Gaara, Sasuke Recovery Mission (Shinobi World Supplement)

From D&D Wiki
Jump to navigation Jump to search
This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
LookClosely.png
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 15 (Natural Armor)
Hit Points 75 (10d8 + 30)
Speed 50 ft. (60 ft. while Initial Release is active, 70 ft. while Tailed Release is active)


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 9 (-1)

Saving Throws Str +3, Con +7
Skills Acrobatics +6, Athletics +3, Intimidation +3, Perception +5, Stealth +6
Senses passive Perception 15
Languages Common
Challenge 10 (5,900 XP)


Chakra. Gaara has 23 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, and can move along vertical surfaces.

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. If he is already in Initial Release, the DC becomes 16, and he enters Tailed Release instead. 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.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +6 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.

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.

Tailed Release. While Initial Release is active, Gaara gains the following:

  • Gaara's unarmed strikes deal an additional 1d4 thunder damage.
  • Gaara's movement speeds increase by 10 ft.
  • Gaara regains additional hit points equal to his Constitution modifier at the beginning of each of his turns.
  • Gaara can activate Hidden Chakra as a bonus action, and can use red chakra in tandem with his own.
  • Gaara loses 4 chakra and gains 4 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 15 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 15 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 15 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 14 (3d6 + 3) force damage and is pushed to the top.

Bedrock Coffin (25 Chakra). One creature within 90 ft. must make a DC 15 Dexterity saving throw. On a failure, the target takes 39 (8d8 + 3) 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 8 (2d4 + 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.

Violent Whirlwind (1 Chakra). Each creature in a 5 foot wide, 30 foot line must make a DC 16 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 16 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 16 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 16 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.

Drilling Air Bullet (15 Chakra). Each creature in a 60 x 25 foot line must make a DC 16 Constitution saving throw. On a failure, the creatures take 33 (6d8 + 4) 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.

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).

REACTIONS

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.

Gaara_second_Part_I.png
[Source].

Now allies with the Leaf Village his own Sand Village tried to destroy due to their shared history of being wronged by Orochimaru, Gaara was sent to assist in stopping Sasuke from defecting to their shared enemy. With the rest of the Sound Five defeated, Gaara came to the rescue of the man he once tried to kill in their battle against their strongest foe yet. Returning to his village, Gaara made peace with his tailed beast, and would eventually even become the Kazekage.


FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi World