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]

Genjutsu (5-12 Chakra). While Obito is benefitting from sharingan is active, 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.

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.

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.

Shinra Tensei (5+ Chakra). Each creature within 30 + 5 per additional chakra point spent foot radius must succeed a Strength saving throw. On a failure, they are pushed to the closest edge of this action's range and take 2d6 + 1d6 per additional chakra point spent force damage. If 20 or more chakra is spent on this jutsu, objects take twice as much damage.

Bansho Ten'in (2+ Chakra). Each creature within 30 + 5 per additional chakra point spent foot radius must succeed a Strength saving throw. On a failure, they moved any distance toward the Deva Path of his choice in the most direct path possible.

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 31 (8d6) bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a Dexterity saving throw or take 39 (10d6) bludgeoning damage from the impact. On a success, creatures take half damage.

Four-Armed Asura (2 Chakra). Obito grows 4 additional arms.

Weaponsmith (2 Chakra). Obito transforms one of his arms into one weapon of his choice. He can not be disarmed of this weapon.

Reinforced Asura (5 Chakra). Obito gains +5 AC for 1 minute or until he runs out of chakra.

Flaming Arrow of Amazing Ability (5 Chakra). Ranged Spell Attack: +X to hit, range 60 ft., one target. Hit: 14 (3d8) + his Intelligence modifier magical bludgeoning damage.

Chakra Propulsion Cannon (10 Chakra). All creatures in a 100 foot line must succeed a Dexterity saving throw. On a failure, they take 14 (4d6) + his Intelligence modifier force damage. On a success, they take half as much.

Absorption Soul Technique (20 Chakra). One creature within 30 feet must succeed a Wisdom saving throw. On a failure, they take 18 (4d8) + his Intelligence modifier psychic damage and Obito learn a portion of their knowledge. On a success, they take half as much damage.

Rinnegan Summoning (1+ Chakra). Obito summons one creature of his choice to an open space within 15 feet, spending a number of chakra equal to their CR. This creature has the Six Paths of Pain's Shared Vision and Chakra Sense feature, becomes Huge if it is not larger, and is charmed by him. This action can only be used up to 5 times.

Seal Jutsu Absorption. One creature within 5 feet of Obito must succeed a Constitution saving throw. On a failure, they lose 18 (3d8) + his Intelligence modifier chakra points.

Jigokudo (25 Chakra). While grappling another creature, Obito summons a massive disfigured head. The grappled creature must succeed a DC 20 Wisdom saving throw. On a failure, they are paralyzed until the end of their next turn. As an action, Obito can ask the creature a question. If they answer truthfully or succeed a DC 20 Deception check, they gain 1 level of exhaustion. If they lie and fail the check, they take 42 (6d8 + 5) psychic damage. If this reduces a creature to 0 hit points, they die instantly.

Black Receivers (10 Chakra). Ranged Spell Attack: +X to hit, range 120 ft., one target. Hit: 5 (1d8) + his Intelligence modifier magical piercing damage and the receiver stays in their body. Each receiver has an AC of 23 and 5 hit points. Obito can spend 1 chakra as an action to deal 1d4 fire damage and reduce the movement speed by 20% per receiver until the beginning of his next turn to every creature of his choice with receivers in their body.

Demonic Statue Chains (15 Chakra). Ranged Spell Attack: +X to hit, range 100 ft., one target. Hit: 27 (5d8) + his Intelligence modifier psychic damage and is grappled by Obito for 1 minute (concentration) or until they win the grapple contest. Jinchuriki grappled by this Jutsu are not able to access their jinchuriki features for its duration. Tailed Beasts that are affected by this Jutsu are paralyzed for the duration. As an action, Obito can deal 10 (2d8) + his Intelligence modifier psychic damage to affected creatures.

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.

Reactions[edit]

Seal Jutsu Absorption. When Obito is targeted by a jutsu that deals damage, he may erect a barrier, reducing its amount of chakra by 18 (3d8) + his Intelligence modifier chakra points, regaining half as much. If this reduces the jutsu to 0 chakra, it is completely dissipated.

Obito, Six Paths[edit]

Obito loses any actions relating to his Sharingan.

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.


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