Tenseigan's Path (5e Subclass)

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Tenseigan's Path[edit]

Monk Subclass

Some monks look more inward than many, achieving a state of harmony with the world that many others can only imagine. Monks of the Tenseigan's Path gain advanced visual abilities and a great power mentioned in legends. Few of these monks still exist today, but those that do are viewed with equal parts awe and fear. Tenseigan is only achieved through meditation and mastery of Martial Arts. This technique concentrates Ki in the eyes to reveal the hidden truths of the world, this delicate control of Ki being used to synchronize the user's body, through the Tenseigan Art Technique. Based on the character Toneri from Naruto The last Movie

Tenseigan

Starting at 3rd level, as a bonus action, you can activate your Tenseigan. While activated, your eyes are mostly blue with white, flower-like spots and you gain the following benefits:

● You gain true vision up to a range of 60 feet.

● You have advantage on Wisdom (Perception) checks that rely on vision and Wisdom Saving Throws.

● You have advantage on ability checks to see through illusions.

● You know how many spell slots, ki points, or sorcerer points an enemy creature has, as well as any spell-like abilities. In addition to your hit points

Your Tenseigan remains active for one minute or until you become incapacitated or end it as a free action.

The number of times the Tenseigan can be used is equal to its proficiency bonus. You regain any expended uses after completing a short or long rest. At 11th level your Tenseigan is active for a number of minutes equal to proficiency + Wisdom modifier

Shinra Tensei

Also starting at 3rd level, by focusing your ki you are able to nullify ranged weapons or spell attacks that are aimed only at you using your Almighty Thrust. Using your reaction to a ranged weapon or spell attack that would hit you, make a Wisdom Saving Throw against an attack roll, if you roll the attack higher, the attack is nullified. Ammo and spell slots are still spent by the target, but when the attack reaches you, it fails to penetrate your Almighty Push and ends.

The spell level you can attempt to nullify depends on how many ki points you spend using 1 point for each spell level beyond 3st

Tenseigan Chakra Mode

At 6th level, you can infuse your body with your Tenseigan's unique power. As an action spending 6 ki points. You cover your body in turquoise light for 4 minute, during which time you gain the next one.

•You gain a flying speed of 60 feet.

•At the start of your turn, you regain a number of ki points equal to your Wisdom modifier.

•You gain two hit dice as a temporary hit.

•Your Dexterity and Wisdom scores increase by +2

•You emit a bright light for 3 meters and dim light for another 3 meters.

Tenseigan's Eye Gifts

Starting at 11th level, you can now use techniques that only a Tenseigan user could use.

•Silver Tensei Baku

Range: 15 feet

Cost: 6 ki points

As an action, you make a ranged spell attack against up to three targets in range, with an orb of Tenseigan At 11th level your Tenseigan is active for a number of minutes equal to proficiency + Wisdom modifier chakra. On a hit, you deal 9d10 force damage if split to three targets below three targets the damage is 6d10. Damage is divided by the number of targets hit and distributed evenly among them. Targets hit must make a Strength saving throw. On a miss, they are pushed back 60 feet.


•Golden Tensei Baku

Range: 150 feet

Cost: 8 ki points

As a bonus action, you create an orb of golden chakra. Then, as a bonus action before the end of your next turn, you extend it into a blade and make a ranged spell attack on a single creature. On a hit, they take 8d10 radiant damage and must make a Dexterity saving throw. On a failure, they lose a member of their choice.

Tensei Baku located

Starting at 17th level, you can use the most powerful technique among those who have the Tenseigan.

•Tensei Baku located

Range: 5 feet

A creature must attempt a Constitution saving throw. On a success, they are knocked unconscious until the end of your next turn. On a failure, they are knocked unconscious for 1 minute.

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