Kamira (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.

Kamira[edit]

Medium humanoid (human), lawful evil


Armor Class 20 (Shinobi Armor)
Hit Points 78 (12d8 + 24)
Speed 50 ft.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 14 (+2) 10 (+0) 14 (+2)

Saving Throws Int +6, Wis +4
Skills Acrobatics +4, Deception +6, Investigation +6, Medicine +4, Perception +4
Senses passive Perception 14
Languages Common
Challenge 12 (8,400 XP)


Chakra. Kamira has 36 black chakra points which she can expend. All chakra points are regained at the end of a long rest.

Stone of Gelel. Once per turn, Kamira may spend 1 chakra to regain 2 hit points, and she does not age.

Evasion. When Kamira is targeted by an area effect that lets her make a Dexterity saving throw to take only half damage, such as fireball, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails the save.

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

ACTIONS

Multiattack. Kamira can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kunai (0-3 Chakra). Thrown Weapon Attack: +7 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Kamira may spend up to 3 chakra when she takes this action, making one additional attack per chakra point spent. Each additional kunai deals 3 (1d4 + 1) piercing damage on a hit.

Second State. Kamira gains the following:

  • Kamira loses 4 chakra points at the end of each of her turns.
  • Kamira's Dexterity increases by 2 to a maximum of 26, and thus any non-jutsu attacks and her AC are increased by +1.
  • Kamira gains a flying speed equal to her movement speed.
  • Kamira may spend 1 chakra when she makes an unarmed strike to grant it range equal to his movement speed.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Kamira makes two unarmed strikes

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 Kamira's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Kamira 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 Kamira casts this Jutsu while submerged in a liquid, the Jutsu carries her to the surface of the liquid at a rate of 60 feet per round. Additionally, her movement speed increases by half its total (rounded down), and attacks of opportunity against her have disadvantage.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage. Kamira may fly up to 30 feet before making this attack.

Illusion of Death (8 Chakra). While in Second Stage, any creatures that can see Kamira must succeed a DC 14 Wisdom saving throw. On a failure, she appears to be two sizes larger, though she does not actually change size categories, and they are frightened of you. Additionally, she deals 8 (3d4) psychic damage to any creature she is grappling that is under the effects of this jutsu at the end of each of her turns. This jutsu lasts for 1 minute (concentration).

Cursed Smokescreen (6 Chakra). While Second Stage is active, a 60 ft. cone from Kamira, which spreads around corners, becomes heavily obscured by smoke until the end of her next turn.

REACTIONS

Substitution (3+ Chakra). When Kamira is hit by an attack and would take damage, she decreases the damage by 17 (1d10 + 12) and teleports up to 15 ft. in any direction to an unoccupied space, during which she takes the Hide action. A generic object is left in her place and she takes any remaining damage from that attack. Kamira can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Kamira.png
[Source]

One of three powerful warrior women from a far off continent under Haido's command, Kamira, along with Fugai and Ranke, scoured the world for the legendary Stone of Gelel, bearing a small amount of the powerful material within their body that enables them to fight on par with great shinobi without even basic knowledge of chakra. During one such search, the three slaughtered an entire village on their home continent, leaving a lone survivor with no memories, Temujin, as a new recruit. While raiding a caravan from their continent wandering the continent of shinobi, she handily beat Kankuro in single combat, but was forced to retreat to Haido's flying fortress when her teammates were defeated. When Shikamaru confronted her within the fortress, Kamira believed he would be no different, but her overconfidence allowed Kankuro to get the drop on her, killing her with his puppets.


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