Gari (Shinobi World Supplement)
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Gari[edit]
Medium humanoid (Deidara), lawful evil Armor Class 18 (Natural Armor)
Saving Throws Str +5, Dex +8 Chakra. Gari has 35 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When Gari 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. Gari can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. ACTIONSMultiattack. Gari 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) bludgeoning damage. Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Gari 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 Taijutsu Technique (3 Chakra). As a bonus action, Deidara makes two unarmed strikes Leaf Gust (8 Chakra). Deidara makes an unarmed strike against every creature within 5 feet. Leaf Great Flash (5 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Deidara's choice. Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Deidara gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Deidara casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Deidara's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn. Explosive Punch (2 Chakra). As a bonus action immediately after making an unarmed strike, Gari deals 10 (1d12 + 4) fire damage to the same target. Feign Explosion (5 Chakra). As a bonus action immediately after making an unarmed strike, Gari creates a 15 foot radius cloud of smoke that lasts for 1 minute. This area is heavily obscured. Unbalancing Explosion (11 Chakra). Each creatures in a 30 foot radius must succeed a DC 17 Constitution saving throw or be knocked prone, become frightened for 1 minute, and take 17 (3d4 + 1d8 + 4) fire damage. The target may retry this saving throw the end of each of its turns, ending this effect early on a success. Internal Explosion (17 Chakra). As a bonus action immediately after making an unarmed strike, the target must attempt a DC 17 Constitution saving throw. On a failure, they take 30 (5d10 + 1) fire damage and 19 (2d10 + 1d8 + 3) thunder damage and become incapacitated and blinded. The target may retry this saving throw the end of each of its turns, ending this effect early on a success. Explosive Style: C4 (4 Chakra). Gari creates a 30 foot radius area of microscopic explosives anywhere within 45 feet of him that lasts for 5 minutes. At the beginning of each of his turns, any creatures of Gari's choice within this cloud must attempt a DC 17 Wisdom or Dexterity saving throw with disadvantage. On a failure, they take 12 (1d6 + 1d8 + 4) thunder or force damage and become poisoned for 1 minute. They may attempt a DC 16 Constitution saving throw at the end of each of their turns, ending this effect early on a success. REACTIONSSubstitution (3+ Chakra). When Gari is hit by an attack and would take damage, they decrease the damage by 19 (1d10 + 14) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Gari can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. Exploding Palm (1+ Chakra). When Gari is hit by a ranged weapon attack, the damage he takes from the attack is reduced by 20 (1d6 + 17). Gari can reduce this damage by an additional 3 (1d6) points per chakra point spent over the initial cost. If Gari reduces the damage of the attack to 0, he can immediately spend 4 chakra to cast an Explosive Style jutsu. Gari takes force damage equal to 1/6 of the total damage the jutsu deals in recoil. |
Originally a member of the Village Hidden in the Stone's Explosion Corps, Gari manifested his Explosive Style kekkei genkai in the most typical way, enabling him to create shockwaves with the thrust of his fists. Despite his calm and level-headed demeanor, he takes great pride in his capabilities as a combatant. That being said, he is best known by those under his command as captain of the Explosion Corps as "crusty" and difficult to get along with. Years after his death, Kabuto resurrected him to fight in the Fourth Shinobi World War. After killing many in the Allied Shinobi Forces' Surprise Attack Division alongside Haku, Zabuza, and Toroi, he was eventually sealed by Rock Lee and Sai. |
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