Kawaki's Jutsu (Shinobi World Supplement)
Kawaki's Jutsu[edit]
The following is a list of every jutsu Kawaki 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 Kawaki that he gains such a jutsu, with lower listed versions having any jutsu that higher listed versions did.
Kawaki[edit]
Basic Taijutsu Technique (3 Chakra). As a bonus action, Kawaki makes two unarmed strikes
Leaf Gust (8 Chakra). Kawaki makes an unarmed strike against every creature within 5 feet.
Leaf Great Flash (5 Chakra). Melee Spell Attack: +X to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Kawaki's choice.
Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Kawaki 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 Kawaki 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, his movement speed increases by half its total (rounded down), and attacks of opportunity against him have disadvantage.
Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Kawaki's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.
Heaven Spear Kick (2 Chakra). Kawaki flies up to 30 feet before making an unarmed strike.
Substitution (3+ Chakra). When Kawaki 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. Naruto can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
'Basic Ninjutsu Technique (1 Chakra). As a bonus action, Kawaki 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.
Shadow Clone (2+ Chakra/Clone). Naruto creates a any number of 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, Naruto dismisses them at will, or Naruto falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 2 (minimum 0).
- Shadow clones have no range limit as to how far away they can be.
- When creating a shadow clone, Naruto can expend additional chakra to give one of the clones 5 additional hit points per chakra point spent, but he can't give a clone more hit points than his own maximum hit points. He can do this for as many clones as you wish.
- Any effects affecting Naruto 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.
Great Fireball (8 Chakra). Ranged Spell Attack: +X to hit, range 150 ft., one target. Hit: 34 (8d6) fire damage. Additionally, each creature in a 10-foot radius of the target must make a Dexterity saving throw, taking this damage on a failure, and taking half as much damage on a success.
Karma Seal Jutsu Absorption (3+ Chakra). As a reaction when Kawaki is targeted by a jutsu that is not Taijutsu while his Karma is active, the jutsu's chakra is reduced by 5 (2d4), and he regains an equal amount of chakra reduced. If this would reduce the jutsu's chakra below its minimum cost, the jutsu fails, and the jutsu's caster regains the remaining chakra points. Otherwise, the jutsu loses any additional effects from increasing its cost for a number of chakra points equal to the number absorbed. If a jutsu's base cast has multiple projectiles (i.e. a single Lightning Ball), each projectile counts as a different jutsu with a cost equal to its base cost divided by the number of projectiles. Kawaki may increase the number of chakra points absorbed by 1d4 for every 2 additional chakra points spent.
Karma Rift (10 Chakra). While his Karma is active, Kawaki teleports himself to a space within 1000 ft. that he can see, visualize, or know the distance and direction of the space. Alternatively, he may double this cost to jump to such a space within another dimension. He can bring objects along if the weight doesn't exceed his carrying capacity. He can also bring one willing creature within 5 feet of him of his size or smaller.
Karma: Destruction (10+ Chakra). All hostile creatures in a 30 ft. radius must make a Dexterity saving throw, taking 27 (6d8) fire damage on a failure, or taking half as much damage on a success. Kawaki may increase the damage dealt by the melee attacks of 1 creature within range by 2 (1d4) for every 4 additional chakra points spent. Kawaki may only do so once per creature, and each creature can only benefit from one instance of this benefit.
Otsutsuki Flight (4 Chakra). As a free action while his Karma is active, Kawaki gains a flying speed equal to his movement speed. Kawaki must spend 1 chakra at the end of each of his turns to maintain this effect.
Natural Chakra Suppression. As a free action, Kawaki can not be sensed by chakra sense, but he can not cast jutsu, though he can maintain them, for 1 minute (concentration).
Kawaki, Code Arc[edit]
Sukunahikona (5 Chakra). Kawaki shrinks an object that is up to 20 square feet in size that is up to 60 ft. from him to an imperceptibly tiny size. He may end this effect as a bonus action, upon which any creatures occupying the same space as a shrunk object must attempt a Dexterity saving throw, taking 9 (2d8) magical bludgeoning damage on a failure, or half as much on a success. Kawaki may shrink himself as well, granting him a +10 bonus to Stealth checks and Dexterity saving throws, but doing so halves his movement speeds by 24 inches. Any creatures or objects contained within the object are shrunk as well, with other creatures suffering the same movement speed penalty he does, and become unshrunk when the original item does, even if it is no longer contained within it. If a shrunk object or creature unshrinks when it contains an unshrunk object, the unshrunk object does not change size.
Daikokuten (2 Chakra). When Kawaki uses Sukunahikona, he stores the shrunk item within an extradimensional space where time doesn't flow, though creatures can still move. Sukunahikona can effect these objects indefinitely. Kawaki may only end the effects of this jutsu on up to two object as an action, upon which he may make a thrown attack with a range of 20/40 ft. regardless of the weight or size of the object. On a hit, the target takes 9 (2d8) magical bludgeoning damage in addition to the attack's normal damage (105 (30d6) for his disruption cubes, 2 (1d4) for his rods).
Back to Main Page → 5e Homebrew → Campaign Settings → Shinobi World → Bestiary → Jutsu Lists