Gaara (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 15 (Natural Armor)
Hit Points 90 (12d8 + 36)
Speed 50 ft.


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 16 (+3) 18 (+4) 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 12 (8,400 XP)


Chakra. Gaara has 27 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.

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.

ACTIONS

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

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 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.

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 16 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 16 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 16 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 15 (3d6 + 4) force damage and is pushed to the top.

Bedrock Coffin (25 Chakra). One creature within 90 ft. must make a DC 16 Dexterity saving throw. On a failure, the target takes 40 (8d8 + 4) 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.

Gold Spear (2 Chakra). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 4 (1d8) piercing damage and 16 (1d8 + 4) force damage.

'Sand Blade Double Attack. As a bonus action after dealing damage with any of the following jutsu, Gaara deals an additional 11 (3d4 + 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.

Violent Whirlwind (1 Chakra). Each creature in a 5 foot wide, 30 foot line must make a DC 17 Strength saving throw, taking 9 (1d8 + 5) bludgeoning damage and being pushed 15 feet away on a failure.

Sand Drizzle (5 Chakra). One creature within 30 ft. must attempt a DC 17 Dexterity saving throw. On a failure, they take 7 (1d4 + 5) 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 17 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 17 Constitution saving throw. On a failure, the creatures take 19 (3d8 + 5) 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).

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 16 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_full_body.png
[Source].

Nearly two years after Sasuke's defection, Gaara ascended to the seat of Kazekage, succeeding his father. Among revising his village's ninja academy's policies regarding students needing to perform ninjutsu and genjutsu due to his experience with Rock Lee and coming to terms with Shukaku, Gaara also observed his own village's Chunin Exams, as suggested by his ally the Fifth Hokage, in order to draw out the Akatsuki, who had reportedly been hunting jinchuriki, though ultimately it only resulted in stopping a separate group of sand shinobi, primarily a fuinjutsu specialist named Hoichi, from sealing Shukaku out of fear. However, less than half a year later, the Akatsuki would strike, sending Deidara to successfully capture Gaara. While the Hidden Leaf's Team 7 were able to retrieve his body and kill one of the Akatsuki]], Gaara had lost Shukaku and was nevertheless dead. With no other option, the Hidden Sand's eldest puppeteer and councilwoman, Chiyo, sacrificed her life to revive the Kazekage in repentance for having been the one to seal the One-Tail inside him. Hoping to lead his village toward peace alongside Naruto, whom he was sure would become a future Hokage, and becoming even more familiar with his mother's sand, Gaara sought the strength to ensure that peace, Gaara would become instrumental in the Fourth Shinobi World War.


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