Madara, Six Paths (Shinobi World Supplement)

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Madara Uchiha[edit]

Medium humanoid (Uchiha), lawful evil

Armor Class 27 (Shinobi Armor)
Hit Points 192 (35d8 + 35)
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 28 (120,000 XP)

Chakra. Madara has 85 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Otsutsuki Chakra. Madara has 50 additional chakra points which he can expend. These chakra points can be regained as a bonus action for 1 chakra not granted by this feature.

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.

Rinne 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.

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, drink, or breath, though he may choose to do so.
  • Madara may use Natural Health Regeneration or Natural Chakra Regeneration once without using any form of action at the beginning of each of his turns.
  • Madara longer ages.

Senjutsu Chakra. Some of Madara's features grant him "senjutsu chakra". At the end of each of his turns inside initiative that he does not meditate, 2 senjutsu chakra becomes normal chakra. He does not lose senjutsu chakra in this way outside of initiative. Madara can spend senjutsu chakra as if it were normal chakra. A creature may have a number of senjutsu chakra points equal to a quarter of their chakra point maximum or Wisdom score, whichever is higher unless they have this feature, in which they may have a number equal to their chakra point maximum. If this limit is exceeded, they become petrified and identical to the Sage Creature of the source of the senjutsu until they lose the senjutsu (in this case, a large toad). While Madara has a number of senjutsu chakra equal to half his normal chakra, he gains the following:

  • Madara deals an additional 11 (2d10) damage with unarmed strikes.
  • Madara's jutsu range, but not his reach, increases by +15 ft.
  • Madara's reach increases by +5 ft.
  • Proficiency in Constitution (+9) and Charisma (+9) saving throws.
  • Madara's attack and damage rolls gain a +1 bonus.
  • Madara gains 30 ft. of truesight.
  • Madara gains a flying speed equal to his movement speed.
  • Madara gains a damage threshold of 30.

Truth-Seeking Orbs. Madara has 6 Truth-Seeking Orbs. As a reaction whenever he would take damage, he may reduce the damage he takes by the amount of damage he chooses to have his orbs take. Each orb has 100 hit points. If an orb is reduced to 0 hit points, it is destroyed and disappears. Madara's orbs are immune to all damage and the effects of any jutsu, spells, or features that cost chakra that he does not cast. This immunity is ignored by taijutsu, senjutsu, non-magical effects and attacks, and jutsu that use chakra granted by Six Paths Power; and they have resistance to damage that would otherwise ignore immunity.


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: 21 (6d4 + 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.

Truth-Seeking Jutsu. As part of casting another jutsu that deals damage, Madara adds at least 1 truth-seeking orb within 5 feet of him. The jutsu’s damage and ranges are increased by half, and it deals an additional 9 (2d8) force damage. Included orbs take half as much damage as the jutsu deals, divided equally between each orb (rounded up).

Manipulation. As a bonus action, Madara shapes one Truth-Seeking Orb into any mundane object with an area no larger than a 15 ft. radius sphere, including weapons. Alternatively, he can shape it into a flat surface up to 10x10x0.04 feet in size. Pushing, dragging, or lifting his orbs requires 600 lbs of force. He may manipulate them up to 60 feet from him as a free action or bonus action, they have an AC of 18, and have a movement speed of 60 feet. Orbs can not occupy the same space as a creature. If such a situation occurs, they must attempt a DC 22 Dexterity saving throw. On a failure, they are pushed to the closest edge of the orb, take 22 (2d6 + 2d8 + 6) force damage, and are knocked prone. On a success, they are pushed to the closest edge of the orb.

Sage Meditation. As a bonus action, 2 of Madara's chakra points become 4 senjutsu chakra points.

See Madara's Jutsu

  • DC - 22
  • Attack bonus - +14


With the raw power of the Ten-Tails at his command, Madara had fully surpassed even the Sage of Six Paths at the peak of his power. When he attempted to take his other Rinnegan from Obito, however, the pawn had wrested control from Black Zetsu despite being nearly dead. After stealing a small fragment of the tailed beasts' chakra, the traitor vanished into his dimension alongside Naruto and Sakura. Before he could formulate a plan to chase him, Might Guy challenged him, opening the Eighth Gate. While his Truth-Seeking Orbs would have been enough to negate his threat, Minato and Tobirama's Flying Raijin Technique gave Guy the perfect opening. Exuberant at the prospect of one final true fight before the Infinite Tsukuyomi, he battled Guy, forcing him to use his ultimate technique in his ultimate form: Night Guy. With the entire left side of Madara's body destroyed, he declared Guy the greatest taijutsu user in history as the challenger fell to the ground. When he attempted to give him a warrior's death rather than allow him to succumb to his injuries, he was stopped by Naruto, revived by Obito's stolen tailed beast chakra. Retreating, a voice within him drew him to absorbing the God Tree Obito had created. While growing stronger than before, so too did his opposition, with Sasuke joining the fight after being revived by Kabuto's acquired Six Paths chakra. After a short defense, he broke away to attack Kakashi, taking the Sharingan he had gotten from Obito years ago and invading his dimension. As one final goodbye, he revealed the full extent of his involvement in his formational tragedy, giving him back his other Sharingan and returning control of his body back to Black Zetsu, thus allowing them to return back to Earth. As he ascended at full power, he gazed at the moon and removed his horn, revealing the Rinne Sharingan and casting the world in genjutsu; the Infinite Tsukuyomi. As he declared himself Savior of the World, a hand pierced his back. Black Zetsu revealed that all the manipulation Madara had undertaken were only a fragment of what he himself had accomplished, and after a thousand years, Madara would be the final sacrifice to revive Kaguya Otsutsuki. When Kaguya was defeated, and Madara ejected from the Ten-Tails, not even the Sage of Six Paths could save him. Instead, he used his final moments to share a peaceful moment of friendship with Hashirama.

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