Kagura (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.

Kagura Karatachi[edit]

Medium humanoid (Karatachi), neutral good


Armor Class 17 (Natural Armor)
Hit Points 71 (11d8 + 22)
Speed 60 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 14 (+2) 12 (+1) 12 (+1) 12 (+1)

Saving Throws Dex +8, Int +5
Skills Acrobatics +8, Nature +5, Perception +5, Persuasion +5
Senses passive Perception 19
Languages Common
Challenge 11 (7,200 XP)


Chakra. Kagura has 28 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Kagura 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. Kagura can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Afterglow. Once per turn when Kagura has advantage on any one attack roll, or if a creature has disadvantage on a saving throw he inflicts on them, he may deal an additional 7 (2d6) damage.

Blood Rage. As a bonus action or when he drops to half his maximum hit points, Kagura's melee attacks deal twice as much damage, he may not cast jutsu, and he becomes berserk for 1 minute. Kagura may use this once, regaining use at the end of a long rest.

Terrifying. While frightened of Kagura by any means, creatures must attempt a DC 13 Charisma saving throw at the beginning of each of their turns. On a failure, they must make 1 attack of their choice against themself. This does not consume their action.

Chakra Storage. Kagura may store any amount of chakra within his sword, Hiramekarei, at will to a maximum of 24 chakra points stored.

ACTIONS

Multiattack. Kagura makes two unarmed strike, katana, Hiramekarei, or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) bludgeoning damage.

Katana. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 4) slashing damage.

Hiramekarei. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) magical piercing damage.

Unleash Hiramekarei. As an action, Kagura gains access to the chakra stored within Hiramekarei and it sheds bright light for 15 feet, and dim light for another 15 feet. Hiramekarei's stored chakra decreases by 1 at the end of each of Kagura's turns until he ends this effect as an action.

Twinsword Style: Crushing Hammer (4 Chakra). On a hit with Hiramekarei, the target is also targeted by a shove attack. This can only be used while Unleash Hiramekarei is active, and causes Hiramekarei's stored chakra to decrease by 1 additional chakra point at the end of each of Kagura's turns until he ends this effect as a bonus action, or ends Unleash Hiramekarei.

Twinsword Style: Cut to Pieces (4 Chakra). Kagura gains a +1 bonus to AC and a +5 ft. bonus to Hiramekarei's reach. This can only be used while Unleash Hiramekarei is active, and causes Hiramekarei's stored chakra to decrease by 1 additional chakra point at the end of each of Kagura's turns until he ends this effect as a bonus action, or ends Unleash Hiramekarei.

Twinsword Style: Twin Swords (4 Chakra). Kagura gains a second Hiramekarei, and both gain the Light property. As a bonus action after taking the Attack action, Kagura may make a Hiramekarei attack. This can only be used while Unleash Hiramekarei is active, and lasts until Kagura ends this effect as a bonus action, or ends Unleash Hiramekarei.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Kagura 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, Kagura makes two unarmed strikes.

Hazy Moon Night (8 Chakra). As a bonus action, one creature within 5 feet of Kagura takes 8 (1d4 + 4) slashing damage. This damage can not be increased in any way.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Kagura 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 Kagura 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, Kagura's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn.

White Light Katana (2 Chakra). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) slashing damage.

White Light Hiramekarei (2 Chakra). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (1d10 + 9) slashing damage. This counts as a Hiramekarei attack for the sake of any Twinsword Style.

Attack of the Demon Blade (4 Chakra). As part of an attack with a weapon Kagura is proficient with against a restrained creature, he deals maximum damage and an additional 12 damage, and the target is no longer restrained.

Dragon Tail Foot (3 Chakra). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage and the target is forced 15 feet away from Kagura. This can be used as a bonus action immediately after damaging a creature with an attack with a weapon Kagura is proficient with.

Flying Revolving Sword (2 Chakra). When Kagura makes a melee weapon attack, it becomes a thrown attack with a range of 60 feet. If the weapon is two-handed and an object is targeted, the blade is planted firmly into its side, and creatures with the Path of the Assassin or a passive Acrobatics of 19 or higher may stand on the blade as if it were normal terrain.

Deadly Bite (1-4 Chakra). Kagura wields one light melee weapon in his mouth with no penalties. Kagura must spend 1 chakra at the beginning of each of his turns to maintain this effect. Kagura may increase this jutsu's use and maintenance cost by 1 to allow him to wield a non-light melee weapon, by 2 to allow him to wield a two-handed or heavy one-handed melee weapon, or by 3 to allow him to wield a two-handed heavy melee weapon.

Return of the Devil (2 Chakra). As a bonus action, Kagura leaps up to 20 feet into the air and makes a katana or Hiramekarei attack against one creature within his reach. On a hit, they take an additional 9 (2d8) damage. On a success, they take half as much damage. Regardless, they both return the target to the ground.

Killing Intent. Any creatures of Kagura's choice that can see or hear him must succeed a DC 13 Charisma saving throw or become frightened of him for 1 minute. Kagura may do this twice, regaining all uses at the end of a long rest. Kagura may spend chakra when a creature makes this saving throw to grant them an equal penalty for that saving throw.

REACTIONS

Substitution (3+ Chakra). When Kagura is hit by an attack and would take damage, he decreases the damage by 16 (1d10 + 11) 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. Kagura can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Slicing Clear (2 Chakra). When Kaguura is targeted by a saving throw that deals damage, he makes a Katana or Hiramekarei attack against its DC. On a hit, the damage he takes is halved, except for any psychic damage dealt. If it would already be halved, it is instead reduced to 0. Additionally, the weapon takes half of the damage it reduced. If this damage is over 20, the weapon breaks, and he takes the damage of one of the weapon's attacks.

Return of the Devil (2 Chakra). When Kagura is unwillingly sent at least 10 feet into the air, he leaps up to 20 feet into the air and makes a katana or Hiramekarei attack against one creature within his reach. On a hit, they take an additional 9 (2d8) damage. On a success, they take half as much damage. Regardless, they both return the target to the ground.

Kagura_Karatachi.png
[Source]

As an Academy student, Kagura's lineage as the grandson of the dreaded Fourth Mizukage kept him alone, especially after their first Kenjutsu sparring session where his first Blood Rage manifested, killing many of his classmates. While at first unwilling to pick up a sword following this event, the few shinobi who still viewed him as a person, or at least viewed his flaws as benefits to the world they desired, helped him through the Academy and eventually convincing him to return to the sparring chamber, particularly Tsurushi Hachiya and their teacher Shizuma Hoshigaki, where his Blood Rage manifested yet again, this time severely scarring his teacher's chest, but not harming any other students.

As a chunin, Kagura was selected as the Sixth Mizukage's aid, during which he was offered the seat of Mizukage. Though he declined, he was given the first official seat in the Seven Ninja Swordsmen of the Mist since the Fourth Shinobi World War, wielding Chojuro's own blade, Hiramekarei. Due to his position, he was chosen as the guide for the Leaf Village's Academy field trip, which doubled as a peace envoy, becoming fast friends with Boruto Uzumaki, the Hokage's son. After doing his best to protect his new friends from the delinquents of the village that still longed for the days of the Bloody Mist, he ultimately had to leave his friends' side when Shizuma himself forced him to make a choice: join his revolution or let the other five New Seven Deadly Swordsmen kill Boruto. That night, the gang broke into the Hidden Mist's weapons vault, acquiring the other legendary blades as Shizuma explained their goals, to assassinate the Water Daimyo and Mizukage, supplant Kagura as both as Yagura's resurrection, resurrect the era of the Bloody Mist, and make their presence a threat through war with the other five great nations. However, when they arrived at their first target, the Mist Memorial Stone, they were confronted by Boruto, Chojuro, and Sarada. As Shizuma goaded on Kagura to continue battling Boruto, Mitsuki arrived, revealing not only concrete physical evidence of Shizuma's plan, but evidence of his numerous crimes against citizens of the Mist, including assassinating multiple shinobi who disagreed with his plan. Turning the tide, Kagura and Boruto used the split halves of Hiramekarei to strike down Shizuma, returning their stolen weapons to safety and sending the gang, Kagura not included, to prison.

Following the Leaf envoy's departing from the Mist, Kagura began special training with Chojuro to better handle his insecurities both with and without his blade, and to control his ancestral curse, often by unleashing it in private so as to not endanger anyone during the day. When Chojuro left for the joint Chunin Exams in the Leaf, Kagura was left in charge of the village, using it as an opportunity to better ready himself for the role of Seventh Mizukage.



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