Obito's Jutsu (Shinobi World Supplement)

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Obito's Jutsu[edit]

The following is a list of every jutsu Obito uses. Attack bonuses and DC should be present on the page itself, and thus is left blank here. Any listed DC do not change across versions. Headers represent the version of Obito that he gains such a jutsu, with lower listed versions having any jutsu that higher listed versions did.


Obito, Young[edit]

Transformation (1+ Chakra). Obito 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 an Investigation check realize that he is transformed. If the creature saw him 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). Obito's movement speed doubled, and his movement does not provoke attacks of opportunity.

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

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

Great Fireball (8 Chakra). Ranged Spell Attack: +X to hit, range 150 ft., one target. Hit: 34 (8d6) + his Intelligence modifier fire damage.

Bomb Blast Dance (5 Chakra). Each creature in a 30 ft. cone must make a Constitution saving throw. On a failure, a creature takes 2d6 + Obito's Intelligence modifier fire damage. Half as much damage on a success.

Reactions[edit]

Substitution (3+ Chakra). When Obito is hit by an attack and would take damage, he decreases the damage by 18 (1d10 + 8) 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. Naruto can add reduce this damage by an additional 6 (1d10) points per chakra point spent over the initial cost.

Obito, Zetsu[edit]

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

Complete Control (10 Chakra). One creature within 100 ft. who Obito can see the eyes of and is not blinded while his sharingan is active must make a Strength saving throw. On a failure, as a reaction at the beginning of each of their turns for 5 chakra, Obito may control the creature and communicate telepathically with them until the end of their next turn. Madara may use this jutsu for 1 minute. Creatures controlled by Obito can only use class and background features that he has and spend a number of chakra equal to half their maximum. They may retry this saving throw at the end of each of their turns, ending this effect on a success.

Diminishing Air Technique (10 Chakra). One creature within 100 ft. who Obito can see the eyes of and is not blinded while his sharingan is active must attempt a Wisdom saving throw. On a failure, they are staggered for 1 minute (concentration). They may retry this saving throw each of their turns, ending this effect early on a success. Obito may spend 5 chakra to remove the target's immunity to the staggered condition.

Great Spear Tree (32 Chakra). Every creature in a other than Obito in a 50 ft radius, 60 ft high area must make a Dexterity saving throw. On a failure, it takes 27 (6d8) + your Intelligence modifier piercing damage and is restrained for 1 minute. On a success, they take half as much damage. If a creature is reduced to 0 hit points by this damage, it dies instantly as their body is crushed. A creature may use its action to make a Strength saving throw. On a success, the target escapes and is no longer restrained. As an action at no additional chakra cost, Obito can make a spell attack against a creature in the area, on a hit the target is affected by one of the following effects of his choice:

  • Vine: On a hit, the target is knocked prone and takes 9 (2d8) + your Intelligence modifier bludgeoning damage.
  • Branch: On a hit, the target takes 14 (4d6) + your Intelligence modifier piercing damage.
  • Log: The target must make a Dexterity saving throw, taking 27 (6d8) + your Intelligence modifier bludgeoning damage. Half as much damage on a success. This can only be used once every other round.

Wood Dragon (10 Chakra). Obito creates a huge wooden dragon anywhere within 60 ft. for 1 minute (concentration). The dragon has 60 hit points. If destroyed, as an action, he can perform the hand signs to reform it with 60 hit points. As a reaction, when a creature targets Obito with an area of effect or attack, he can move the dragon in the way, targeting it instead. The dragon acts on his initiative count and Obito can use his action to command it. If he does not command it, it will not act in any way other than defensively. It has the following statistics and the same ability scores and save DC as you:

  • Speed 60 ft fly
  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 4 (1d8) piercing damage
    • Claw deals 3 (1d6) slashing damage
  • Grapple. The dragon uses the grapple attack.
  • Breath Weapon (5-6 recharge). Each creature is a 20 ft cone must make a Dexterity saving throw. On a failure, it takes 9 (2d8) bludgeoning damage.
  • Self Destruct. The wood dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft away and takes 18 (4d8) bludgeoning damage. Once this feature is used, the dragon is destroyed.

Deep Forest Emergence (20 Chakra). Trees grow in a dense 40 ft radius, 20 ft high forest around Obito, raising any creatures of his choice to the top of this area. All other creatures in the area must make a Dexterity saving throw, taking 26 (4d12) + your Intelligence modifier bludgeoning damage. Half as much damage on a success. The forest is difficult terrain to all creatures but Obito. As a bonus action, he can spend 4 chakra to make a large branch from the forest to attack one creature. Make a melee spell attack. On a hit, it takes 17 (3d10) piercing or bludgeoning damage.

Reactions[edit]

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

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

Obito[edit]

Uchiha Return (9 Chakra). As a reaction while Obito's sharingan is active when a creature uses a jutsu within 5 feet, he must make an Intelligence saving throw versus the jutsu's DC. On a success, the caster must attempt a Dexterity saving throw, taking the original damage of the jutsu on a failure, or half as much on a success.

Kamui. When Obito casts Short Range Kamui, Kamui Summoning, or Kamui Phase, he must attempt a DC 18 Constitution saving throw. On a failure, he take 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.

Short Range Kamui. As an action, or as part on his attack action, Obito can slowly transfer himself or another creature into the Kamui dimension. When he targets a creature with an unarmed strike, he can forgo the damage to transport the target into the pocket dimension at the end of his turn if they are still within his reach. When Obito targets himself with this, he is only transported at Initiative count 20 if he maintains concentration, otherwise, if he isn't in combat, he is transported 6 seconds later.

Kamui Summoning. As a bonus action, Obito can summon anything from the Kamui dimension to an empty space up to 15 ft. from you. If the summoned entity is himself, Obito can travel 10 miles from where he entered the Kamui dimension per 5 chakra, being placed in a empty space as close to the point of his choosing as possible.

Kamui Phase. As a bonus action or reaction, Obito makes his body and all items he is carrying intangible. He must spend 1 chakra at the beginning of each of his turns to continue this effect. During this time, he is immune to all effects outside of the Kamui dimension, he can pass through objects, and must spend 2 chakra to take an action, 1 chakra to take a bonus action, he can not take reactions, and his body appears in Kamui.

Izanagi. For the next ten minutes, when Obito would die, he is restored to his maximum hit points anywhere within 15 feet of the position he casted this jutsu. This causes one of his Sharingan to go permanently blind. By default, Obito has 2 Sharingan. On his 2th use, he loses his Kamui, Short Range Kamui,Kamui Summoning,Kamui Phase actions.

Obito, War Arc[edit]

Six Paths Ten-Tails Coffin Seal (32 Chakra). While touching a Tailed Beast, Obito and the target must attempt a Constitution saving throw. If its roll is higher than his, this jutsu fails. If his is higher, he forms a 15 ft. long physical bond with it. It is under his control while connected to him, and he may reduce its hit point to heal himself for an equal amount. As an action, Obito may instantly absorb it, becoming the beast's Jinchuriki. He may un-absorb the beast as an action with no negative consequences. This lasts until Obito is disconnected from the beast. Summoning: Demonic Statue of the Outer Path (35 Chakra). The Gedo Mazo appears in the spot where Obito was standing, and he is teleported on top of it.

Black Receiver (10 Chakra, 1 Black Receiver). Ranged Spell Attack: +X to hit, range 120 ft., one target. Hit: 3 (1d6) magical piercing damage. Obito may spend 1 chakra to deal an additional 3 (1d6) damage up to the difference between the attack roll and the target's AC up to his proficiency bonus. The black receivers stay in their target until destroyed. Each Receiver has an AC of 23 and 5 hit points. They can be destroyed instantly by Obito.

Rod Heat. As a bonus action, one creature with a black receiver embedded in them takes 2 (1d4) fire damage per receiver inside them, and reduces the target's movement speed by 20% per receiver inside them until the beginning of their next turn. This has no range limit.

Demonic Statue Chains (15 Chakra). Ranged Spell Attack: +X to hit, range 100 ft., one target. Hit: 22 (5d8) psychic damage and is grappled by Obito for 1 minute (concentration). Jinchuriki grappled by this jutsu are not able to access their Path of the Beast features, and Tailed Beasts are paralyzed for the duration. A grappled creature can escape by succeeding a Strength (Athletics) or Dexterity (Acrobatics) check. A Tailed Beast can still attempt to escape this, despite being Paralyzed, but it makes the check at disadvantage. Obito may concentrate on 7 instances of this jutsu at a time.

Chain Heat. Creatures affected by Demonic Statue Chains take 9 (2d8) psychic damage.

Gedo Art of Rinne Rebirth Any creatures of Obito's choice within 20 miles are resurrected as per true resurrection without the 200-year limit. After using this jutsu, he dies instantly after 1 minute passes or he takes an action.

Summoning Rinnegan (4+ Chakra). Obito summons one Rinnegan summon within 5 ft. of him or underneath him, spending an amount of chakra equal to the summoned creature's CR. If a non-humanoid is summoned, they are controlled by Obito, act on his turn and use his actions, but have their own movement speed. Alternatively, he may spend 3 chakra on his turn to grant 1 summon its own actions for that turn. The summons gain a copy of his Rinnegan, granting Obito the ability to see through their eyes.

Four-Armed Asura (2 Chakra). Obito summons up to 4 additional arms anywhere on his body that last for 1 minute (concentration). These arms are fully prehensile and act exactly as his existing arms do.

Weaponsmith Asura (2+ Chakra). As a bonus action, Obito recreates a perfect copy of a non-magical weapon that he is proficient in within one of his arms. He cannot be disarmed of this weapon and it only disappears if he dismisses it at will, he is incapacitated, 1 minute passes, or he loses concentration. Obito can spend an additional 1 chakra at the time of summoning this weapon to extend its reach by 5 feet.

Flaming Arrow of Amazing Ability (5 Chakra). Ranged Spell Attack: +X to hit, range 60 ft., one target. Hit: 14 (3d8) magical bludgeoning damage. If this attack hits a structure or object, the hit is a critical hit.

Flaming Arrow Warhead (5 Chakra). Ranged Spell Attack: +X to hit, range 60 ft., six targets. Hit: 2 (1d4) magical bludgeoning damage.

Reinforced Asura (5 Chakra).For 1 minute (concentration), Obito gains a +2 bonus to his AC.

Chakra Propulsion Cannon (10 Chakra). Every creature in a 100 ft. line must succeed a Dexterity saving throw. On a failure, they take 14 (4d6) force damage. On a success, they take half as much damage.

Deva Path: Shinra Tensei (5+ Chakra). As an action, or as a reaction for 5 additional chakra when he is targeted by an attack, every creature within a 5 ft. radius must succeed a Strength saving throw or take 7 (2d6) force damage and be pushed to the edge of this jutsu's range. For every additional chakra point spent, this jutsu deals an additional 3 (1d6) damage and its range increases by 5 feet. If more than 20 chakra is spent, objects take double damage. Obito may not use a Deva Path jutsu again until the beginning of his next turn.

Deva Path: Banshō Ten'in (2+ Chakra). Any creature of Obito's choice within a 10 ft. radius must succeed a Strength saving throw or be pulled towards him. Obito can increase this jutsu's range by 5 feet for every additional chakra point spent. Obito can stop pulling a creature at any range (i.e. stop them 10 feet from him instead of 5 feet). After casting this jutsu, he can not use any Deva Path jutsu again until the beginning of his next turn.

Deva Path: Chibaku Tensei (30+ Chakra). Obito launches a black sphere within 1 mile of himself that becomes an up to 160 foot sphere as it rips up parts of the terrain. All creatures within 60 feet of the sphere must succeed a Strength saving throw. On a failure, they are drawn to the closest area of the sphere and are restrained. All creatures within 10 + 5 per additional chakra point spent feet of the sphere must retry this saving throw at the end of each of their turns for 1 hour. This effect ends early if it impacts the ground, as detailed later, the sphere, which has an AC of 26 and has 30 hit points is destroyed, or Obito ends it early. It is immune to Psychic and Poison damage but vulnerable to force damage. Obito may move the sphere up to 1 mile in any direction up to 5 miles from him as an action, or cause it to impact the ground directly beneath it. Upon impact, creatures restrained by the Chibaku Tensei must succeed a Strength saving throw or take 36 (8d6 + 5) bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a Dexterity saving throw or take 38 (10d6) bludgeoning damage from the impact. On a success, creatures take half damage.

Absorption Soul Technique (20 Chakra). One creature within 5 feet must succeed a Wisdom saving throw or take 18 (4d8) psychic damage on a failed save, and half as much on a success. On a failure, Obito learns a portion of the creature's deepest secrets, as determined by your DM. A creature reduced to 0 hit points by this technique dies instantly.

Jigokudo (25 Chakra). All creatures Obito is grappling, must succeed a Wisdom saving throw or become paralyzed. While the creature is paralyzed, Obito may question it at will. If the creature lied during its interrogation, it must succeed a Deception check. On a failure, they take 27 (6d8) psychic damage and they are no longer paralyzed. If the creature answered truthfully, they gain 1 level of exhaustion and are no longer paralyzed. A creature reduced to 0 hit points by this technique dies instantly. A creature that does not share a language with Obito is immune to this effect.

Jigokudo Healing (25 Chakra). Obito targets one creature within 10 feet. At the beginning of Obito's next turn, the creature regains 70 hit points, and any conditions that were previously affecting it end. Any lost limbs are regained and the creature is otherwise returned to a perfect physical state.

Seal Jutsu Absorption (3+ Chakra). One creature within 5 ft. must succeed a Constitution saving throw. On a failure, their total chakra points are reduced by 7 (2d6), and Obito regains a number of chakra points equal to the amount absorbed.

Reactive Seal Jutsu Absorption (3+ Chakra). As a reaction when Obito is targeted by a jutsu that is not Taijutsu, the jutsu's chakra is reduced by 5 (2d4), and he regains an equal amount of chakra reduced. If this would reduce the jutsu's chakra below its minimum cost, the jutsu fails, and the jutsu's caster regains the remaining chakra points. Otherwise, the jutsu loses any additional effects from increasing its cost for a number of chakra points equal to the number absorbed. If a jutsu's base cast has multiple projectiles (i.e. a single Lightning Ball), each projectile counts as a different jutsu with a cost equal to its base cost divided by the number of projectiles. Obito may increase the number of chakra points absorbed by 2 (1d4) for every 2 additional chakra points spent.

Gedo Art of Rinne Rebirth. Obito resurrects any number of creatures as per the True Resurrection spell without the 200 year limit. He dies immediately after using this jutsu. He can only be resurrected by the Wish spell or a similar effect.

Obito, Six Paths[edit]

Obito loses any actions relating to Kamui.

Red Yang Formation (20 Chakra/Wall). Obito creates a transparent wall of red light. The wall is between 10 and 60 feet wide and up to 200 feet tall. They have 300 hit points and an AC of 20. Each wall lasts for 1 minute (concentration), and he must touch the wall himself to concentrate on it. Obito may instantly destroy one of his {{inpage|Truth-Seeking Orbs} to allow himself to concentrate on 6 walls at a time so long as the walls touch, and to reduce each wall’s cost by 5 chakra.

Six Paths Senjutsu (20-25 Chakra). As a bonus action, or as a reaction for 5 additional chakra points, Obito becomes immune to all damage and the effects of any jutsu, spells, or features that cost chakra that he does not cast until the beginning of his next turn. This immunity is ignored by taijutsu, senjutsu, non-magical effects and attacks, and jutsu that use chakra granted by Six Paths Power; and you have resistance to damage that would otherwise ignore immunity.

Cataclysm (50 Chakra). Every creature within a 5 mile radius must attempt a Constitution saving throw. On a failure, they take 55 (10d10) damage. On a success, they take half as much.

  • The first time Obito casts this jutsu, this damage is lighting and the area this jutsu targets becomes heavily obscured until the end of his next turn.
  • The second time Obito casts this jutsu, this damage is magical bludgeoning, and the area this jutsu targets becomes difficult terrain until the beginning of his next turn.
  • The third time Obito casts this jutsu, this damage is force and creatures have disadvantage on this jutsu's saving throw. The next time he casts this jutsu, it counts as the first time.

If Obito does not cast this jutsu again before the end of his next turn, the next time he casts it counts as the first time.


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