Kakashi, War (5e Creature)
Kakashi Hatake
Medium humanoid (Human), lawful good Armor Class 18 (Natural Armor)
Saving Throws Dexterity +9, Intelligence +9 Chakra. Kakashi has 40 chakra points which he can expend. All chakra points are regained at the end of a long rest. Evasion. When Kakashi is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure. Foresight. Kakashi has advantage on Dexterity and Wisdom saving throws. ACTIONSMultiattack. Kakashi can make 2 Kunai attacks. Kunai. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) magical slashing damage. Genjutsu (5-12 Chakra). One creature within 40 feet that is not blind must succeed a DC 17 Wisdom saving throw. On a failure, they are effected by one of the following:
Lightning Cutter (8-16 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 2d4) piercing damage + 23 (4d8 + 4) lightning damage. Kakashi can move up to 15 feet toward his target as part of his action. He may deal an additional 5 (1d8) lightning damage per 2 additional chakra points spent. Kakashi may spend 10 additional chakra to increase its range to 60 feet. Rasengan (10 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage + 11 (2d10) force damage and the target must succeed a DC 17 Strength saving throw. On a failure, they are pushed 20 feet away from Kakashi. Water Shark Bomb (10 Chakra). Ranged Spell Attack: +9 to hit, 50 ft. line. Hit: 18 (3d8 + 4) magical bludgeoning damage + 7 (2d6) cold damage, and all targets must succeed a DC 17 Strength saving throw. On a failure, they fall prone and are pushed 10 feet away from Kakashi. Summoning Jutsu (2 Chakra). Kakashi summons one of his ninken to a space within 5 feet of him. Kamui (12 Chakra). Kakashi targets a sphere with a radius of up to 15 ft. within 10-100 ft. and attempts to warp any object or creature into the Kamui dimension. Any creatures within the sphere must succeed a DC 17 Dexterity saving throw or be pulled into the Kamui dimension. A willing creature can choose to fail the saving throw and instantly be bought into the pocket dimension. If used on an object or creature that is larger than the targeted area, such as the ground, only the part of the object within your range is brought into the dimension, and creatures must succeed on a DC 15 Dexterity saving throw or take 27 (6d6 + 4) force damage, or half damage on a success as their matter stretches supernaturally attempting to enter your pocket dimension. Short Range Kamui (8 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: The target is transported to the Kamui Dimension. If Kakashi targets himself, he instead does so at the beginning of his next turn if he maintains concentration. While inside the dimension, creatures do not need to eat or drink and do not age. If something is removed from the dimension, creatures inside it can make a DC 17 Dexterity saving throw to try to escape to a space within 15 ft of you. Kamui Ejection (4 Chakra). Kakashi summons any amount of objects or creatures from the Kamui Dimension. Kamui Phase (2 Chakra). Kakashi transports parts of his body to the Kamui dimension. He must spend 1 chakra at the beginning of each of his turns to continue this effect. During this time, he can not receive damage or any effect (spell effect, conditions, etc.), he can pass through objects, and he must spend 2 chakra to take an action. Creatures within the Kamui Dimension can make attacks against him with advantage, and he has disadvantage on saving throws against effects created by them. Kamui Lightning Cutter (30 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (3d6 + 4) magical piercing damage and the target must attempt two DC 17 Dexterity saving throws. On one failure, their hit point maximum is halved. On two failures, they are killed instantly. Susanoo (3 Chakra). Kakashi cloaks himself in an armor-like chakra structure. His size becomes Huge, he gains +5 AC, and he gains the Susanoo Strike, Susanoo Crush, and Susanoo Shuriken actions. He must spend 3 chakra at the beginning of each of his turns to maintain this effect. Susanoo Strike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) magical bludgeoning damage. On a successful hit, Sasuke can attempt to grapple a creature with advantage. Susanoo Crush. A creature that Kakashi is grappling must succeed a DC 17 Constitution saving throw or take 23 (4d8 + 4) magical bludgeoning damage. Susanoo Shuriken. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 9 (2d8 + 4) magical slashing damage and they must succeed a DC 17 Dexterity saving throw or be teleported to an open space within 60 feet of Kakashi. This attack does not have disadvantage against attacks made at 5 feet.
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During the Fourth Shinobi World War, Kakashi Hatake's chakra reserves exploded. After Obito came to his senses and gave his life, his soul entered Kakashi's body, granting him the complete powers of Kamui. This power proved detrimental in winning the war, and made him an even bigger hero in the Hidden Leaf Village. |
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