Obito, War Arc (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 creature 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 does not follow traditional CR.

Obito Uchiha[edit]

Medium humanoid (Uchiha), neutral good


Armor Class 22 (Natural Armor)
Hit Points 142 (19d8 + 57)
Speed 60 ft.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 14 (+2) 11 (+0) 12 (+1)

Saving Throws Dex +9, Con +9
Skills Arcana +8, Athletics +7, Intimidation +7, Perception +6, Performance +7, Persuasion +7, Stealth +9
Senses passive Perception 16
Languages Common
Challenge 17 (18,000 XP)


Chakra. Obito has 42 chakra points which he can expend. All chakra points are regained at the end of a long rest.

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

Hashirama's Cells. Obito benefits from the following:

Rinnegan and Sharingan. Obito benefits from the following:

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

Chakra Sense. When Obito takes the search action, he may also attempt a DC 13 Perception check to locate living creatures and magical effects within 60 feet. He sees 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 5 feet of stone, 5 inches of common metal, 1 inch of lead, or 15 feet of wood or dirt.

ACTIONS

Multiattack. Obito can make 3 unarmed strike or kunai attacks.

Unarmed Strike. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) magical bludgeoning damage.

Kunai. Thrown Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Obito may spend up to 3 chakra when he takes this action, making one additional attack per chakra point spent. Each additional kunai deals 4 (1d4 + 1) piercing damage on a hit.

Rinnegan Discernment. As a bonus action, Obito can attempt an Arcana check (DC 10 + the target's bonus to Deception) to learn how many spell slots, Ki points, chakra, and other such things that a creature has. The DC to discover hit points in this manner is 10 + the target's Constitution Modifier.

Near-Immortality (5 Chakra). As an action for 5 chakra points, Obito regains 3 hit points at the beginning of each of his turns for 1 minute or until he drops to 0 hit points.

Natural Health Regeneration (5 Chakra). As a bonus action, or as a reaction to the end of his turn, Obito regains 8 (1d10 + 3) hit points.

Natural Chakra Regeneration. As a bonus action, or as a reaction to the end of his turn, Obito regains 8 chakra and gains 1 level of exhaustion.

See Obito's Jutsu

  • DC - 16
  • Attack bonus - +8


ObitoWar.png
[Source].

On the brink of success having collected the first 7 Tailed Beasts, Obito acquired one of Pain's Rinnegan, giving the other to the reanimated Madara to retain his Kamui abilities. However, in what would've been his final moments, he circumvented Madara's plans, becoming the Ten-Tails Jinchuriki.


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