Kakashi's Jutsu (Shinobi World Supplement)
Kakashi's Jutsu[edit]
The following is a list of every jutsu Kakashi uses. Attack bonuses and DC should be present on the page itself, and thus is left blank here. Any listed DC do not change across versions. Headers represent the version of Kakashi that he gains such a jutsu, with lower listed versions having any jutsu that higher listed versions did.
Kakashi, Young[edit]
Transformation (1+ Chakra). Kakashi 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 an 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). Kakashi's movement speed doubled, and his movement does not provoke attacks of opportunity.
Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kakashi 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.
Headhunter (6 Chakra). Kakashi gains a burrowing speed equal to his movement speed +5 feet until the beginning of his next turn. If he hits a creature with an unarmed strike while burrowing, he may forgo damage to pull them underground, causing the target to become restrained and prone for 1 hour. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early in a success.
Great Fireball (8 Chakra). Ranged Spell Attack: +X to hit, range 150 ft., one target. Hit: 34 (8d6) + his Intelligence modifier fire damage.
Fire Dragon Flame Bullet (22 Chakra). Every creature in a 150 ft. long, 10 ft. wide line must make a Dexterity saving throw, taking 30 (10d6) + his Intelligence modifier fire damage and catching on fire for 1 minute on a failure. On a success, they take half as much damage and are not ignited. At the start of its turn, it takes 10 (2d10) fire damage. At the end of each of its turns, a creature must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.
Substitution (3+ Chakra). As a reaction when Kakashi is hit by an attack and would take damage, he decreases the damage by 6 (1d10) + his CR 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. Kakashi can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
Mud Wall (4 Chakra). As a reaction to being attacked with a ranged attack, Kakashi gains three-quarters cover until the end of his next turn.
Water Dragon (15 Chakra). Kakashi forms a dragon from water within 60 ft. for 1 minute (concentration). He can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to fire damage, immune to non-magical and cold damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:
- Multiattack. It can make one bite attack and two claw attacks.
- Bite deals 3 (1d6) piercing damage
- Claw deals 2 (1d4) slashing damage
- Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
- Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 36 (8d8) cold damage on a successful hit.
Rasengan (10 Chakra). Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: 12 (2d10) bludgeoning damage + 11 (2d10) force damage and the target must succeed a Strength saving throw. On a failure, they are pushed 20 feet away from Kakashi
Kakashi[edit]
Shadow Clone (4+ Chakra/Clone). Kakashi 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. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, Kakashi dismisses them at will, or Kakashi falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).
- Shadow clones have no range limit as to how far away they can be.
- Any effects affecting Kakashi when the clone is created carries over to the clone.
- A shadow clone carries a copy of all his equipment, however it does not carry the magical effects over from it beside any base attack roll, damage roll, or AC bonuses (i.e. a cloned vorpal sword is just a +3 sword in the hand of a clone).
- While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.
Chidori (8-16 Chakra). Melee Spell Attack: +X to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage + 20 (4d8) + Kakashi's Intelligence modifier lightning damage. If Kakashi does not have a dojutsu active, such as his sharingan, any attacks of opportunity made against him during this movement have advantage, otherwise they have disadvantage. 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.
Lightning Cutter. When a creature or line area of effect enters Kakashi's Chidori's dash range, he may use Chidori as a reaction against the creature or line. If attacking a line, the effect's DC or attack roll counts as its AC. On a hit, any of the effect's range that is not between he and its source no longer has any effect.
Lightning Beast Tracking Fang (18-26 Chakra). Ranged Spell Attack: +X to hit, 60 feet. Hit: 3 (1d6) piercing and 18 (4d8) + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 4 (1d8) lightning damage for every 2 additional chakra points.
Lightning Style Shadow Clone (1 Chakra). When Kakashi creates a shadow clone, he may imbue it with Lightning Style chakra. When it is destroyed by any means other than being dispelled, it deals 9 (2d8) lightning damage to the source of the damage. This also causes him to not regain the 2 chakra spent to create the clone.
Water Style Shadow Clone (1 Chakra). When Kakashi creates a shadow clone, he may imbue it with Water Style chakra. Each clone has 30 hit points, but can not leave a 60 ft. radius of you.
Water Shark Bomb (10 Chakra). Ranged Spell Attack: +X to hit, 50 ft. line. Hit: 15 (3d8) magical bludgeoning damage + 7 (2d6) cold damage, and all targets must succeed a Strength saving throw. On a failure, they fall prone and are pushed 10 feet away from Kakashi.
Hidden Mist Jutsu (7 Chakra). Kakashi creates a 40 ft. radius cloud of mist around him for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. For any creature that doesn't levels in the Path of the Assassin, this area is considered heavily obscured beyond 5 ft.
Giant Vortex Jutsu (20 Chakra). All creatures within a 20 ft. x 120 ft. line must attempt a Dexterity saving throw. On a failure, they take 20 (3d12) cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone.
Summoning Jutsu (2 Chakra). Kakashi summons one of his ninken to a space within 5 feet of him.
Evil Sealing Method (25 Chakra). Kakashi surrounds a creature's Cursed Mark, a Kurama Clan Prodigy's Kekkei Genkai mark, or a similar feature (with the key elements being awakening on a failed saving throw and the feature only affecting the user for potentially more than 1 turn) with a barrier of chakra only accessible by the creature themself. They can activate said feature as a bonus action, they gain a +2 bonus to saving throws incurred by their use of the feature, and it no longer activates automatically.
Replication. As a reaction when a creature Kakashi can see uses a feature while his sharingan is active, he copies it, becoming able to use the feature in the exact same manner. If the feature is a class feature that must be activated in some way but does not have limited uses (i.e. making an Extra Attack, moving more than their standard movement speed using Unarmored Movement, or adding Foe Slayer's damage), Kakashi may use it in the same manner for an amount of chakra equal to twice the level it was gained at. Kakashi can not gain features with a limited number of uses that don't use a standard currency, features that are always active, or features from non-humanoid creatures. Kakashi may have up to 3 of these features memorized at a time. Kakashi may only use memorized features while his sharingan is active.
Genjutsu (5-12 Chakra). While Kakashi is benefitting from sharingan, one creature within 40 feet that is not blind must succeed a Wisdom saving throw. On a failure, they are effected by one of the following for 1 minute (concentration):
- The target is blinded. Costs 7 chakra.
- The target is deafened. Costs 5 chakra.
- The target is frightened. Costs 6 chakra.
- The target is affected by the confusion spell. Costs 8 chakra.
- The target is restrained. Costs 8 chakra.
- The target is paralyzed. Costs 12 chakra.
Sharingan Dodge. As a reaction when Kakashi is benefitting from sharingan, he imposes disadvantage on one attack against him. Kakashi can use this 3 times, regaining all uses at the end of a short rest.
Kakashi, War Arc[edit]
Kamui. Kakashi casts Long Range Kamui, Short Range Kamui, Kamui Summoning, or Kamui Phase and must attempt a DC 18 Constitution saving throw. On a failure, he take 8 (3d4) psychic damage, and he gains 1 level of gradual blindness. For every other failure of this saving throw, he gains 1 level of exhaustion The DC on this saving throw increases by 1 on each use.
Long Range Kamui. 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 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 Dexterity saving throw or take 27 (6d6) + his Intelligence modifier force damage, or half damage on a success as their matter stretches supernaturally attempting to enter your pocket dimension.
Kakashi, Six Paths[edit]
Short Range Kamui. As an action, or as part on his attack action, Kakashi can slowly transfer himself or another creature into the Kamui dimension. When he targets a creature with an unarmed strike, he can forgo the damage to transport the target into the pocket dimension at the end of his turn if they are still within his reach. When Kakashi targets himself with this, he is only transported at Initiative count 20 if he maintains concentration, otherwise, if he isn't in combat, he is transported 6 seconds later.
Kamui Summoning. As a bonus action, Kakashi can summon anything from the Kamui dimension to an empty space up to 15 ft. from you. If the summoned entity is himself, Kakashi can travel 10 miles from where he entered the Kamui dimension per 5 chakra, being placed in a empty space as close to the point of his choosing as possible.
Kamui Phase. As a bonus action or reaction, Kakashi makes his body and all items he is carrying intangible. He must spend 1 chakra at the beginning of each of his turns to continue this effect. During this time, he is immune to all effects outside of the Kamui dimension, he can pass through objects, and must spend 2 chakra to take an action, 1 chakra to take a bonus action, he can not take reactions, and his body appears in Kamui.
Kamui Lightning Cutter (30 Chakra). Melee Spell Attack: +X to hit, reach 5 ft., one target. Hit: 12 (4d6) + Kakashi's Intelligence modifier lightning damage and they must attempt two Dexterity saving throws. If they fail both, their heart or other incredibly vital organ is transported to the Kamui dimension, killing them instantly. If they only succeed one, their maximum hit points are halved. If Kakashi does not have a dojutsu active, such as his sharingan, any attacks of opportunity made against him during this movement have advantage, otherwise they have disadvantage. Kakashi can move up to 15 feet toward his target as part of his action.
Kakashi, Boruto[edit]
Kakashi loses all actions from Kakashi, War Arc and Kakashi, Six Paths.
Purple Lightning (18+ Chakra). Ranged Spell Attack: +X to hit, 30 ft. Hit: 18 (5d6) + Kakashi's Intelligence modifier lightning damage. He can deal an extra 1d6 lightning damage or increase its range by 5 ft. for every 2 additional chakra points.
Back to Main Page → 5e Homebrew → Campaign Settings → Shinobi World → Bestiary → Jutsu Lists