Sasuke, Rinnegan (5e Creature)

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Sasuke Uchiha[edit]

Medium humanoid (Human), lawful neutral


Armor Class 15 (Natural Armor)
Hit Points 71 (13d8 + 13)
Speed 40 ft.


STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 12 (+1) 20 (+5) 12 (+1) 10 (+0)

Saving Throws Dexterity +11, Charisma +6
Skills Acrobatics +11, Perception +7
Senses passive Perception 17, Truesight 100 ft.
Languages Common
Challenge 17 (18,000 XP)


Chakra. Sasuke has 30 chakra points which he can expend. All chakra points are regained at the end of a long rest.

Chakra Sense. Sasuke can sense chakra and magical effects within 120 feet of him.

Foresight. Sasuke has advantage on Dexterity and Wisdom saving throws.

ACTIONS

Multiattack. Sasuke can make 2 unarmed or Susanoo strikes or 8 Black Receiver attacks or 4 Demonic Statue Chain attacks.

Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) magical bludgeoning damage.

Genjutsu (5-12 Chakra). One creature within 40 feet that is not blind must succeed a DC 19 Wisdom saving throw. On a failure, they are effected by one of the following:

  • 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.

Chidori (8-16 Chakra). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 2d4) piercing damage + 24 (4d8 + 5) lightning damage. Sasuke can move up to 15 feet toward his target as part of his action. He may deal an additional 5 (1d8) lightning damage per 2 additional chakra points spent.

Great Fireball (8+ Chakra). Ranged Spell Attack: +11 to hit, range 150 ft., one target. Hit: 36 (8d6 + 5) fire damage. Sasuke may increase this damage by 5 (1d8) fire damage per additional chakra point spent.

Storm Cloud Creation (20 Chakra). Sasuke creates a storm cloud that stretches across the area by producing pressure waves with his Fire Style jutsu.

Kirin (5 Chakra). While under a storm cloud, natural or not, Sasuke designates a 15 foot radius area within 150 feet. All creatures within this area must succeed a DC 19 Dexterity saving throw or take 44 (10d6 + 5) lightning damage. On a success, they take half as much damage.

Amaterasu (8 Chakra). One creature within 60 feet must succeed a DC 19 Dexterity saving throw or take 11 (2d10 + 5) fire damage. At the beginning of each of their turns for 1 minute or until Sasuke uses this again, the target takes 10 (1d10 + 5) fire damage.

Entenka (8 Chakra). Sasuke gains +3 AC and when a creature makes a melee attack against him, they take 10 (1d10 + 5) fire damage for 1 minute (concentration).

Flame Control (14 Chakra). All creatures in a 15 foot cone must attempt a DC 19 Dexterity saving throw. On a failure, they take 40 (6d10 + 5) fire damage. On a success, they take half as much damage.

Great Dragon Fire (26 Chakra). All creatures in a 10 ft. x 20 ft. line must attempt a DC 19 Dexterity saving throw. On a failure, they take 52 (8d10 + 5) fire damage. On a success, they take half as much damage. If Sasuke maintains concentration for up to 1 minute, he can use his action to extend the line by 30 ft. in any direction.

Susanoo (3 Chakra). Sasuke cloaks himself in an armor-like chakra structure. His size becomes Huge, he gains +5 AC, and he gains the Susanoo Strike, Susanoo Crush, and Susanoo Shot actions. He must spend 3 chakra at the beginning of each of his turns to maintain this effect.

Susanoo Strike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 5) magical bludgeoning damage. On a successful hit, Sasuke can attempt to grapple a creature with advantage.

Susanoo Crush. A creature that Sasuke is grappling must succeed a DC 19 Constitution saving throw or take 24 (4d8 + 5) magical bludgeoning damage.

Susanoo Shot. Ranged Weapon Attack: +11 to hit, range 80/300 ft., one target. Hit: 15 (3d8 + 5) magical piercing + (2d6) lightning damage. This attack has disadvantage between 5 and 20 feet.

Shinra Tensei (5+ Chakra). Each creature within 30 + 5 per additional chakra point spent foot radius must succeed a DC 19 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 DC 19 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). Sasuke 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 DC 19 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 HP is destroyed, or Sasuke ends it early. It is immune to Psychic damage but vulnerable to force damage. Sasuke 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 DC 19 Strength saving throw or take 31 (8d6) bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a DC 19 Dexterity saving throw or take 39 (10d6) bludgeoning damage from the impact. On a success, creatures take half damage.

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

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

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

Flaming Arrow of Amazing Ability (5 Chakra). Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 19 (3d8 + 5) magical bludgeoning damage.

Chakra Propulsion Cannon (10 Chakra). All creatures in a 100 foot line must succeed a DC 19 Dexterity saving throw. On a failure, they take 20 (4d6 + 5) force damage. On a success, they take half as much.

Absorption Soul Technique (20 Chakra). One creature within 30 feet must succeed a DC 19 Wisdom saving throw. On a failure, they take 24 (4d8 + 5) psychic damage and Sasuke learn a portion of their knowledge. On a success, they take half as much damage.

Rinnegan Summoning (1+ Chakra). Sasuke 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 Sasuke must succeed a DC 19 Constitution saving throw. On a failure, they lose 22 (3d8 + 8) chakra points.

Jigokudo (25 Chakra). While grappling another creature, Sasuke 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, Sasuke 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: +11 to hit, range 120 ft., one target. Hit: 9 (1d8 + 5) magical piercing damage and the receiver stays in their body. Each receiver has an AC of 23 and 5 hit points. Sasuke can spend 1 chakra as an action to deal 1d4 fire per receiver to and reducing the movement speed by 20% per receiver until the beginning of his next turn of every creature of his choice with receivers in their body.

Demonic Statue Chains (15 Chakra). Ranged Spell Attack: +11 to hit, range 100 ft., one target. Hit: 45 (5d8 + 5) psychic damage and is grappled by Sasuke for 1 minute (concentration) or until they win the grapple contest. Jinchuriki grappled by this Jutsu are not able to access their Subclass features for its duration. Tailed Beasts that are affected by this Jutsu are paralyzed for the duration. As an action, Sasuke can deal 14 (2d8 + 5) psychic damage to affected creatures.

Gedo Art of Rinne Rebirth. Sasuke 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

Seal Jutsu Absorption. When Sasuke is targeted by a jutsu that deals damage, he may erect a barrier, reducing its amount of chakra by 22 (3d8 + 8) chakra points, regaining half as much. If this reduces the jutsu to 0 chakra, it is completely dissipated.

Honoikazuchi (12 Chakra). All creatures within 15 feet of Sasuke must succeed a DC 19 Dexterity saving. On a failure, they take 24 (4d8 + 5) fire damage. On a success, they take half as much.

Amenotejikara (5 Chakra). Sasuke and one creature of his choice within 5 feet are teleported up to 500 feet away, moving whatever was within the selected space to where he was.

Sasuke_-_Rinnegan.png Sasuke_epilogue.PNG
Young (above) and older (below) Sasuke with his Rinnegan, Source [[1][2]].

Surpassing even the Eternal Mangekyou Sharingan, Sasuke's Sage of Six Paths given Rinnegan gave him the power to not only push Ten-Tails Jinchuriki Madara to the edge with his rival's help, the two were even able to defeat Kaguya Otsutsuki. After this battle, he attempted to fulfill the first step of his plan with the assassination of the five Kage. The only thing in his way was Naruto Uzumaki, whom he would need to pull out all the stops to defeat.



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