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 creature 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 does 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.

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 19
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.

Six Paths Chakra. Sasuke has 50 additional chakra points which he can expend, which can not be regained normally.

Evasion/Discernment. When Sasuke 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.

Eternal Mangekyō Sharingan. Sasuke benefits from the following:

  • Advantage on Wisdom and Dexterity saving throws.
  • Advantage on Perception checks.
  • 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.

Chakra Sense. When Sasuke 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.


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.

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

Humanoid Susano'o. Sasuke becomes Huge and gains 45 temporary hit points. Sasuke 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 Sasuke 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 Sasuke instead. When Sasuke 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. Sasuke must spend 2 chakra points at the end of each of his turns to maintain this effect.

Armored Susano'o. Sasuke 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. Sasuke 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, Sasuke may give a creature that he can touch other than himself the benefits of Susano'o instead, though Sasuke must fulfill Susano'o's chakra cost. Only 1 creature may benefit from Sasuke's Susano'o at a time.

Indra Susano'o. Until Sasuke ends this feature as a bonus action or Susano'o ends, his Lightning Style jutsu deal twice as much damage, his flying speed increases by 60 ft., and he must spend 4 additional chakra at the end of each of his turns. This may only be used while Susano'o is active.

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, Sasuke 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 Sasuke 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 Bow. Ranged Weapon Attack: +14 to hit, range 300/1200 ft., one target. Hit: 23 (2d10 + 12) fire damage. This attack has disadvantage against creatures 20 feet from Sasuke or closer. Sasuke has 30 pieces of ammunition, and may regain all 30 as a bonus action for 1 chakra. 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) lightning damage. This can only be used while Armored Susano'o or Complete-Body Susano'o is active.

See Sasuke's Jutsu

  • DC - 22
  • Attack bonus - +14


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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