Kakashi, Six Paths (Shinobi World Supplement)
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Medium humanoid (Hatake), lawful neutral
Saving Throws Dex +10, Int +11, Wis +7
Chakra. Kakashi has 40 chakra points which he can expend. All chakra points are regained at the end of a long rest.
Evasion. When Kakashi is targeted by an effect that allows him to make a Dexterity saving throw to take half damage on a success, he takes no damage on a success and half damage on a failure.
Ninja Speed. Kakashi can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.
Mastery. Kakashi can add half his proficiency bonus rounded up to all checks and saves he is not proficient in.
Multiattack. Kakashi can make 3 unarmed strike or kunai attacks.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 4) magical bludgeoning damage.
Kunai. Thrown Weapon Attack: +10 to hit, range 30/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. Naruto 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.
Complete-Body Susanoo (8 Chakra). Kakashi becomes Huge, he gains 75 temporary hit points, a flying speed of 60 ft., and he gains the Susanoo Strike and Susanoo Crush actions. Any creatures of Kakashi's choice can occupy and move through his space without spending additional movement. Any effect that would target a creature inside Kakashi's space targets Kakashi instead, and creatures cannot effect anything outside of his space from within. If another creature is occupying Kakashi's space, they may contribute the benefits of any feature that has a duration and would target themselves, such as Second Stage or Sage Mode, to him instead. Kakashi may grant a creature within 5 ft. of him these benefits instead.
Susanoo Strike. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 17 (2d10 + 5) magical bludgeoning damage. On a successful hit, Kakashi can attempt to grapple a creature with advantage.
Susanoo Crush. A creature that Kakashi is grappling must succeed a DC 22 Constitution saving throw or take 24 (4d8 + 5) magical bludgeoning damage.
Susanoo Bow. Ranged Weapon Attack: +11 to hit, range 60/120 ft., one target. Hit: 14 (2d8 + 5) magical slashing damage and they must attempt a Dexterity saving throw or be moved to an open space within 60 feet of Kakashi of his choice.
After the true redemption and death of his old teammate, Obito's soul came to rest in Kakashi's body with the combined efforts of Kamui and the Sage of Six Paths. Granting him the complete power of both Kamui Mangekyou Sharingan, he became borderline unstoppable, even compared characters with a much larger Six Paths buff such as his students Naruto and Sasuke. However, this buff was incredibly temporary, leaving him without his legendary sharingan.