Madara, Rinnegan (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search

Madara Uchiha[edit]

Medium humanoid (Uchiha), lawful evil

Armor Class 25 (Natural Armor)
Hit Points 88 (16d8 + 16)
Speed 65 ft.

10 (+0) 22 (+6) 12 (+1) 22 (+6) 12 (+1) 13 (+1)

Saving Throws Dex +14, Int +14
Skills Acrobatics +14, Deception +9, History +14, Intimidation +9, Investigation +14, Perception +9, Persuasion +9, Stealth +14
Senses passive Perception 19
Languages Common
Challenge 26 (90,000 XP)

Chakra. Madara has 27 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion/Endurance. When Madara is targeted by an area effect that lets him make a Dexterity or Constitution 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.

Dying Breath. At the beginning of each of Madara's turns that he is unconscious, he may ignore the condition and immediately take a turn. At the end of his turn, he gains 1 level of exhaustion. If he was unconscious from having 0 hit points, he does not make a death saving throw at the beginning of that turn, and he regains the unconscious condition and gains a failed death saving throw at the end of his turn.

Ninja Speed. Madara can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Eternal Mangekyō Sharingan. Madara benefits from the following:

  • Advantage on Wisdom and Dexterity saving throws.
  • Advantage on Perception checks.
  • Madara automatically detects visual illusions and genjutsu and has advantage on saving throws against them.
  • Madara can not use jutsu from Madara, Rinnegan while benefitting from these effects.

Chakra Sense. When Madara takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 30 feet. He see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by him. 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.

Hashirama's Cells. Madara benefits from the following:

  • Madara can gain all non-dōjutsu implantable subclass features from implanted subclasses as if he had taken them at 3rd level.
  • The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is doubled.
  • At the end of each hour, Madara makes a DC 20 Constitution saving throw, losing 1 level of exhaustion on a success.
  • At the end of each short rest, Madara automatically loses 1 level of exhaustion.
  • Madara no longer needs to eat or drink, though he may choose to do so.


Multiattack. Madara can make 3 unarmed strike, Susanoo Strike, or Susanoo Katana attacks.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (5d4 + 6) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +14 to hit, range 30/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage. Madara 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.

Skeletal Susano'o. Madara becomes Large and gains 30 temporary hit points. Madara must spend 2 chakra points at the end of each of his turns to maintain this effect.

Humanoid Susano'o. Madara becomes Huge and gains 45 temporary hit points. Madara can allow creatures of his choice into his space, causing any attacks that would target them to target him instead, however, the creature cannot affect anything outside of his space from within. If Madara and another creature are both occupying his 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 Madara instead. When Madara moves by any means, he may choose to cause all creatures within his space to move in the exact same manner. This may be used as a bonus action while Skeletal Susano'o is active. Madara must spend 2 chakra points at the end of each of his turns to maintain this effect.

Armored Susano'o. Madara gains the effects of Humanoid Susano'o, a 10 ft. bonus to his reach, and 60 temporary hit points. This may be used as a bonus action while Skeletal Susano'o or Humanoid Susano'o is active.

Complete-Body Susano'o. Madara gains the effects of Armored Susano'o, a 60 ft. flying speed, and 90 temporary hit points, he may make 2 additional attacks when he takes the Attack action, and he becomes Gargantuan. Additionally, Madara may give a creature that he can touch other than himself the benefits of Susano'o instead, though Madara must fulfill Susano'o's chakra cost. Only 1 creature may benefit from Madara's Susano'o at a time.

Susano'o Strike. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) magical bludgeoning damage. On a successful hit, Madara can attempt to grapple a creature with advantage. This can only be used while any Susano'o is active.

Susano'o Crush. A creature that Madara is grappling must succeed a DC 22 Constitution saving throw or take 24 (4d8 + 6) magical bludgeoning damage. This can only be used while any Susano'o is active.

Susano'o Shortswords. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) magical slashing damage. If Madara takes the Attack action and only make attacks with these weapons, he may take the attack action as a bonus action on the same turn, but may only make attacks with these weapons during this attack action. This can only be used while Humanoid Susano'o, Armored Susano'o or Complete-Body Susano'o is active.

Susano'o Katana. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (2d12 + 12) magical slashing damage. This can only be used while Armored Susano'o or Complete-Body Susano'o is active.

See Madara's Jutsu

  • DC - 22
  • Attack bonus - +14


Though he died in battle against Hashirama, death is never the end for such a conniving, powerful shinobi as Madara Uchiha. Ever prepared, Madara used Izanagi to resurrect himself, going into hiding within the Otsutsuki ruins of the Land of Graves, using his rival's cells to heal himself and prolong his life, where he perfected his plan to put an end to the world. However, as old age began to take him, the ancient chakra that swirled within him awakened a new power; the Rinnegan. Feeling the call of the Gedo Mazo, or the call of another who desired it, he used the new mass of chakra to summon it from the moon and use its strange form of unlife to create a plant-like clone of Hashirama to continue to harvest cells and extend his life, in the process "creating" an army of white zetsu. In order to one day be revived, he transplanted his eyes into an impressionable child who would be strong enough to wield them, and materialized his will into a being to guide him, which he named Black Zetsu. But while he had one to carry on his will and power, he still needed someone to carry the name of Madara; the idea that strikes fear into the heart of nations. Monitoring the Leaf's Uchiha clan, he found a suitable canditate in Obito. The boy's polar opposition to Madara, his caring but weak demeanor, made him the perfect person to mold into Madara. Orchestrating his injury, Madara nursed Obito back to health, though not before placing a Cursed Seal Tag on his heart. While Obito was at first resistant to what Madara spoke of, that the cycle of violence could only be solved by a monumental show of force, and left to reunite with his friends, he returned soon after, having witnessed the horrors of war, all perfectly orchestrated by the very man he then swore his loyalty to. With all the pieces in place, he disconnected from the Gedo Mazo, finally commanding Obito to carry the name of Madara with his dying breath. However, while the plan to resurrect him didn't go exactly as planned, he was ultimately resurrected during the Fourth Shinobi World War.

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Shōnen Jump. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Shōnen Jump. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.

Back to Main Page5e HomebrewCampaign SettingsShinobi World]

Home of user-generated,
homebrew pages!