Kamariki (Shinobi World Supplement)
Kamariki Ikeno[edit]
Medium humanoid (Human), neutral good Armor Class 17 (Natural Armor)
Saving Throws Dex +7, Int +4 Chakra. Kamariki has 15 chakra points which he can expend. All chakra points are regained at the end of a long rest. ACTIONSMultiattack. Kamariki can make 2 unarmed strike, kama, or shuriken attacks. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 4) bludgeoning damage. Kama. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage. Kamariki may make one of these attacks as a bonus action. Shuriken (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 5 (1d3 + 4) slashing damage. Kamariki may make 1 additional attack for every additional chakra point spent. Kamariki may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 2 (1d3 + 1) piercing damage on a hit. Basic Taijutsu Technique (3 Chakra). As a bonus action, Kamariki makes two unarmed strikes Hazy Moon Night (8 Chakra). As a bonus action, one creature within 5 feet of Kamariki takes 8 (1d4 + 4) slashing damage. This damage can not be increased in any way. Leaf Great Flash (5 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Kamariki's choice. Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Kamariki 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 Kamariki 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, Kamariki'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 Blade (2 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) slashing damage. Kamariki may use this jutsu as a bonus action after making this attack, a Kama attack, or a kunai attack. Crane Wing Formation (8 Chakra). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: The target is restrained until Kamariki is not within 5 feet or the beginning of their next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Kamariki using this jutsu. REACTIONSSubstitution (3+ Chakra). When Kamariki is hit by an attack and would take damage, they decrease the damage by 11 (1d10 + 5) and teleport up to 15 ft. in any direction to an unoccupied space, during which they take the Hide action. A generic object is left in their place and they take any remaining damage from that attack. Kamariki can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. |
A rising star among Mist genin, Kamariki is a skilled kenjutsu specialist, using his twin twisted kama, befitting his name and nickname of "Praying Mantis", to achieve a technique not seen since Sakumo Hatake himself, discovering it only with help in sparring from his teammates and leader. He participated in the same Chunin Exams as Naruto and Konohamaru, being fortunate enough to not have to fight either shinobi. |
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