Kakashi, Six Paths (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 class 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 is not follow traditional CR.

Kakashi Hatake[edit]

Medium humanoid (Hatake), lawful neutral

Armor Class 17 (Natural Armor)
Hit Points 90 (20d8)
Speed 60 ft.

10 (+0) 18 (+4) 10 (+0) 20 (+5) 12 (+1) 8 (-1)

Saving Throws Dex +10, Int +11, Wis +7
Skills Acrobatics +10, Arcana +11, Deception +5, History +11, Insight +7, Medicine +7, Perception +7, Persuasion +5, Stealth +10
Senses passive Perception Expression error: Unexpected number.
Languages Common
Challenge 20 (25,000 XP)

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.

Sharingan (1 Chakra). As a bonus action, Kakashi gains the following for 1 minute:

  • A +3 bonus to AC
  • Advantage on Wisdom and Dexterity saving throws.
  • Advantage on Perception checks.
  • Kakashi can sense the presence of magic and chakra within 30 feet of him. If he senses magic or chakra in this way, he can use his action to see a faint aura around any visible creature or object in the area that bears either or both, and he learns its school of magic or the chakra technique used, if any. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  • Kakashi automatically detects visual illusions and genjutsu and has advantage on saving throws against them.
  • Kakashi must spend 1 chakra at the end of each of his turns to maintain this effect.

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.

See Kakashi's Jutsu

  • DC - 19
  • Attack bonus - +11

Kakashi as a jonin, [Source].

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.

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