Sasuke, Six Paths (Shinobi World Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class was created as part of the Player Equivalent CR variant rule using the Naruto: Shinobi (5e Class) class, and Genin (5e Background) background, and as such is not follow traditional CR.

Sasuke Uchiha[edit]

Medium humanoid (Uchiha), lawful evil


Armor Class 26 (Natural Armor)
Hit Points 130 (20d8 + 40)
Speed 75 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 14 (+2) 22 (+6) 12 (+1) 9 (-1)

Saving Throws Dex +13, Int +14
Skills Acrobatics +13, Deception +7, History +14, Intimidation +7, Investigation +14, Perception +9, Persuasion +7, Stealth +13
Senses passive Perception Expression error: Unexpected number.
Languages Common
Challenge 28 (120,000 XP)


Chakra. Sasuke has 57 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion/Discernment. When Naruto is targeted by an area effect that lets him make a Dexterity, Wisdom, or Intelligence 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. Sasuke can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Dying Breath. At the beginning of each of Sasuke'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.

Black Chakra. Some of Sasuke's features grant him "black chakra". Black chakra can exceed his maximum chakra, and is lost at the end of a long rest. Sasuke can spend black chakra as if it were normal chakra, but if he chooses to do so he must spend an equal number of normal and black chakra. While Sasuke has more black chakra than regular chakra, he must attempt a DC 15 Charisma saving throw at the end of each of his turns. On a failure, he becomes berserk until the end of his next turn.

Eternal Mangekyō Sharingan. Sasuke benefits from the following:

  • Advantage on Wisdom and Dexterity saving throws.
  • Advantage on Perception checks.
  • Sasuke 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.
  • Sasuke automatically detects visual illusions and genjutsu and has advantage on saving throws against them.
  • Sasuke can use Kagutsuchi jutsu without making Constitution saving throws for 8 chakra.

ACTIONS

Multiattack. Sasuke can make 3 (5 while Complete-Body Susanoo is active) unarmed strike, Susanoo Strike, or Susanoo Bow attacks.

Unarmed Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (6d4 + 5) bludgeoning damage.

Kunai. Thrown Weapon Attack: +13 to hit, range 30/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Sasuke 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.

Complete-Body Susanoo (8 Chakra). Sasuke becomes Huge, he gains 75 temporary hit points, a flying speed of 60 ft., and he gains the Susanoo Strike and Susanoo Crush actions. Any creatures of Sasuke's choice can occupy and move through his space without spending additional movement. Any effect that would target a creature inside Sasuke's space targets Sasuke instead, and creatures cannot effect anything outside of his space from within. If another creature is occupying Sasuke'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. Sasuke may grant a creature within 5 ft. of him these benefits instead.

Susanoo Strike. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 17 (2d10 + 5) magical bludgeoning damage. On a successful hit, Sasuke can attempt to grapple a creature with advantage.

Susanoo Crush. A creature that Sasuke is grappling must succeed a DC 22 Constitution saving throw or take 24 (4d8 + 5) magical bludgeoning damage.

Susanoo Bow. Ranged Weapon Attack: +13 to hit, range 80/300 ft., one target. Hit: 19 (3d8 + 5) piercing damage and 7 (2d6) fire or lightning damage.

See Sasuke's Jutsu

  • DC - 22
  • Attack bonus - +14


Sasuke_-_Rinnegan.png
Sasuke with his Rinnegan, Source [[1]].

Surpassing even the Eternal Mangekyou Sharingan, Sasuke's Sage of Six Paths given Rinnegan gave him the power to not only push Ten-Tails Jinchuriki Madara to the edge with his rival's help, but to defeat Kaguya Otsutsuki. After this battle, he attempted to fulfill the first step of his plan with the assassination of the five Kage. The only thing in his way was Naruto Uzumaki, whom he would need to pull out all the stops to defeat.



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