Kagari (Shinobi World Supplement)
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Kagari[edit]
Medium humanoid (human), lawful good Armor Class 13 (Natural Armor)
Saving Throws Dex +3, Int +5 Chakra. Kagari has 12 chakra points which she can expend. All chakra points are regained at the end of a long rest. Rebreather. Kagari is immune to non-magical inhaled chemicals, toxins, or particles, has advantage on saving throws against inhaled chemicals, toxins, or particles of a magical nature, and has resistance to the damage such effects cause. ACTIONSUnarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Kunai (0-3 Chakra). Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Kagari may make 1 additional attack for every additional chakra point spent. Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kagari can move across liquid surfaces as if they were solid. If she is submerged, she rises to the surface of the liquid at a rate of 60 feet per round. Transformation (1+ Chakra). Kagari becomes identical to a person, creature or non-magical object she has a complete visual image of. This can not be a light source, armor, tool, or vehicle, and she can not recreate a magical effect. Creatures must make a DC 13 Investigation check realize that she is transformed. If the creature saw her performing the jutsu, they automatically succeed. This does not change statistics. Body Flicker (3 Chakra). Kagari's movement speed doubles, and her movement does not provoke attacks of opportunity. Haze Clone (1+ Chakra/Clone). Kagari creates up to five clones. The clones have 5 hit points each and they have the chakra spent creating them. The clones can take actions as normal, however they do not benefit from the Extra Attack feature. Kagari controls them and they act on the same initiative as him. They last until they are reduced to 0 hit points, they expend all of their chakra, 1 minute passes, Kagari dismisses them at will, or he falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 1 (minimum 0).
Underground Projection Fish (3 Chakra). As a bonus action, Kagari may swim through such materials as easily as water until this jutsu ends. Kagari must spend 1 chakra point at the end of each of his turns to maintain this effect. Genjutsu Ball Trap (8 Chakra). Kagari creates a 10 ft. bubble of chakra anywhere within 50 feet for 1 minute (concentration). When a creature touches the bubble, they must make a DC 13 Wisdom saving throw. On a failure, they are confused until this jutsu ends. As an action, the target can repeat this saving throw, ending this effect early on a success. Water Style: Water Formation Wall (2+ Chakra). Any creatures of his choice within a 5 foot radius are moved 5 feet away from Kagari. Kagari may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Kagari's turns for 1 minute (concentration). Kagari must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Kagari moves more than 5 feet after maintaining this jutsu, he loses concentration. Black Rain (5 Chakra). When Kagari casts a Water Style jutsu, he may change its base damage die to 12 (2d8 + 3) if it deals damage, and any creature affected by it are soaked in black rain until the end of their next turn. When a creature takes damage while soaked, Kagari may deal an additional 12 (2d8 + 3) damage of the same type, and may spend 2 chakra to regain his reaction. REACTIONSSubstitution (3+ Chakra). When Kagari is hit by an attack and would take damage, he decreases the damage by 9 (1d10 + 4) and teleports up to 15 ft. in any direction to an unoccupied space, during which he takes the Hide action. A generic object is left in his place and he takes any remaining damage from that attack. Kagari can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost. Water Style: Water Formation Wall (2+ Chakra). When Kagari is targeted by an attack, any creatures of his choice within a 5 foot radius are moved 5 feet away from Kagari. Kagari may increase this jutsu's range and the distance creatures are moved by 5 feet for every 4 additional chakra spent. Creatures are moved in this way again at the end of each of Kagari's turns for 1 minute (concentration). Kagari must spend half this jutsu's cost, rounded down, at the end of each turn he concentrates on this jutsu. If Kagari moves more than 5 feet after maintaining this jutsu, he loses concentration. |
A genin from the Hidden Rain Village, Kagari is a member of Team Oboro, consisting of of himself, Oboro, and Mubi. While not a particularly skilled fighter, Kagari's illusions gave him an edge during the second round of the Hidden Leaf Village's Chunin Exams, wearing out Team Kakashi and Kabuto before descending on them, only to discover that the team were only disguised shadow clones, allowing them to be ambushed themselves and ultimately fail the exam. Later, under Aoi's leadership, they attempted to hedge the Wagarashi family's bets in the footrace race to acquire the rights to Todoroki Shrine, but were yet again stopped by Naruto Uzumaki. |
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