Shisui 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 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.

Shisui Uchiha[edit]

Medium humanoid (Uchiha), lawful good


Armor Class 21 (Natural Armor)
Hit Points 110 (20d8 + 20)
Speed 90 ft.


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 12 (+1) 18 (+4) 12 (+1) 10 (+0)

Saving Throws Dex +11, Wis +7
Skills Acrobatics +11, Deception +6, Insight +7, Perception +7, Persuasion +6, Sleight of Hand +11, Stealth +11
Senses passive Perception Expression error: Unexpected number.
Languages Common
Challenge 20 (25,000 XP)


Chakra. Shisui has 41 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Shisui 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. Shisui can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Sharingan: Shisui gains the following:

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

ACTIONS

Multiattack. Shisui can use Body Flicker and make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +11 to hit, range 30/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. Shisui 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.

Transformation (1+ Chakra). Shisui 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 a DC 17 Investigation check realize that he is transformed. If the creature saw his 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). Shisui's movement speed doubles, and his movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Shisui 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.

Flame Whirlwind (1 Chakra). Ranged Spell Attack: +10 to hit, range 30 ft., one target. Hit: 8 (1d8 + 4) fire damage.

Exploding Flame Shot (4 Chakra). Ranged Spell Attack: +10 to hit, range 60 ft., three targets. Hit: 10 (2d6 + 4) fire damage and the target is set on fire. At the start of its turn, it takes 3 (1d6) fire damage. At the end of each of its turns, the target must make a DC 17 Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.

Great Fireball (8 Chakra). Ranged Spell Attack: +10 to hit, range 150 ft., one target. Hit: 38 (8d6 + 4) modifier fire damage.

Great Fire Annihilation (14 Chakra). Every creature in a 30 foot wide, 60 foot line must make a DC 17 Dexterity saving throw, taking 25 (6d6 + 4) fire damage on a failure, or half as much damage on a success. The targets cannot benefit from Evasion. For 1 minute (concentration), as a bonus action, you can deal an additional 6 (2d6) fire damage in the area.

Fire Dragon Flame Bullet (22 Chakra). Every creature in a 150 ft. long, 10 ft. wide line must make a DC 17 Dexterity saving throw, taking 304 (10d6 + 4) fire damage and catching on fire for 1 minute on a failure. On a success, they take half as much damage and are not ignited. At the start of its turn, it takes 10 (2d10) fire damage. At the end of each of its turns, a creature must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.

Uchiha Style: Dance of the Sun Halo (8 Chakra). Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (4d4 + 5) bludgeoning damage and 18 (4d6 + 4) fire damage.

Genjutsu (5-12 Chakra). While Shisui is benefitting from sharingan, 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.
  • The target takes 14 (3d8) psychic damage. Costs 10 chakra.

Kotoamatsukami. Shisui may issue a command to one creature he can see that is at least as general as “protect that village” or “ensure these negotiations go well for me”. It will go about doing this task to the best of their ability until it is completed or impossible to complete. After using this, Shisui must attempt a DC 18 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. Shisui may use this once, regaining 1/200th of a use at the end of a long rest.

Armored Susanoo. Shisui becomes Huge, he gains 60 temporary hit points, and he gains the Susanoo Strike, Susanoo Crush, Susanoo Spear, Yasaka Magatama, and Susanoo: Tsukumo actions. Any creatures of Shisui's choice can occupy and move through his space without spending additional movement. Any effect that would target a creature inside Shisui's space targets Shisui instead, and creatures cannot affect anything outside of his space from within. If another creature is occupying Shisui'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. Shisui loses these benefits if his temporary hit points reach 0. After using this, Shisui must attempt a DC 18 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.

Susanoo Strike. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 16 (2d10 + 5) magical bludgeoning damage. On a successful hit, Shisui can attempt to grapple a creature with advantage.

Susanoo Crush. A creature that Shisui is grappling must succeed a DC 18 Constitution saving throw or take 24 (4d8 + 5) magical bludgeoning damage.

Susanoo Spear. Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 27 (4d10 + 5) magical piercing damage.

Susanoo: Tsukumo. Each creature in a 15 ft. wide and 60 ft. long line must make a DC 18 Dexterity saving throw, taking 15 (3d6 + 4) magical piercing damage on a failure, or taking half as much on a success. Shisui can't use this feature again until he finishes a long rest.

Yasaka Magatama (15 Chakra). Ranged Spell Attack: +10 to hit, range 60 ft., three targets. Hit: 18 (3d8 + 4) force damage. On a miss, they take half as much damage. This effect is treated as a Dexterity or Constitution saving throw for the sake of Evasion and Endurance

REACTIONS

Substitution (3+ Chakra). When Shisui is hit by an attack and would take damage, he decreases the damage by 25 (1d10 + 20) 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. Shisui can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

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

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

Shisui-Full.png
[Source]

Danzo Shimura and Hiruzen Sarutobi noted that Shisui Uchiha became more and more like his ancestor and their comrade Kagami Uchiha (using the stat block of Inabi Uchiha) every day, but by the time he had graduated, he had long since surpassed him in every way. His skill in the Body Flicker jutsu was unmatched, and a year after he became a genin at the tail end of the Second Shinobi World War, he unlocked the Mangekyou Sharingan when he felt responsible for a close friend's death. By the age of 12, he was a fully fledged Jonin and the primary source of income for his small family of three. He acted as an older brother for Itachi Uchiha, sharing his desire to prevent the Uchiha coup, and being his in to ANBU, where they worked together under Danzo to prevent it. When he could not use his time-limited Kotoamatsukami, and the effectiveness of simply putting the coup's main leader Fugaku was brought into question, Danzo had Shisui assassinated, taking one of his eyes to fulfill his own plans, with his other eye going to Itachi's crow as a final gift.



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