Generic Uchiha (Shinobi World Supplement)

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Generic Uchiha[edit]

Medium humanoid (Uchiha), any


Armor Class 21 (natural armor)
Hit Points 67 (15d8)
Speed 50 ft.


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

Saving Throws Int +9, Wis +5
Skills Acrobatics +9, Intimidation +7, Medicine +5, Nature +9, Perception +5, Stealth +9
Senses passive Perception 15
Languages Common
Challenge 15 (13,000 XP)


Chakra. Creature has 35 chakra points which they can expend. All chakra points are regained at the end of a long rest.

Discernment. When the Uchiha is targeted by an area effect that lets them make a Wisdom or Intelligence saving throw to take only half damage, such as fireball, they instead take no damage if they succeed on the saving throw, and only half damage if they fail the save.

Ninja Speed. The Uchiha can take the dash, dodge, and disengage actions as a bonus action, and can move along vertical surfaces.

Sharingan: Fugaku gains the following:

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

Chakra Sense. When Fugaku 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.

ACTIONS

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) magical bludgeoning damage.

Tachi. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. The Uchiha may spend 3 chakra to increase this jutsu's range to 20 feet and grant it a +1 bonus to his attack and damage rolls.

Shuriken (0-3 Chakra). Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 5 (1d3 + 4) slashing damage. The Uchiha may make 1 additional attack for every additional chakra point spent. The Uchiha may spend up to 3 chakra when they take this action, making one additional attack per chakra point spent. Each additional shuriken deals 2 (1d3 + 1) piercing damage on a hit.

Transformation (1+ Chakra). Fugaku 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). Fugaku's movement speed doubles, and his movement does not provoke attacks of opportunity.

Basic Ninjutsu Technique (1 Chakra). As a bonus action, Fugaku 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: +9 to hit, range 30 ft., one target. Hit: 8 (1d8 + 4) fire damage.

Exploding Flame Shot (4 Chakra). Ranged Spell Attack: +9 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: +9 to hit, range 150 ft., one target. Hit: 38 (8d6 + 4) modifier fire damage.

Coercion Sharingan (7 Chakra). One creature within 100 ft. who Shisui can see the eyes of and is not blinded must make a DC 18 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. Shisui may spend 5 chakra to remove the target's immunity to the frightened condition.

Phantom Sound Chains (12 Chakra). One creature within 100 ft. who Shisui can see the eyes of and is not blinded must make a DC 18 Intelligence saving throw. On a failure, they are paralyzed for 1 minute (concentration). At the end of each of their turns, the target can repeat the saving throw. Shisui may spend 5 chakra to remove the target's immunity to the paralyzed condition.


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