Shin Uchiha (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.

Shin Uchiha[edit]

Medium humanoid (Uchiha), lawful evil


Armor Class 22 (Natural Armor)
Hit Points 110 (20d8 + 20)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 18 (+4) 12 (+1) 9 (-1)

Saving Throws Con +6, Cha +4
Skills Acrobatics +9, Deception +4, Medicine +6, Perception +6, Stealth +9
Senses passive Perception 16
Languages Common
Challenge 16 (15,000 XP)


Chakra. Shin has 43 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Shin is targeted by an area effect that lets him make a Dexterity 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. Shin can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Sharingan. Shin benefits from the following:

  • Advantage on Wisdom and Dexterity saving throws.
  • Advantage on Perception checks.
  • Shin automatically detects visual illusions and genjutsu and has advantage on saving throws against them.

Chakra Sense. When Shin takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 60 feet. She sees 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 her. 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.

Dojutsu-Acceptant Biology (15/Day). When Shin fails Object Manipulation or Final Spacetime's saving throw, he may succeed instead.

ACTIONS

Multiattack. Shin can make 3 unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 3) bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Shin 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.

Manipulation Seal. Shin places a seal on an object he can touch. This can be done as an action or free action.

Object Manipulation (4 Chakra). Shin moves a number of objects marked with Manipulation Seal within 100 ft. that weight no more than a combined 100 pounds up to 55 feet, and may use them as if he were wielding them in an additional hand. After using this jutsu, he must attempt a DC 16 Constitution saving throw. On a failure, he takes 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.

Final Spacetime (4 Chakra). Shin and any creatures within a 15 foot radius of him, as well as any objects they are wearing or holding, are teleport to an unoccupied space up to 10 miles from where he cast this jutsu in a single direction of his choice. After using this jutsu, he must attempt a DC 16 Constitution saving throw. On a failure, he takes 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.

Basic Taijutsu Technique (3 Chakra). As a bonus action, Shin makes two unarmed strikes.

Leaf Gust (8 Chakra). Shin makes an unarmed strike against every creature within 5 feet.

Leaf Great Flash (5 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: The target moves 30 feet in a direction of Shin's choice.

Shadow of the Dancing Leaf (3 Chakra). As a bonus action, Shin gains the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat) for 1 minute. If Shin casts this Jutsu while submerged in a liquid, the Jutsu carries them to the surface of the liquid at a rate of 60 feet per round.

Leaf Rock-Destroying Rise (4 Chakra). As a bonus action, Shin's unarmed strikes deal twice as much damage to objects, and half as much damage to creatures, until the beginning of his next turn.

Heaven Spear Kick (2 Chakra). Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 4) magical bludgeoning damage. Shin may fly up to 30 feet before making this attack.

Crane Wing Formation (8 Chakra). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: The target is restrained until Shin is not within 5 feet or the beginning of their next turn. Friendly creatures within their reach of the target may make a melee attack against them as a reaction to Shin using this jutsu.

Coercion Sharingan (7 Chakra). One creature within 100 ft. who Shin can see the eyes of and is not blinded must make a DC 16 Charisma saving throw. On a failure, they are frightened for 1 minute (concentration), and they are knocked prone. As an action, the target can repeat the saving throw. Shin may spend 5 chakra to remove the target's immunity to the frightened condition.

REACTIONS

Substitution (3+ Chakra). When Shin is hit by an attack and would take damage, he decreases the damage by 21 (1d10 + 16) 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. Shin can reduce this damage by an additional 5 (1d10) points per chakra point spent over the initial cost.

Shin_OL.png
[Source].

One of Orochimaru's test subjects in the Hidden Sound Village, Shin Uchiha is not actually an Uchiha. Instead, his biology allows him to be 100% compatible with any creature. As such, dozens, if not hundreds, of clones were created. Before that, however, Orochimaru had an experiment. He implanted dozens of sharingan across his body. This resulted in each clone being born with the same sharingan as he had, though theirs were solely restricted to their eyes, and the quality of these sharingan were negligible. As part of a certain trade deal, Orochimaru gifted Danzo Shimura one of Shin's arms. After Orochimaru and Itachi Uchiha's respective deaths, Shin developed an obsession with killing Sasuke Uchiha, and the desire to bring survival of the fittest to post-war society. After a long fight against Sasuke and Sakura, in which he mostly lived through keeping his distance and manipulating his clones, he received a near-lethal blow from Sasuke's Susano'o. Following his own ideology, the clones executed him on he spot, explaining that he was no longer useful.

Variant: Shin Clone

Shin Uchiha was clones numerous times, primarily to experiment with slight variations and create backup organs should the original be injured. This variant counts as CR 13 (10,000 XP).

A Shin clone does not have his Dojutsu-Acceptant Biology feature and has half as many hit points and chakra points.


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