Sasuke's Jutsu (Shinobi World Supplement)

From D&D Wiki

Jump to: navigation, search

Sasuke's Jutsu[edit]

The following is a list of every jutsu Sasuke 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 Sasuke that he gains such a jutsu, with lower listed versions having any jutsu that higher listed versions did.


Sasuke, Young[edit]

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

Substitution (3+ Chakra). When Sasuke 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, Sasuke 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.

Chidori (8-16 Chakra). Melee Spell Attack: +X to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage + 20 (4d8) + Sasuke's Intelligence modifier lightning damage. If Sasuke does not have a dojutsu active, such as his sharingan, any attacks of opportunity made against him during this movement have advantage, otherwise they have disadvantage. Sasuke can move up to 15 feet toward his target as part of his action. He may deal an additional 5 (1d8) lightning damage per 2 additional chakra points spent.

Great Fireball (8 Chakra). Ranged Spell Attack: +X to hit, range 150 ft., one target. Hit: 34 (8d6) + his Intelligence modifier 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.

Surging Fire Wild Dance (8 Chakra). Sasuke contests a melee attack against a creature within range's melee attack. If he succeeds, they take his unarmed strike's damage. If he fails by less than 5 or succeeds, both he and the target are restrained until the beginning of his next turn.

Genjutsu (5-12 Chakra). While Sasuke is benefitting from sharingan is active, 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.

Reactions[edit]

Substitution (3+ Chakra). When Sasuke is hit by an attack and would take damage, he decreases the damage by 18 (1d10 + 8) 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.

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

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

Sasuke, Cursed[edit]

Summoning Jutsu (4+ Chakra). Sasuke summons one of the Snakes of Ryūchi Cave underneath him, spending an amount of chakra equal to twice the summoned creature's CR.

Chidori Current (16 Chakra). All creatures within a 20 ft. radius must attempt a DC 16 Constitution saving throw. On a failure, they take 11 (2d6 + 4) lightning damage and are pushed 15 feet away from Sasuke. On a success, they take half as much damage and are not moved. Sasuke may spend 9 additional chakra to use this as a reaction.

Chidori Senbon (6 Chakra). All creatures in a 20 ft. cone must make a DC 16 Dexterity saving throw, taking 12 (3d4 + 4) lightning damage on a failure, or half as much damage on a success.

Chidori Spear (8-16 Chakra). Melee Spell Attack: +8 to hit, 20 ft. line. Hit: 23 (4d8 + 4) lightning damage. Sasuke can expend additional chakra to increase this jutsu's range by +5 ft. for every 2 additional chakra points.

Chidori Katana (16 Chakra. One of Sasuke's weapons deals an additional 11 (2d6 + 4) lightning damage for 1 minute or until he ends this jutsu at will. If Sasuke does not have a dojutsu active, such as his sharingan, any attacks of opportunity made against you during this jutsu's duration have advantage, otherwise they have disadvantage.

Kirin Preparation (15 Chakra). Sasuke covers a 120 ft. radius area around him in storm clouds for 1 minute.

Kirin (10 Chakra). While underneath a storm could each creature in a 15 foot radius of a point up to 120 ft. from Sasuke must make a Dexterity saving throw. On a failure, they take 39 (10d6 + 4) lightning damage, or half as much on a success. After this jutsu is used, the storm clouds dissipate.

Sasuke[edit]

Kagutsuchi. Sasuke casts one of the following jutsu for half as much chakra and must attempt a DC 18 Constitution saving throw. On a failure, he take 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.

Amaterasu (8 Chakra). One creature within 60 ft. must attempt a Dexterity saving throw. If it fails, it takes 11 (2d10) + his Intelligence modifier fire damage and at the start of its turn, it takes 15 (1d10 + 4) fire damage. This can only affect one creature at a time. Sasuke may cast this as part of another jutsu, changing its range to the other jutsu's.

Entenka (8 Chakra). As a bonus action, Sasuke gains a +3 bonus to his AC, and when a creature makes a melee attack against him, they take 5 (1d10) + his Intelligence modifier fire damage. This lasts for 1 minute (concentration).

Flame Control (14 Chakra). As a bonus action, after a melee weapon attack, each creature in a 15 ft. cone must make a Dexterity saving throw, taking 33 (6d10) + his Intelligence modifier fire damage on a failure. Half as much on a success.

Great Dragon Fire Technique (26 Chakra). Sasuke makes a dragon-shaped fireball of Amaterasu somewhere within 60 feet. The dragon Large, and travels in a 20 foot line. Each creature in the area must make a Dexterity saving throw, taking 44 (8d10) + his Intelligence modifier fire damage on a failure. Half as much on a success. Sasuke can move the dragon up to 30 feet within range as a bonus action for 1 minute (concentration). Each creature that is in the area after it's moved, ends its turn in the area, or enters it for the first time on its turn must make a Dexterity saving throw, taking 22 (4d10) + his Intelligence modifier fire damage on a failure. Half as much on a success. This ignores evasion.

Honoikazuchi (12 Chakra). As a reaction, each creature in a 15 ft. radius must make a DC 16 Dexterity saving throw, taking (4d8 + 4) fire damage on a failure. Half as much on a success.)

Sasuke, War Arc[edit]

Onyx Chidori (8-16 Chakra). Melee Spell Attack: +X to hit, reach 5 ft., one target. Hit: 6 (1d10) piercing damage + 22 (4d10) + Sasuke's Intelligence modifier lightning damage. If Sasuke does not have a dojutsu active, such as his sharingan, any attacks of opportunity made against him during this movement have advantage, otherwise they have disadvantage. Sasuke can move up to 15 feet toward his target as part of his action. He may deal an additional 6 (1d10) lightning damage per 2 additional chakra points spent.

Sasuke, Six Paths[edit]

Shinra Tensei (5+ Chakra). Each creature within 30 + 5 per additional chakra point spent foot radius must succeed a Strength saving throw. On a failure, they are pushed to the closest edge of this action's range and take 2d6 + 1d6 per additional chakra point spent force damage. If 20 or more chakra is spent on this jutsu, objects take twice as much damage.

Bansho Ten'in (2+ Chakra). Each creature within 30 + 5 per additional chakra point spent foot radius must succeed a Strength saving throw. On a failure, they moved any distance toward the Deva Path of his choice in the most direct path possible.

Chibaku Tensei (30+ Chakra). Sasuke 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 Sasuke ends it early. It is immune to Psychic and Poison damage but vulnerable to force damage. Sasuke 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 39 (10d6) bludgeoning damage from the impact. On a success, creatures take half damage.

Four-Armed Asura (2 Chakra). Sasuke grows 4 additional arms.

Weaponsmith (2 Chakra). Sasuke transforms one of his arms into one weapon of his choice. He can not be disarmed of this weapon.

Reinforced Asura (5 Chakra). Sasuke gains +5 AC for 1 minute or until he runs out of chakra.

Flaming Arrow of Amazing Ability (5 Chakra). Ranged Spell Attack: +X to hit, range 60 ft., one target. Hit: 14 (3d8) + his Intelligence modifier magical bludgeoning damage.

Chakra Propulsion Cannon (10 Chakra). All creatures in a 100 foot line must succeed a Dexterity saving throw. On a failure, they take 14 (4d6) + his Intelligence modifier force damage. On a success, they take half as much.

Absorption Soul Technique (20 Chakra). One creature within 30 feet must succeed a Wisdom saving throw. On a failure, they take 18 (4d8) + his Intelligence modifier psychic damage and Sasuke learn a portion of their knowledge. On a success, they take half as much damage.

Rinnegan Summoning (1+ Chakra). Sasuke summons one creature of his choice to an open space within 15 feet, spending a number of chakra equal to their CR. This creature has the Six Paths of Pain's Shared Vision and Chakra Sense feature, becomes Huge if it is not larger, and is charmed by him. This action can only be used up to 5 times.

Seal Jutsu Absorption. One creature within 5 feet of Sasuke must succeed a Constitution saving throw. On a failure, they lose 18 (3d8) + his Intelligence modifier chakra points.

Jigokudo (25 Chakra). While grappling another creature, Sasuke summons a massive disfigured head. The grappled creature must succeed a DC 20 Wisdom saving throw. On a failure, they are paralyzed until the end of their next turn. As an action, Sasuke can ask the creature a question. If they answer truthfully or succeed a DC 20 Deception check, they gain 1 level of exhaustion. If they lie and fail the check, they take 42 (6d8 + 5) psychic damage. If this reduces a creature to 0 hit points, they die instantly.

Black Receivers (10 Chakra). Ranged Spell Attack: +X to hit, range 120 ft., one target. Hit: 5 (1d8) + his Intelligence modifier magical piercing damage and the receiver stays in their body. Each receiver has an AC of 23 and 5 hit points. Sasuke can spend 1 chakra as an action to deal 1d4 fire damage and reduce the movement speed by 20% per receiver until the beginning of his next turn to every creature of his choice with receivers in their body.

Demonic Statue Chains (15 Chakra). Ranged Spell Attack: +X to hit, range 100 ft., one target. Hit: 27 (5d8) + his Intelligence modifier psychic damage and is grappled by Sasuke for 1 minute (concentration) or until they win the grapple contest. Jinchuriki grappled by this Jutsu are not able to access their jinchuriki features for its duration. Tailed Beasts that are affected by this Jutsu are paralyzed for the duration. As an action, Sasuke can deal 10 (2d8) + his Intelligence modifier psychic damage to affected creatures.

Gedo Art of Rinne Rebirth. Sasuke resurrects any number of creatures as per the True Resurrection spell without the 200 year limit. He dies immediately after using this jutsu. He can only be resurrected by the Wish spell or a similar effect.

Reactions[edit]

Seal Jutsu Absorption. When Sasuke is targeted by a jutsu that deals damage, he may erect a barrier, reducing its amount of chakra by 18 (3d8) + his Intelligence modifier chakra points, regaining half as much. If this reduces the jutsu to 0 chakra, it is completely dissipated.

Amenotejikara (5 Chakra). Sasuke and one creature of his choice within 5 feet are teleported up to 500 feet away, moving whatever was within the selected space to where he was.

Sasuke, The Last[edit]

Indra's Arrow (35 Chakra). All creatures in a 90 ft. x 15 ft. line must succeed a Constitution saving throw. On a failure, they take 195 (30d12) lightning damage. On a success, they take half as much. This damage is not multiplied by Indra Susanoo.

Sasuke, Boruto[edit]

Sasuke, Late Boruto[edit]

Sasuke loses all actions after [[Sasuke, Cursed (Shinobi World Supplement)|Sasuke, Cursed] save for Onyx Chidori and Amaterasu.


FairUse.png
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.
Copyright.png

Back to Main Page5e HomebrewCampaign SettingsShinobi WorldBestiaryJutsu Lists

Home of user-generated,
homebrew pages!


Advertisements: