Kazami (Shinobi World Supplement)
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Kazami[edit]
Medium humanoid (Human), neutral Armor Class 13 (Natural Armor)
Saving Throws Dex +5, Cha +5 Chakra. Kazami has 18 chakra points which he can expend. All chakra points are regained at the end of a long rest. Ninja Speed. Kazami can take the dash, dodge, and disengage actions as a bonus action for 2 chakra. ACTIONSUnarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Kunai. Thrown Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Kazami 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. Basic Taijutsu Technique (3 Chakra). As a bonus action, Kazami makes two unarmed strikes Leaf Gust (8 Chakra). Kazami makes an unarmed strike against every creature within 5 feet. Leaf Great Flash (5 Chakra). Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Kazami's choice. Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Kazami 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 Kazami casts this Jutsu while submerged in a liquid, the Jutsu carries him 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. Heaven Spear Kick (2 Chakra). Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. Kazami may fly up to 30 feet before making this attack. Flag Current (4 Chakra). Melee Weapon Attack: +7 to hit, range 10 ft. wide by 30 ft. long line, one target. Hit: 8 (1d8 + 4) bludgeoning damage. On a miss, the next closest creature within range is targeted instead. Inspiring Words (1 Chakra). As a bonus action, one creature within 30 feet gains a +2 bonus to their attack and damage rolls until the end of their next turn. REACTIONSSubstitution (3+ Chakra). When Kazami is hit by an attack and would take damage, he decreases the damage by 11 (1d10 + 6) 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. Kazami can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost. Flag Current (4 Chakra). When Kazami is hit by a ranged attack, he decreases the damage it deals by 8 (1d8 + 4). If this reduces the damage to 0, the projectile is destroyed. |
The overly-defensive leader of the Hidden Grass Village's Team Kazami, Kazami's feverish support of his comrades is comical at times, leading to them rarely taking him seriously. During the Leaf and Sand's joint Chunin Exams, Team Kazami attempted to defeat Team Kurenai, but were defeated themselves due to their lack of real teamwork. |
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