Madara's Jutsu (Shinobi World Supplement)
From D&D Wiki
The following is a list of every jutsu Madara uses. Attack bonuses and DC should be present on the page itself, and thus is left blank here. Any listed DC do not change across versions. Headers represent the version of Madara that he gains such a jutsu, with lower listed versions having any jutsu that higher listed versions did.
Transformation (1+ Chakra). Madara 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 an Investigation check realize that he is transformed. If the creature saw him 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). Madara's movement speed doubled, and his movement does not provoke attacks of opportunity.
Substitution (3+ Chakra). When Madara is hit by an attack and would take damage, he decreases the damage by 6 (1d10) + his CR 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. Naruto can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.
'Basic Ninjutsu Technique (1 Chakra). As a bonus action, Madara 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.
Summoning Jutsu (40 Chakra). Madara summons Kurama underneath him.
Shadow Clone (4+ Chakra/Clone). Madara creates up to five 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. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, Madara dismisses them at will, or Madara falls unconscious. If the clone still has chakra when it dissipates, he regains any remaining chakra from the clone - 4 (minimum 0).
- Shadow clones have no range limit as to how far away they can be.
- Any effects affecting Madara when the clone is created carries over to the clone.
- A shadow 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, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow 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 your shadow clone's exhaustion and gradual blindness, deafness, and numbness level (i.e. If you have an exhaustion level of 2 while your shadow 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.
Basic Taijutsu Technique (3 Chakra). As a bonus action, Madara makes two unarmed strikes
Leaf Gust (8 Chakra). Madara makes an unarmed strike against every creature within 5 feet.
Leaf Great Flash (5 Chakra). Melee Spell Attack: +X to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Madara's choice.
Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Madara 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 Madara 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, her movement
Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Madara's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of their next turn.
Heaven Spear Kick (2 Chakra). Madara flies up to 30 feet before making an unarmed strike.
Crane Wing Formation (8 Chakra). Melee Weapon Attack: +X to hit, reach 5 ft., one target. Hit: The target is restrained until Madara is not within 5 feet or the beginning of his next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Madara using this jutsu.
Uchiha Return (9 Chakra). As a reaction when a creature uses a jutsu or spell within 5 feet, Madara makes a jutsu attack roll versus the target's jutsu/spell save DC. On a success, they must attempt a Dexterity saving throw, taking full damage of the jutsu/spell on a failure, or half as much on a success.
Izanagi. As a reaction when Madara would die, he reappears anywhere within 15 feet of his original position at full hit points with any previously missing limbs or organs. This causes the used Sharingan to go blind permanently.
Evil Disturbance Waltz (8 Chakra). As an action immediately before Madara uses a damaging jutsu, or as a reaction when a willing creature within 5 ft. uses a damaging jutsu, while Susano'o is active, the jutsu fails and Madara makes a single attack with his Susano'o weapon. On a hit, they take the damage and any effects the jutsu would have caused on a hit, failure, or automatically in addition to your Susano'o weapon's damage.
Yasaka Magatama (15 Chakra). Ranged Spell Attack: +X to hit, range 60 ft., three targets. Hit: 13 (3d8) 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. This can only be used while Susano'o is active.
Replication. As a reaction when a creature Madara 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), Madara may use it in the same manner for an amount of chakra equal to twice the level it was gained at. Madara 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. Madara may have up to 5 of these features memorized at a time. Madara may only use memorized features while his sharingan is active.
Sharingan Dodge. As a reaction while Madara is benefitting from sharingan, he imposes disadvantage on one attack against him. Madara can use this 6 times, regaining all uses at the end of a short rest.
Fire Dragon Flame Bullet (22 Chakra). Every creature in a 150 ft. long, 10 ft. wide line must make a Dexterity saving throw, taking 35 (10d6) 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 11 (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.
Dragon Flame Caterwaul (3-8 Chakra). When Madara casts Fire Dragon Flame Bullet, it only targets one creature within range, but they have disadvantage or do not benefit from Evasion, his choice. Madara may spend 5 additional chakra to cause both of these effects.
Great Fire Annihilation (14 Chakra). Each creature in a 30 foot wide, 60 foot line must make a Dexterity saving throw, taking 21 (6d6) 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 while Madara is within 15 ft. of the same area, he can deal an additional 7 (2d6) fire damage to any creatures in the same area.
Great Fireball (8 Chakra). Ranged Spell Attack: +X to hit, range 150 ft., one target. Hit: 34 (8d6) fire damage. Additionally, each creature in a 10-foot radius of the target must make a Dexterity saving throw, taking this damage on a failure, and taking half as much damage on a success.
Vanishing Smoke Prison (10 Chakra). Madara creates a 40 ft. radius cloud of smoke around him. For any creature that doesn't have levels in the Path of the Assassin, this area is considered heavily obscured beyond 10 ft., and any scents and sounds can not be detected within this cloud. Any creatures who are breathing when this jutsu is cast must attempt a Constitution saving throw, being stunned until the end of their turn on a failure. Additionally, when a creature ends their turn in the cloud, they automatically take 2 fire damage.
Caged Bird (20 Chakra). One willing or unconscious creature Madara can touch gains a seal on their heart. They can not remove the seal or intentionally deal damage to themself, though they can willingly take damage from another creature. As a bonus action or reaction, a creature that knows this jutsu may cause them to become paralyzed until the beginning of the caster's next turn. This lasts until the creature dies or a creature that can cast this jutsu ends it as an action, or until their heart is destroyed.
Coercion Sharingan (7 Chakra). One creature within 100 ft. who Madara can see the eyes of and is not blinded must make a Charisma saving throw. On a failure, they are frightened for 1 minute (concentration), and they are knocked prone. As an action, the target can repeat the saving throw. Madara may spend 5 chakra to remove the target's immunity to the frightened condition.
Complete Control (10 Chakra). One creature within 100 ft. who Madara can see the eyes of and is not blinded must make a Strength saving throw. On a failure, as a reaction at the beginning of each of their turns for 5 chakra, Madara may control the creature and communicate telepathically with them until the end of their next turn. Madara may use this jutsu for 1 minute. Creatures controlled by Madara can only use class and background features that he has and spend a number of chakra equal to half their maximum. They may retry this saving throw at the end of each of their turns, ending this effect on a success.
Bringer of Darkness (10 Chakra). One creature within 100 ft. who Madara can see the eyes of and is not blinded must make a Constitution saving throw. On a failure, they are blinded for 1 minute (concentration). As an action, the target can repeat the saving throw. Madara may spend 5 chakra to remove the target's immunity to the blinded condition.
Natural Health Regeneration (5 Chakra). As a bonus action, or as a reaction at the end of his turn, Madara regains 10 + his Constitution modifier hit points.
Natural Chakra Regeneration. As a bonus action, or as a reaction at the end of his turn, Madara regains chakra equal to half his level and gains 1 level of exhaustion.
Near-Immortality (5 Chakra). As an action for 5 chakra points, Madara regains hit points equal to his Constitution modifier at the beginning of each of his turns for 1 minute or until he drops to 0 hit points.
Chakra Detection. As a bonus action, Madara attempts an Arcana check (DC 10 + the target's bonus to Deception) to learn how many spell slots, Ki points, chakra points, and other resources or charges that a creature has. The DC to discover hit points in this manner is 10 + the target's Constitution Modifier.
Summoning: Demonic Statue of the Outer Path (35 Chakra). The Gedo Mazo appears in the spot where Madara was standing, and he is teleported on top of it.
Black Receiver (10 Chakra, 1 Black Receiver). Ranged Spell Attack: +X to hit, range 120 ft., one target. Hit: 3 (1d6) magical piercing damage. Madara may spend 1 chakra to deal an additional 3 (1d6) damage up to the difference between the attack roll and the target's AC up to his proficiency bonus. The black receivers stay in their target until destroyed. Each Receiver has an AC of 23 and 5 hit points. They can be destroyed instantly by Madara.
Rod Heat. As a bonus action, one creature with a black receiver embedded in them takes 2 (1d4) fire damage per receiver inside them, and reduces the target's movement speed by 20% per receiver inside them until the beginning of their next turn. This has no range limit.
Demonic Statue Chains (15 Chakra). Ranged Spell Attack: +X to hit, range 100 ft., one target. Hit: 22 (5d8) psychic damage and is grappled by Madara for 1 minute (concentration). Jinchuriki grappled by this jutsu are not able to access their Path of the Beast features, and Tailed Beasts are paralyzed for the duration. A grappled creature can escape by succeeding a Strength (Athletics) or Dexterity (Acrobatics) check. A Tailed Beast can still attempt to escape this, despite being Paralyzed, but it makes the check at disadvantage. Madara may concentrate on 7 instances of this jutsu at a time.
Chain Heat. Creatures affected by Demonic Statue Chains take 9 (2d8) psychic damage.
Gedo Art of Rinne Rebirth Any creatures of Madara's choice within 20 miles are resurrected as per true resurrection without the 200-year limit. After using this jutsu, he dies instantly after 1 minute passes or he takes an action.
Summoning Rinnegan (4+ Chakra). Madara summons one Rinnegan summon within 5 ft. of him or underneath him, spending an amount of chakra equal to the summoned creature's CR. If a non-humanoid is summoned, they are controlled by Madara, act on his turn and use his actions, but have their own movement speed. Alternatively, he may spend 3 chakra on his turn to grant 1 summon its own actions for that turn. The summons gain a copy of his Rinnegan, granting Madara the ability to see through their eyes.
Four-Armed Asura (2 Chakra). Madara summons up to 4 additional arms anywhere on his body that last for 1 minute (concentration). These arms are fully prehensile and act exactly as his existing arms do.
Weaponsmith Asura (2+ Chakra). As a bonus action, Madara recreates a perfect copy of a non-magical weapon that he is proficient in within one of his arms. He cannot be disarmed of this weapon and it only disappears if he dismisses it at will, he is incapacitated, 1 minute passes, or he loses concentration. Madara can spend an additional 1 chakra at the time of summoning this weapon to extend its reach by 5 feet.
Flaming Arrow of Amazing Ability (5 Chakra). Ranged Spell Attack: +X to hit, range 60 ft., one target. Hit: 14 (3d8) magical bludgeoning damage. If this attack hits a structure or object, the hit is a critical hit.
Flaming Arrow Warhead (5 Chakra). Ranged Spell Attack: +X to hit, range 60 ft., six targets. Hit: 2 (1d4) magical bludgeoning damage.
Reinforced Asura (5 Chakra).For 1 minute (concentration), Madara gains a +2 bonus to his AC.
Chakra Propulsion Cannon (10 Chakra). Every creature in a 100 ft. line must succeed a Dexterity saving throw. On a failure, they take 14 (4d6) force damage. On a success, they take half as much damage.
Deva Path: Shinra Tensei (5+ Chakra). As an action, or as a reaction for 5 additional chakra when he is targeted by an attack, every creature within a 5 ft. radius must succeed a Strength saving throw or take 7 (2d6) force damage and be pushed to the edge of this jutsu's range. For every additional chakra point spent, this jutsu deals an additional 3 (1d6) damage and its range increases by 5 feet. If more than 20 chakra is spent, objects take double damage. Madara may not use a Deva Path jutsu again until the beginning of his next turn.
Deva Path: Banshō Ten'in (2+ Chakra). Any creature of Madara's choice within a 10 ft. radius must succeed a Strength saving throw or be pulled towards him. Madara can increase this jutsu's range by 5 feet for every additional chakra point spent. Madara can stop pulling a creature at any range (i.e. stop them 10 feet from him instead of 5 feet). After casting this jutsu, he can not use any Deva Path jutsu again until the beginning of his next turn.
Deva Path: Chibaku Tensei (30+ Chakra). Madara launches a black sphere within 1 mile of himself that becomes an up to 160 foot sphere as it rips up parts of the terrain. All creatures within 60 feet of the sphere must succeed a Strength saving throw. On a failure, they are drawn to the closest area of the sphere and are restrained. All creatures within 10 + 5 per additional chakra point spent feet of the sphere must retry this saving throw at the end of each of their turns for 1 hour. This effect ends early if it impacts the ground, as detailed later, the sphere, which has an AC of 26 and has 30 hit points is destroyed, or Madara ends it early. It is immune to Psychic and Poison damage but vulnerable to force damage. Madara may move the sphere up to 1 mile in any direction up to 5 miles from him as an action, or cause it to impact the ground directly beneath it. Upon impact, creatures restrained by the Chibaku Tensei must succeed a Strength saving throw or take 31 (8d6) bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a Dexterity saving throw or take 38 (10d6) bludgeoning damage from the impact. On a success, creatures take half damage.
Absorption Soul Technique (20 Chakra). One creature within 5 feet must succeed a Wisdom saving throw or take 18 (4d8) psychic damage on a failed save, and half as much on a success. On a failure, Madara learns a portion of the creature's deepest secrets, as determined by your DM. A creature reduced to 0 hit points by this technique dies instantly.
Jigokudo (25 Chakra). All creatures Madara is grappling, must succeed a Wisdom saving throw or become paralyzed. While the creature is paralyzed, Madara may question it at will. If the creature lied during its interrogation, it must succeed a Deception check. On a failure, they take 27 (6d8) psychic damage and they are no longer paralyzed. If the creature answered truthfully, they gain 1 level of exhaustion and are no longer paralyzed. A creature reduced to 0 hit points by this technique dies instantly. A creature that does not share a language with Madara is immune to this effect.
Jigokudo Healing (25 Chakra). Madara targets one creature within 10 feet. At the beginning of Madara's next turn, the creature regains 70 hit points, and any conditions that were previously affecting it end. Any lost limbs are regained and the creature is otherwise returned to a perfect physical state.
Seal Jutsu Absorption (3+ Chakra). One creature within 5 ft. must succeed a Constitution saving throw. On a failure, their total chakra points are reduced by 7 (2d6), and Madara regains a number of chakra points equal to the amount absorbed.
Reactive Seal Jutsu Absorption (3+ Chakra). As a reaction when Madara is targeted by a jutsu that is not Taijutsu, the jutsu's chakra is reduced by 5 (2d4), and he regains an equal amount of chakra reduced. If this would reduce the jutsu's chakra below its minimum cost, the jutsu fails, and the jutsu's caster regains the remaining chakra points. Otherwise, the jutsu loses any additional effects from increasing its cost for a number of chakra points equal to the number absorbed. If a jutsu's base cast has multiple projectiles (i.e. a single Lightning Ball), each projectile counts as a different jutsu with a cost equal to its base cost divided by the number of projectiles. Madara may increase the number of chakra points absorbed by 2 (1d4) for every 2 additional chakra points spent.
Limbo: Border Jail. When Madara creates shadow clones, he causes them to become invisible and immune to all damage not caused by jutsu that use chakra granted by Six Paths Power. These shadow clones automatically dissipate after 1 minute, and can not be resummoned until another minute passes. These clones can not be perceived in any way other than truesight. Madara may have up to 4 Limbo clones active at a time. If he only has 1 Rinnegan, he may only have 1 Limbo clone active at a time.
Deva Path: Tengai Shinsen (20+ Chakra). Madara launches a black sphere within 1 mile of himself that becomes an up to 160 foot sphere as it rips up parts of the terrain. All creatures within 60 feet of the sphere must succeed a Strength saving throw. On a failure, they are drawn to the closest area of the sphere and are restrained. All creatures within 10 + 5 per additional chakra point spent feet of the sphere must retry this saving throw at the end of each of their turns for 1 hour. This effect ends early if it impacts the ground, as detailed later, the sphere, which has an AC of 26 and has 30 hit points is destroyed, or Madara ends it early. It is immune to Psychic and Poison damage but vulnerable to force damage. Madara may move the sphere up to 1 mile in any direction up to 5 miles from him as an action, or cause it to impact the ground directly beneath it. Upon impact, creatures restrained by the Chibaku Tensei must succeed a Strength saving throw or take 31 (8d6) bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a Dexterity saving throw or take 38 (10d6) bludgeoning damage from the impact. On a success, creatures take half damage.
When you cause a Tengai Shinsen to impact, he may cause another meteor to collide with it for 20 chakra. Every creature within range of the original must retry the saving throw with disadvantage. On a failure, they take an additional 21 (6d6) magical bludgeoning damage.
Six Paths Ten-Tails Coffin Seal (32 Chakra). While touching a Tailed Beast, Madara and the target must attempt a Constitution saving throw. If its roll is higher than his, this jutsu fails. If his is higher, he forms a 15 ft. long physical bond with it. It is under his control while connected to him, and he may reduce its hit point to heal himself for an equal amount. As an action, he may instantly absorb it, becoming the beast's Jinchuriki. He may un-absorb the beast as an action with no negative consequences. This lasts until he is no longer connected to the beast.
Wood Style Shadow Clone Jutsu (3 Chakra). When creating shadow clones, Madara imbues each of them with Wood Style chakra. Clones under this effect have 15 hit points, and regain 5 hit points at the beginning of each of their turns. This also causes Madara to not regain the base chakra spent to create the clone.
Deep Forest Emergence (17 Chakra). Trees grow in a dense 40 ft. radius, 20 ft. high forest around Madara, raising any creatures of his choice to the top of this area. All other creatures in the area must make a Dexterity saving throw, taking 33 (5d12) + his unarmed strikes' magical bludgeoning damage on a failure. On a success, they take half as much damage. The forest is difficult terrain to all creatures but Madara. As a bonus action, he can spend 4 chakra to make a large branch from the forest to attack one creature within it. Make a melee spell attack. On a hit, it takes 17 (3d10) magical piercing or bludgeoning damage.
Deep Forest Bloom (8 Chakra). For 1 minute (concentration), any creature that ends their turn touching one Deep Forest Emergence within 10 ft. of Madara must attempt a Charisma saving throw. On a failure, they become unconcious until the end of their next turn.
Wood Dragon (10 Chakra). Madara creates a huge wooden dragon anywhere within 60 ft. for 1 minute (concentration). The dragon has 60 hit points. If destroyed, as an action, he can perform the hand signs to reform it with 60 hit points. As a reaction, when a creature targets Madara with an area of effect or attack, he can move the dragon in the way, targeting it instead. The dragon acts on his initiative count and Madara can use his action to command it. If he does not command it, it will not act in any way other than defensively. It has the following statistics and the same ability scores and save DC as you:
- Speed 60 ft fly
- Multiattack. It can make one bite attack and two claw attacks.
- Bite deals 4 (1d8) piercing damage
- Claw deals 3 (1d6) slashing damage
- Grapple. The dragon uses the grapple attack.
- Breath Weapon (5-6 recharge). Each creature is a 20 ft cone must make a Dexterity saving throw. On a failure, it takes 9 (2d8) bludgeoning damage.
- Self Destruct. The wood dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft. away and takes 18 (4d8) + his unarmed strike damage magical bludgeoning damage. Once this feature is used, the dragon is destroyed.
Six Paths Senjutsu (20-25 Chakra). As a bonus action, or as a reaction for 5 additional chakra points, Madara becomes immune to all damage and the effects of any jutsu, spells, or features that cost chakra that he does not cast until the beginning of his next turn. This immunity is ignored by taijutsu, senjutsu, non-magical effects and attacks, and jutsu that use chakra granted by Six Paths Power; and you have resistance to damage that would otherwise ignore immunity.
Light Fang (1 Chakra). Each creature in a 10 ft. line must make a Constitution saving throw, taking 5 (1d10) magical piercing or radiant damage on a failure.
Lightning Dispatch (10-40 Chakra). All creatures within a 60 ft. cone must attempt a Constitution saving throw, taking 7 (2d6) lightning damage on a failure. On a success, they take half as much damage. Madara may deal an additional 7 (2d6) lightning damage for every 2 additional chakra points spent.
Truth-Seeking Orb Execution (6 Chakra/Turn). In place of Madara's action, bonus action, reaction, and his entire movement speed, Madara places his hand on a creature’s head, shaping an orb into a needle that slowly burrows into their brain. This lasts for 5 turns (concentration), after which if the targeted creature doesn’t move and he did not lose concentration, they are killed instantly and reduced to atoms.
Sage Art. As part of another jutsu, Madara either fulfills its cost with senjutsu, or spends an additional amount of senjutsu chakra equal to 1/4 of its cost, doubling the range or damage of, grants a creature disadvantage against any 1 saving throw it incurs, or grants himself advantage on any 1 saving throw it incurs. Madara may use this once without exclusively spending senjutsu (recharge 5-6).
Infinite Tsukuyomi (100 Chakra). During the full moon while you are at least 100 feet above sea level, any creatures within the same plane of existence must attempt a Wisdom saving throw with a -10 penalty. On a failure, they become unconcious and paralyzed as they dream of their greatest wishes and wooden fragments of the Ten-Tails wrap around their bodies, which now bear a reflection of Madara's Rinnegan. Creatures that are undead, have their own Rinnegan, or are entirely enclosed inside a chakra construct created by a creature with a Rinnegan (i.e. Susano'o, Cat God Possession, Demon Wave) are immune to this jutsu. Any creature on the same plane continues to be targeted by this jutsu at all times until Madara is knocked unconcious, and creatures continue to be effected by it until it is canceled by the basic Yin Style technique. If a creature spends at least 20 years under this effect, they become a white zetsu loyal to Madara.