Kajika (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.

Kajika[edit]

Medium humanoid (Human), any alignment


Armor Class 16 (Rudimentary Jacket)
Hit Points 40 (9d8)
Speed 40 ft.


STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 11 (+0) 16 (+3) 12 (+1) 10 (+0)

Saving Throws Dex +7, Int +7
Skills Acrobatics +7, Animal Handling +5, Nature +7, Perception +5, Stealth +7
Senses passive Perception 15
Languages Common
Challenge 9 (5,000 XP)


Chakra. Kajika has 18 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

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

ACTIONS

Multiattack. vcan make 2 unarmed strike or shuriken attacks.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) magical bludgeoning damage.

Shuriken (0-3 Chakra). Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 4 (1d3 + 3) slashing damage. Kajika may make 1 additional attack for every additional chakra point spent. Kajika 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 Ninjutsu Technique (1 Chakra). As a bonus action, Kajika 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.

Leaf Gust (8 Chakra). Kajika makes an unarmed strike against every creature within 5 feet.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Kajika 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 he 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.

Transparent Escape (6 Chakra). Kajika becomes invisible until the end of his next turn.

Water Style Shadow Clone (5+ Chakra/Clone). Kajika creates up to five clones. Each clone has 30 hit points and the chakra spent creating it (this applies to things that would reduce the cost), but can not leave a 60 ft. radius of Kajika. The clones can take actions as normal, but do not benefit from the Extra Attack feature. Kajika controls them and they act on the same initiative. They last until they are reduced to 0 hit points, they expend all of their chakra, Kajika dismisses them at will, or they fall unconscious. If the clone still has chakra when it dissipates, Kajika regains any remaining chakra from the clone - 4 (minimum 0). Each clone is otherwise identical to Kajika, including equipment, features, and any effects affecting Kajika when he creates the clone. Any charges, such as from features or magic items, are shared between all clones and Kajika. If an effect would cause a clone to gain at least 1 level of exhaustion, including at the end of the effect's duration, the effect fails and the clone automatically dissipates. When a shadow clone dissipates, the main body receives any memories it has acquired as if it experienced it itself.

Water Gun (1 Chakra). Ranged Spell Attack: +8 to hit, range 20 ft., one target. Hit: 8 (1d8 + 4) magical piercing damage.

Water Dragon (15 Chakra). Kajika forms a dragon from water within 60 ft. for 1 minute (concentration). He can form and control up to 3 dragons at a time. Beyond being Large, vulnerable to fire damage, immune to non-magical and cold damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as Kajika . It acts on his initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 7 (1d6 + 4) piercing damage
    • Claw deals 6 (1d4 + 4) slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft. away and takes 43 (8d8 + 4) cold damage on a successful hit.

Cold Sky Water Attack (7 Chakra). One creature within 15 ft. must succeed a DC 15 Dexterity saving throw or take 15 (3d6 + 4) piercing damage. If you and the target can touch the same water source, including rainfall, you may extend this jutsu's range.

REACTIONS

Substitution (3+ Chakra). When Kajika is hit by an attack and would take damage, they decrease the damage by 15 (1d10 + 10) 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. Kajika can add reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Instant Water (3+ Chakra). When Kajika is hit by an attack, they move 15 feet in any direction, including straight up. The damage taken is halved, and Kajika may spend 3 additional chakra to make an unarmed strike immediately after. This can also be used as a bonus action.

Kajika.PNG
[Source].

Once an average Mist chunin specializing in Water Style and Taijutsu, Kajika felt that he could not progress where he was, going rogue at a relatively young age. While not a big enough threat or information leak for the Mizukage to dispatch hunter-nin to apprehend him, he was still entered into his village's bingo book. During his wandering, he made contact with Orochimaru, believing his skills to be of use to him, and respecting him as something of the ultimate rogue. While the snakeman could obtain no new research from an average shinobi without a kekkei genkai, he saw the potential of an unquestionably loyal pawn. Over time, his view of Orochimaru twisted into a view of the only savior of the shinobi world as the "Wonderful One". Following the Land of Waves mission, Orochimaru sent Kajika to test Sasuke's skills. After seeing that Kajika had been defeated, and was of no more use, Orochimaru disposed of the pawn, preparing to meet Sasuke in person during the approaching Chunin Exams



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