Fugaku Uchiha (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.

Fugaku Uchiha[edit]

Medium humanoid (Uchiha), neutral good


Armor Class 21 (Natural Armor)
Hit Points 82 (15d8 + 15)
Speed 65 ft.


STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 18 (+4) 12 (+1) 10 (+0)

Saving Throws Dex +8, Wis +6
Skills Acrobatics +8, Deception +5, Perception +6, Stealth +8
Senses passive Perception Expression error: Unexpected number.
Languages Common
Challenge 15 (13,000 XP)


Chakra. Fugaku has 31 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Fugaku 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. Fugaku can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Sharingan: Fugaku gains the following:

  • Advantage on Wisdom and Dexterity saving throws.
  • Advantage on Perception checks.
  • Fugaku 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.
  • Fugaku automatically detects visual illusions and genjutsu and has advantage on saving throws against them.

ACTIONS

Multiattack. Fugaku can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Fugaku 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.

Transformation (1+ Chakra). Fugaku becomes identical to a person, creature or non-magical object he a complete visual image of. This can not be a light source, armor, tool, or vehicle and, and he can not recreate a magical effect. Creatures must make a DC 17 Investigation check realize that he is transformed. If the creature saw his performing the Jutsu, they automatically succeed. This does not change statistics, save for granting the creature's swimming and flying speeds.

Body Flicker (3 Chakra). Fugaku's movement speed doubles, and his movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Fugaku 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.

Flame Whirlwind (1 Chakra). Ranged Spell Attack: +9 to hit, range 30 ft., one target. Hit: 8 (1d8 + 4) fire damage.

Exploding Flame Shot (4 Chakra). Ranged Spell Attack: +9 to hit, range 60 ft., three targets. Hit: 10 (2d6 + 4) fire damage and the target is set on fire. At the start of its turn, it takes 3 (1d6) fire damage. At the end of each of its turns, the target must make a DC 17 Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.

Great Fireball (8 Chakra). Ranged Spell Attack: +9 to hit, range 150 ft., one target. Hit: 38 (8d6 + 4) modifier fire damage.

Great Fire Annihilation (14 Chakra). Every creature in a 30 foot wide, 60 foot line must make a DC 17 Dexterity saving throw, taking 25 (6d6 + 4) fire damage on a failure, or half as much damage on a success. The targets cannot benefit from Evasion. For 1 minute (concentration), as a bonus action, you can deal an additional 6 (2d6) fire damage in the area.

Fire Dragon Flame Bullet (22 Chakra). Every creature in a 150 ft. long, 10 ft. wide line must make a DC 17 Dexterity saving throw, taking 304 (10d6 + 4) fire damage and catching on fire for 1 minute on a failure. On a success, they take half as much damage and are not ignited. At the start of its turn, it takes 10 (2d10) fire damage. At the end of each of its turns, a creature must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.

Uchiha Style: Dance of the Sun Halo (8 Chakra). Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 11 (3d4 + 3) bludgeoning damage and 18 (4d6 + 4) fire damage.

Violent Whirlwind (1 Chakra). Each creature in a 5 foot wide, 30 foot line must make a DC 17 Strength saving throw, taking 8 (1d8 + 4) bludgeoning damage and pushed 15 feet away on a failure.

Wind Wall (3+ Chakra). Fugaku and his allies within 10 ft. gain a +2 bonus to AC and creatures attempting to attack from the other size of this radius have disadvantage. He can expend 2 additional chakra to expand the radius by 5 feet.

Uchiha Return (9 Chakra). As a reaction while Fugaku's sharingan is active when a creature uses a jutsu within 5 feet, he makes a Jutsu Spell Casting check (Proficiency Bonus + Intelligence Modifier) versus the caster's Jutsu Save DC. On a success, they must attempt a DC 17 Dexterity saving throw, taking full damage of the jutsu on a failure, or half as much on a success.

Air Bullet (8 Chakra). Each creature in a 5 foot wide, 15 foot line must make a DC 17 Constitution saving throw. On a failure, the creatures take 18 (3d8 + 4) thunder damage and are pushed 40 ft away. If it collides with a creature or object, both take an additional 4 (1d8) bludgeoning. They take half as much damage on a success.

Spiraling Wind Sphere (2 Chakra). Ranged Spell Attack: +9 to hit, range 15 ft., one target. Hit: 2 (1d4) thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight, and can be used as an action or bonus action.

Shadow Clone (4+ Chakra/Clone). Fugaku creates up to 5 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. Fugaku controls them and they act on the same initiative as him. They last until they are reduced to 0 hit points, they expend all of their chakra, Fugaku dismisses them at will, or Fugaku falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).

  • Clones have no range limit as to how far away they can be.
  • Any effects affecting Fugaku when the clone is created carries over to the clone.
  • A 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, Fugaku is aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a 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 his clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If he has an exhaustion level of 2 while his clone 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.

Genjutsu (5-12 Chakra). While Fugaku is benefitting from sharingan, one creature within 40 feet that is not blind must succeed a Wisdom saving throw. On a failure, they are effected by one of the following for 1 minute (concentration):

  • The target is blinded. Costs 7 chakra.
  • The target is deafened. Costs 5 chakra.
  • The target is frightened. Costs 6 chakra.
  • The target is affected by the confusion spell. Costs 8 chakra.
  • The target is restrained. Costs 8 chakra.
  • The target is paralyzed. Costs 12 chakra.
  • The target takes 14 (3d8) psychic damage. Costs 10 chakra.

REACTIONS

Substitution (3+ Chakra). When Fugaku is hit by an attack and would take damage, he decreases the damage by 20 (1d10 + 15) 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. Fugaku can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Demonic Illusion: Mirror Heaven and Earth (9 Chakra). When Fugaku is targeted by genjutsu or an illusion spell by a creature within 40 ft., they are subject to the spell or genjutsu's effect instead, using the same save DC or attack roll.

Sharingan Dodge. When Fugaku is benefitting from sharingan, he imposes disadvantage on one attack against him. Fugaku can use this 3 times, regaining all uses at the end of a short rest.

Replication. When a creature Fugaku can see uses a feature while his sharingan is active, he copies it, becoming able to use the feature in the exact same manner. If the feature is a class feature that must be activated in some way but does not have limited uses (i.e. making an Extra Attack, moving more than their standard movement speed using Unarmored Movement, or adding Foe Slayer's damage), Fugaku may use it in the same manner for an amount of chakra equal to twice the level it was gained at. Fugaku can not gain features with a limited number of uses that don't use a standard currency, features that are always active, or features from non-humanoid creatures. Fugaku may have up to 3 of these features memorized at a time. Fugaku may only use memorized features while his sharingan is active.

Fugaku-KMPFU.png
[Source]

The leader of the Uchiha Clan, "Wicked Eye Fugaku", a title earned in the Third Shinobi World War due to his prowess with the Sharingan, Fugaku is the husband of Mikoto Uchiha, and father of Itachi and Sasuke, both of whom he took great pride in. He is among the few to unlock the Mangekyou Sharingan after the death of a close friend during a battle, though he tries to keep this fact a secret, which is expedited due to his minimalist Mangekyou design.

When the Nine-Tails attacked the Hidden Leaf Village, Danzo Shimura ordered all Hidden Leaf Village police to protect the villagers, rather than assist in engaging the demon fox. This sewed doubt and resentment toward the Uchiha, circulating the idea that they orchestrated the attack. As discrimination grew, Fugaku knew action had to be taken, plotting a coup d'etat under Yashiro Uchiha's recommendation. When Itachi was ordered to take action to stop the coup, Fugaku accepted his death readily, only mourning the other clansmen who died for a failed conspiracy.



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