 bonus.
  • He has advantage on Dexterity saving throws.
  • He loses 2 hit points and 2 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: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) 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 - 16
  • Attack bonus - +8


Boruto.png
[Source]

Feeling that Boruto had learned his lesson following the fight with Momoshiki, Naruto reinstated his son as a genin and the two attempted to reform their relationship. Following a variety of missions, Team Konohamaru was sent to Hozuki Castle to discretely protect Kokuri, an accountant who had defected from the Mujina Bandits, who had made a deal to trade any information he had on the organization in exchange for safety from Tsukiyo, one of the organization's "cleaners". Posing as thieves, Boruto and Mitsuki, Boruto made contact with Kokuri, who had been stabbed in a higher-security section than should be possible. Working with Sarada and Mujo on the outside discreetly through Mitsuki's snakes, Kokuri was moved to their cell. However, when Mujo mysteriously fell ill, Benga replaced him and was significantly less cooperative with the Leaf genin. However, as they attempted to move Kokuri out of the prison, they were ambushed by Tsukiyo. Kokuri passed off a journal detailing everything he knew about the Mujina Bandits to Boruto, fearing that he wouldn't survive. When Boruto threw Tsukiyo into the waters below the prison, he made a last ditch effort to eliminate Kokuri by taking him with him. When the genin made their way to the shore, only Kokuri remained, who claimed Tsukiyo had drowned.

Returning to the Leaf after verifying the information they had received, Boruto pondered the nature of the strange mark that had appeared on his hand after his fight with Momoshiki. Months later, he was assigned to protect the heir of the Fire Daimyo, Tento Madoka, with intel pointing toward a potential assassination attempt from the Mujina Bandits. After befriending the boy and teaching him some basic shuriken jutsu but refusing payment, Boruto left, with the mission going off without a hitch. However, on his way back home, Boruto realized Tento had given him the rare trading card he had wanted regardless. Returning to his home to return it, he arrived just in time to save him from being eaten by Shojoji, who revealed himself to have been the Tsukiyo he had fought, and the Kokuri that had survived their fight using an advanced transformation technique that required eating the target's brain. While Boruto was able to use tactics to circumvent Shojoji's attacks, his attacks had almost no effect. When Boruto's Karma began to flare up for the first time, Shojoji halted his attacks, remembering a botched mission where he ran into a mysterious organization, but when Boruto claimed to have no knowledge the attacks resumed. However, the shock distracted Shojoji long enough for Sarada and Mitsuki to catch up, ambushing him and successfully taking him down. As Boruto's curiosity in the connection his mark had with this "mysterious organization" grew, so too did the mark itself.


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