Kakashi (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.

Kakashi Hatake[edit]

Medium humanoid (Hatake), lawful neutral


Armor Class 17 (Natural Armor)
Hit Points 72 (16d8)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 18 (+4) 12 (+1) 8 (-1)

Saving Throws Dex +9, Int +9, Wis +6
Skills Acrobatics +9, Deception +4, History +9, Insight +6, Perception +6, Stealth +9
Senses passive Perception 16
Languages Common
Challenge 16 (15,000 XP)


Chakra. Kakashi has 32 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.

Ninja Speed. Kakashi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

ACTIONS

Multiattack. Kakashi can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 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.


Sharingan (2 Chakra). As a bonus action, Kakashi gains the following:

  • A +3 bonus to AC
  • Advantage on Wisdom and Dexterity saving throws.
  • Advantage on Perception checks.
  • Kakashi can sense the presence of magic and chakra within 30 feet of him. If he senses magic or chakra in this way, he can use his action to see a faint aura around any visible creature or object in the area that bears either or both, and he learns its school of magic or the chakra technique used, if any. 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.
  • Kakashi automatically detects visual illusions and genjutsu and has advantage on saving throws against them.
  • Kakashi must spend 2 chakra at the end of each of his turns to maintain this effect.


See Kakashi's Jutsu

  • DC - 17
  • Attack bonus - +9


Kakashi_full.png
Kakashi as a jonin, [Source].

No longer a boy, and toughened by service in ANBU, Kakashi had gotten used to losing those closest to him, but nevertheless mourned the dead with great grief. Eventually, he became the leader of Team 7, watching over Sasuke, Naruto, and Sakura. His main weakness was his limited chakra reserves and an inability to access his sharingan's latent Mangekyou ability, both of which he had resolved by the dawn of the Fourth Shinobi World War.


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