Yashiro 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.

Yashiro Uchiha[edit]

Medium humanoid (Uchiha), neutral good


Armor Class 15 (Natural Armor)
Hit Points 38 (7d8 + 7)
Speed 55 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 18 (+4) 12 (+1) 10 (+0)

Saving Throws Dex +5, Wis +4
Skills Acrobatics +5, Deception +3, Perception +4, Stealth +5
Senses passive Perception Expression error: Unexpected number.
Languages Common
Challenge 7 (2,900 XP)


Chakra. Yashiro has 15 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Evasion. When Yashiro 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. Yashiro can take the dash, dodge, and disengage actions as a bonus action for 2 chakra.

ACTIONS

Multiattack. Yashiro can make 2 unarmed strike or kunai attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 2) bludgeoning damage.

Kunai. Thrown Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage. Yashiro 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). Yashiro 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 13 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). Yashiro's movement speed doubles, and his movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Yashiro 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: +6 to hit, range 30 ft., one target. Hit: 8 (1d8 + 4) fire damage.

Exploding Flame Shot (4 Chakra). Ranged Spell Attack: +6 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 14 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: +6 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 14 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 14 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 DC 14 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: +6 to hit, reach 15 ft., one target. Hit: 6 (2d4 + 2) bludgeoning damage and 18 (4d6 + 4) fire damage.

Sharingan (1 Chakra). As a bonus action, Yashiro gains the following:

  • A +2 bonus to AC
  • Advantage on Wisdom and Dexterity saving throws.
  • Advantage on Perception checks.
  • Yashiro 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.
  • Yashiro automatically detects visual illusions and genjutsu and has advantage on saving throws against them.
  • Yashiro must spend 1 chakra at the end of each of his turns to maintain this effect.

Genjutsu (5-12 Chakra). While Yashiro is benefitting from sharingan, one creature within 40 feet that is not blind must succeed a DC 14 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.

REACTIONS

Substitution (3+ Chakra). When Yashiro is hit by an attack and would take damage, he decreases the damage by 12 (1d10 + 7) 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. Yashiro can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Demonic Illusion: Mirror Heaven and Earth (9 Chakra). When Yashiro is targeted by genjutsu or an illusion spell by a creature within 40 ft., they are subject to the spell or genjutsu's effect instead, using the same save DC or attack roll.

Yashiro_Uchiha.png
[Source]

Yashiro Uchiha was a respected member of the Hidden Leaf Village Police Force. Alongside Inabi Uchiha, he was part of the task force sent to interrogate Itachi Uchiha on his absence from the clan meeting and the disappearance of his close friend Shisui Uchiha. When the interaction turned violent, he was stopped by Itachi's father Fugaku.

Behind the scenes, he acted as a liaison between Madara Uchiha and Fugaku, turning the clan leader and the clan with him in favor of an Uchiha coup. When the Uchiha Massacre began, he ran when his wife and children were killed, begging for his life without remorse.



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