Itachi Uchiha (Shinobi World Supplement)

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Itachi Uchiha[edit]

Medium humanoid (Uchiha), lawful good


Armor Class 24 (Natural Armor)
Hit Points 56 (16d8 - 16)
Speed 70 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 8 (-1) 20 (+5) 14 (+2) 10 (+0)

Saving Throws Dex +11, Wis +8
Skills Acrobatics +11, Deception +6, Insight +8, Perception +8, Persuasion +6, Sleight of Hand +11, Stealth +11
Senses passive Perception 18
Languages Common
Challenge 20 (25,000 XP)


Chakra. Itachi has 39 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Sharingan: Itachi gains the following:

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

ACTIONS

Multiattack. Itachi can use Body Flicker and make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +11 to hit, range 30/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Itachi 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.

Early Sacrifice (3 Chakra). Itachi moves to any space that would leave the target in range and forces them to attempt a DC 19 Dexterity saving throw. On a failure, they are knocked prone and take 15 (4d4 + 5) magical bludgeoning damage.

Transformation (1+ Chakra). Itachi 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). Itachi's movement speed doubles, and his movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Itachi 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: +11 to hit, range 30 ft., one target. Hit: 9 (1d8 + 5) fire damage.

Exploding Flame Shot (4 Chakra). Ranged Spell Attack: +11 to hit, range 60 ft., three targets. Hit: 12 (2d6 + 5) 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 19 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: +11 to hit, range 150 ft., one target. Hit: 39 (8d6 + 5) modifier fire damage.

Great Fire Annihilation (14 Chakra). Every creature in a 30 foot wide, 60 foot line must make a DC 19 Dexterity saving throw, taking 26 (6d6 + 5) 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 19 Dexterity saving throw, taking 35 (10d6 + 5) 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.

Water Gun (1 Chakra). Melee Weapon Attack: +11 to hit, range 20 ft., one target. Hit: 9 (1d8 + 5) magical piercing damage.

Genjutsu (5-12 Chakra). While Itachi is benefitting from sharingan, one creature within 40 feet that is not blind, or one creature he can touch (in which case they have disadvantage), must succeed a DC 19 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.

Clone Great Explosion (4+ Chakra/Clone). Itachi 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. Itachi 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, Itachi dismisses them at will, or Itachi 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.
  • For 1 chakra, created clones can exist for up to 4 rounds, as determined when he creates them. It is most suggested to keep track of this with a d4. At the end of this clone's final turn, or when it is destroyed by any means other than being dispelled, every creature within 5 ft. of the clone must attempt a DC 19 Dexterity saving throw. On a failure, they takes 9 (2d8) fire damage. On a success, they take half as much damage. This also causes himto not regain the base chakra spent to create the clone.
  • Any effects affecting Itachi 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, Itachi 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.

Amaterasu. One creature within 60 ft. must attempt a DC 19 Dexterity saving throw. If it fails, it takes 16 (2d10 + 5) fire damage and at the start of its turn, it takes 10 (1d10 + 5) fire damage. This can only affect one creature at a time. After using this, Itachi must attempt a DC 18 Constitution saving throw. On a failure, he takes 8 (3d4) psychic damage, and he gains 1 level of gradual blindness. For every other failure of this saving throw, he gains 1 level of exhaustion The DC on this saving throw increases by 1 on each use.

Tsukuyomi. One creature Itachi can see the eyes of must attempt a DC 19 Wisdom saving throw. On a failure, they are paralyzed until the beginning of their turn, and he may choose to force them to gain up to 3 levels of exhaustion. This can not increase a creature's exhaustion above 3 levels. After using this, Itachi must attempt a DC 18 Constitution saving throw. On a failure, he takes 8 (3d4) psychic damage, and he gains 1 level of gradual blindness. For every other failure of this saving throw, he gains 1 level of exhaustion The DC on this saving throw increases by 1 on each use.

Armored Susanoo. Itachi becomes Huge, he gains 60 temporary hit points, and he gains the Susanoo Strike, Susanoo Crush, Susanoo Spear, Yasaka Magatama, and Susanoo: Tsukumo actions. Any creatures of Itachi's choice can occupy and move through his space without spending additional movement. Any effect that would target a creature inside Itachi's space targets Itachi instead, and creatures cannot affect anything outside of his space from within. If another creature is occupying Itachi'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. Once per turn, Itachi may designate a single damage type or chakra nature to be immune to. Itachi loses these benefits if his temporary hit points reach 0. After using this, Itachi must attempt a DC 18 Constitution saving throw. On a failure, he takes 8 (3d4) psychic damage, and he gains 1 level of gradual blindness. For every other failure of this saving throw, he gains 1 level of exhaustion The DC on this saving throw increases by 1 on each use.

Susanoo Strike. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 16 (2d10 + 5) magical bludgeoning damage. On a successful hit, Itachi can attempt to grapple a creature with advantage.

Susanoo Crush. A creature that Itachi is grappling must succeed a DC 18 Constitution saving throw or take 24 (4d8 + 5) magical bludgeoning damage.

Totsuka Blade Melee Weapon Attack: +11 to hit, reach 25 ft., one target. Hit: 25 (3d12 + 5) magical slashing damage and 4 (1d8) fire damage, and for 14 chakra, the target must attempt a DC 19 Dexterity saving throw. On a failure, they are trapped as per the minimus containment variant of the Imprisonment spell.

Yasaka Magatama (15 Chakra). Ranged Spell Attack: +11 to hit, range 60 ft., three targets. Hit: 19 (3d8 + 5) force damage. On a miss, they take half as much damage. This effect is treated as a Dexterity or Constitution saving throw for the sake of Evasion and Endurance

REACTIONS

Substitution (3+ Chakra). When Itachi is hit by an attack and would take damage, he decreases the damage by 25 (1d10 + 20) 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. Itachi can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

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

Replication. When a creature Itachi 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), Itachi may use it in the same manner for an amount of chakra equal to twice the level it was gained at. Itachi 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. Itachi may have up to 3 of these features memorized at a time. Itachi may only use memorized features while his sharingan is active.

Demonic Illusion: Mirror Heaven and Earth (9 Chakra). When Itachi 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.

Itachi_Mobile.png
[Source].

Itachi Uchiha, firstborn of Fugaku, older brother of Sasuke, and spiritual younger brother of Shisui, was once the pride of the Uchiha clan and the Hidden Leaf Village, being the youngest Chunin, Jonin, and ANBU captain. Serving directly under Danzo Shimura, his pacifist ideals fueled espionage within his old clan. When their plans to prevent an Uchiha uprising were forced to take a different path, Itachi was chosen to wipe out his entire clan, being the only individual with the necessary skill to do so, he became a social pariah, threatening anyone who might harm his younger brother and joining the Akatsuki where he acted as a spy, ensuring that his village wouldn't be threatened by the rogue force. While initially partnered with Orochimaru, he quickly dispatched the traitor, moving to Juzo Biwa, and then finally settling alongside Kisame Hoshigaki.



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