Kakashi, Six Paths (Shinobi World Supplement)
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Kakashi Hatake[edit]
Medium humanoid (Hatake), lawful neutral Armor Class 24 (Natural Armor)
Saving Throws Dex +11, Int +13, Wis +8 Chakra. Kakashi has 46 chakra points which he can expend. All chakra points are regained at the end of a long rest. Six Paths Chakra. Kakashi has 50 additional chakra points which he can expend, which can not be regained normally. If he spends all of this chakra, Obito's soul leaves his body. Evasion/Endurance. When Kakashi is targeted by an effect that allows him to make a Dexterity or Constitution saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure. Ninja Speed. Kakashi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces. Mastery. Kakashi can add half his proficiency bonus rounded up to all checks and saves he is not proficient in. Sharingan. Kakashi benefits from the following:
Chakra Sense. When Kakashi takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. ACTIONSMultiattack. Kakashi can make 3 unarmed strike or kunai attacks. Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (5d4 + 4) magical bludgeoning damage. Kunai. Thrown Weapon Attack: +11 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Naruto 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. Skeletal Susano'o. Kakashi becomes Large and gains 30 temporary hit points and must attempt his Kamui saving throw (detailed under his jutsu). Kakashi must spend 2 chakra points at the end of each of his turns to maintain this effect. Humanoid Susano'o. Kakashi becomes Huge and gains 45 temporary hit points and must attempt his Kamui saving throw (detailed under his jutsu). Kakashi can allow creatures of his choice into his space, causing any attacks that would target them to target him instead, however, the creature cannot affect anything outside of his space from within. If Kakashi and another creature are both occupying his space, they may contribute the benefits of any feature that has a duration and would target themselves, such as Second Stage or Sage Mode, to Kakashi instead. When Kakashi moves by any means, he may choose to cause all creatures within his space to move in the exact same manner. This may be used as a bonus action while Skeletal Susano'o is active. Kakashi must spend 2 chakra points at the end of each of his turns to maintain this effect. Armored Susano'o. Kakashi gains the effects of Humanoid Susano'o, a 10 ft. bonus to his reach, and 60 temporary hit points, and must attempt his Kamui saving throw (detailed under his jutsu). This may be used as a bonus action while Skeletal Susano'o or Humanoid Susano'o is active. Complete-Body Susano'o. Kakashi gains the effects of Armored Susano'o, a 60 ft. flying speed, and 90 temporary hit points, he may make 2 additional attacks when he takes the Attack action, and he becomes Gargantuan and and must attempt his Kamui saving throw (detailed under his jutsu). Additionally, Kakashi may give a creature that he can touch other than himself the benefits of Susano'o instead, though Kakashi must fulfill Susano'o's chakra cost. Only 1 creature may benefit from Kakashi's Susano'o at a time. Susano'o Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) magical bludgeoning damage. On a successful hit, Kakashi can attempt to grapple a creature with advantage. This can only be used while any Susano'o is active. Susano'o Crush. A creature that Kakashi is grappling must succeed a DC 19 Constitution saving throw or take 24 (4d8 + 6) magical bludgeoning damage. This can only be used while any Susano'o is active. Susano'o Katana. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (2d12 + 12) lightning damage. This can only be used while Armored Susano'o or Complete-Body Susano'o is active. Kamui Shuriken. Ranged Weapon Attack: +11 to hit, range 50/70 ft., one target. Hit: 9 (1d3 + 6) magical slashing damage, and Kakashi may use any version of Kamui on the target as a bonus action immediately after. This attack has disadvantage against creatures 10 feet from Kakashi or closer. Kakashi has 30 pieces of ammunition, and may regain all 30 as an action for 1 chakra. Yasaka Magatama (15 Chakra). Ranged Spell Attack: +11 to hit, range 60 ft., three targets. Hit: 20 (3d8 + 6) force damage. On a miss, they take half as much damage. This effect is treated as a Dexterity or Constitution saving throw for the sake of Evasion and Endurance
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After the true redemption and death of his old teammate, Obito's soul came to rest in Kakashi's body with the combined efforts of Kamui and the Sage of Six Paths. Granting him the complete power of both Kamui Mangekyou Sharingan, he became borderline unstoppable, even compared characters with a much larger Six Paths buff such as his students Naruto and Sasuke. However, this buff was incredibly temporary, leaving him without his legendary sharingan. |
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