Uchiha (5e Class)
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Uchiha[edit]
Sharingan, The Eyes of the Heart[edit]
She sat there, in anguish as her beloved smiled faintly for the last time. She felt a pain, not in just her heart, but eyes, as they flared their infamous crimson Red with a tomoe spinning along the edge of her retina. All of her anger, her pain, seemed to hone, from a vast flare to a sharp point. The creature while hesitated earlier, was planning to end this now, swiping a furry of attacks, but this time she could see it all too clearly, weaving through the attacks as if the creature moved in slow. The creature astonished jumps back on the defensive, but it’s too late as she rears, predicting the creatures retreat. The creature expecting the same maneuver from before is be fumbled by her next attack, it was exactly like the creatures, matching not only the speed and timing of the attack, but the ferocity. The creature in its last breath remained in a terrified state, had seeing the eye of the copy wheel for the first, and last time.
Creating a Uchiha[edit]
The Uchiha, reknown for their martial and visual prowess, are also known as the clan with the biggest hearts, [1] |
Uchihas gain strength through great emotion, hence the name Eyes of the Heart. This extreme emotion can come from anything, whether it’s immense Joy, a traumatic experience, Depression, or hatred. How did your Uchiha activate their Sharingan? Was it the loss of freinds or family? Was it from finding something you’ve been looking for your entire life? Or perhaps it was jealousy if a rival.
- Quick Build
You can make an uchiha quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Mercenary Veteran or Soldier background, as most uchiha are skilled Shinobi. Third, choose
Class Features
As a Uchiha you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Uchiha level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Uchiha level after 1st
- Proficiencies
Armor: light armor
Weapons: simple weapons, martial weapons
Tools: Disguise kit, Thieve’s tools
Saving Throws: int, dex
Skills: Perception, and Choose 2 from Acrobatics, Intimidation, Deception, Sleight of Hand, or Stealth.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a scimitar or (b) two sickles or (c) a hand crossbow and 20 bolts
- (a) a burglar's pack or (b) a diplomat's pack
- (a) 10 darts or (b) 5 handaxes
- leather armor, a hooded traveler's clothes and two daggers
Level | Proficiency Bonus |
Visual Prowess | Intense Visual Prowess | Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | 5 | - | Sharingan Awakening, First Tomoe | — | — | — | — | — |
2nd | +2 | 7 | - | Second Tomoe | 2 | — | — | — | — |
3rd | +2 | 10 | - | Third Tomoe, Path of Shinobi | 3 | — | — | — | — |
4th | +2 | 10 | - | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | 13 | - | Extra Attack | 4 | 2 | — | — | — |
6th | +3 | 13 | - | Path of Shinobi feature | 4 | 2 | — | — | — |
7th | +3 | 13 | 4 | Mangekyo Sharingan, {{#Path of Shinobi|Path of Shinobi Feature}} | 4 | 3 | — | — | — |
8th | +3 | 13 | 4 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | 13 | 4 | — | 4 | 3 | 2 | — | — |
10th | +4 | 14 | 6 | Partial Susanoo | 4 | 3 | 2 | — | — |
11th | +4 | 14 | 6 | Path of Shinobi feature | 4 | 3 | 3 | — | — |
12th | +4 | 14 | 6 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | 14 | 6 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | 15 | 10 | Eternal Mangekyo Sharingan | 4 | 3 | 3 | 1 | — |
15th | +5 | 15 | 10 | — | 4 | 3 | 3 | 2 | — |
16th | +5 | 15 | 10 | Ability Score Improvement, Incomplete Susano | 4 | 3 | 3 | 2 | — |
17th | +6 | 15 | 12 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | 15 | 12 | {{#Path of Shinobi|Path of Shinobi Feature}} | 4 | 3 | 3 | 3 | 1 |
19th | +6 | 15 | 14 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | 16 | 14 | Perfect Susano | 4 | 3 | 3 | 3 | 2 |
Sharingan Awakening[edit]
Starting at 1st level, you have awakened your Sharingan. Sharingans give the user insane visual prowess, allowing for vast improvements in and outside of combat. Using the chart above, you can activate your Sharingan equal to your visual prowess points. While in combat, you can a your Sharingan as a reaction, or bonus action. Every turn you activate or use your Sharingan, it costs 1 Visual prowess points, which are all restored after a short rest or long rest. Outside of combat, rather than turns you use up visual prowess points equal to the minutes its active, always at least taking up one. If you end or deactivate the effect and have no visual prowess points remaining, make a {{5e|con} saving throw of 15. On fail take 1d4 of psychic damage and a level of exhaustion.
First Tomoe[edit]
Also at 1st level, a singular black comma rotates around your crimson retina. While your Sharingan is active you will gain the following benefits:
- You will have Advantage on Wisdom (Perception) or (Insight) checks
- You can detect life within 120 ft of you.
- You have advantage against saving throws against being Blinded, Charmed, or against illusions. This does not work if the saving throw comes from this class.
Second Tomoe[edit]
At 2nd level, a second comma whirls on the edge of your retina. Now with an even further understanding of your Sharingan you begin to unravel its true abilities. While your Sharingan is active you will gain the following benefits in addition to the previous one:
- As a Action, cast the spell minor illusion without using the spell slot.
- You can passively detect lies, making the target make a cha saving throw. On fail detect if they are lying
Third Tomoe[edit]
At 3rd level, your final Tomoe appears, you now have full control of the basic Sharingan. While your Sharingan is active you can now:
- On your attack gain advantage on a single target. If you are to do this twice on the same target it costs an additional visual prowess point per use.
- As a action, you may copy a spell casted by any target. You can only copy the spell if it is in the same spell slot you have available. You can keep this spell, putting it in your known list of spells. You can forget spells learned this way at any time, and can only cast the learned spells while Sharingan is active. It still requires a spell slot.
Path of Shinobi[edit]
At 3rd level, you take your personal growth serious, working on your skills and capabilities. Choose from the Path of Taijutsu, working on hand to hand combat, Path of Ninjutsu, working on more mystical arts.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
At 5th level, you move quicker and strike faster. You can attack twice instead of once when you take the attack action on your turn.
Mangekyo Sharingan[edit]
At 7th level, through your endeavors you experience an emotional high, unleashing the Mangekyo Sharingan. Whenever you activate the mangekyo Sharingan, it uses an Intense Visual Prowess, the second number. as you finish or deactivate the effect, and have no Intense Visual Prowess points remaining, make a dex, DC of 15, if fail you get the blindness effect for 2 turns and take 1d4 of psychic damage.
- Tsukuyomi
(Requires an action) The wielder must make eye contact to cast this. The target must make a Wisdom save of DC 13 (or Caster's spellcasting DC, whichever is higher) on a fail the target goes through a demi-hell designed by caster causing target to be fright- ened and unable to take an action during this round. The target also takes 2d10 psychic damage.
- Kamui
As an Action 'The wielder can teleport any object/creature which it can see (which occupies 5 ft. square area, it can be part of an item/creature too) to a space he/she can see. The target should make a Dex save of DC 13 (or Caster's spellcasting DC, whichever is higher) to escape from that region on a fail target gets teleported and on a succesful one target moves from area to an unoccupied space adjacent to it. The weilder gains one level of exhaustion upon using this ability. He/she can cast this onlu once after every long/short rest. The level of Exhaustion gained from this can be only removed after a long rest.
- Izanami
This is the ability to cause one target to enter into a permanent loop of illusion. To cast this . the wielder must memorize the sensations and actions of the previous three rounds (requires concentration) and make eye contact with the target at time of casting. The target will be petrified and will be unaware of his surroundings as long as he/she is in the illusion. To escape target must make a Wisdom and Intelligence save of DC 20, until it succeeds both in the same turn it will remain in the illusion. he weilder's left eye will loose sight permanently upon casting this. The sight lost can be regained only upon evolving the Sharingan to Eternal Mangekyo Sharingan. With the Eternal Mangekyo Sharingan, this can only be cast once per long rest, and gain a level of exhaustion.
- Izanagi
This is the ability to change reality into illusion and Illusion into reality. The wielder can remove all damages and effects that was afflicted upon him/her in the previous three rounds of the encounter. This ability causes the weilder's right eye to loose sight permanently. The sight can only be regained by activating Eternal Mangekyo Sharringan. This can also be cast if wielder is dying or just failed his/her third death saving throw. With the Eternal Mangekyo Sharingan, you can cast this once per long rest, and gain a level of exhaustion.
- Amaterasu
As an Action the wielder creates a black magical fire in a 10 X 10 feet square in an area he/she can see. Any creature in that region must make a Dexterity save of DC 13 (or Caster's spell casting DC, whichever is higher) on a fail it takes 2d10 fire damage and an ongoing 5 fire damage at start of each turn, this can't be removed without a spell. On a successful save the target takes no damage and shifts out of that area.
Partial Susanoo[edit]
At the 9th level, you begin to unleash a power deep within you, creating a spiritual warrior, a manifestation of your will and spirit, though for now only in little pieces. As an Action or reaction, use 4 points of Intense Visual prowess, and create either a Susano Arm: Strength of 100, Susano Head:the Restless, or Susano Ribcage:the Ultimate Defense.
- Susano Arm
- Strength of 100
A ghostly, skeletal arm 30 Ft in height can be used for attacks or to lift things up to 300lbs. It has the reach of 30 ft, and throw items or people up to 60 ft. It deals 3d6 of bludgeoning damage, if enhanced with Blaze control, the target then takes 10 damage of fire damage per end of their turn, and can only be put out by a spell. After 4 turns, the hand fades away, and you cannot use it again till after a long rest.
- Susano Head
- the Restless
A ghostly, skeletal head emerges above you, sitting at 10 ft In height and 7 feet in width. It gives off a yellow, penance stare and gives off a threatening aura in waves. Can be used for intimidation, or in combat, which on activation enemies make a cha saving throw of DC 13, or your own spell casting DC if it’s higher. On fail, they become frightened. The head can chomp on things within 10 ft, dealing 3d4 piercing damage.
- Susano Ribcage
- the Ultimate Defense
A ghostly Ribcage of 20ft in height and 15ft in width, surrounds you, preventing damage of 5x your level, and once it’s broken, you cannot use this mode until after a long rest if using Blaze Control, you can take the damage, and the attacker if it’s a martial attack, makes a dex saving throw, the DC 13, or your spell casting DC if it’s higher, on fail they take 3d6 of damage, and at the end of each of their turns take 10 fire damage, and can’t be put out unless by spell.
Eternal Mangekyo Sharingan[edit]
At 14th level, you endure the pain and gain an Eternal Mangekyo Sharingan, with this, heal all eye wounds and regain any lost sight. When over expending on Visual prowess points or Intense Visual Prowess points, you don’t take damage, but the other side effects remain the same.
Incomplete Susano[edit]
At level 16, you become more familiar with the Susano and its abilities. You can create the familiar, Incomplete Susano once per long rest. This familiar is as large as 20ft hight and 10ft width and gain a level of exhaustion after every two turns it’s active.
Incomplete Susanoo Large Undead, Chaotic Neutral Armor Class 19 (Natural Armor) Hit Points 133 (14d10+56) Speed Oft. (moves along with summoner)
- STR 18 (+4)
- DEX 9 (-1)
- CON 18 (+4)
- INT 3 (-4)
- WIS 8 (-1)
- CHA 17 (+3)
- Damage Immunities
Poison, Cold, Necrotic, Psychic; bludgeoning, piercing and slashing from non-magical weapons that aren't admantine.
- Damage Resistances
Acid, fire, lightening, thunder Condition Immunities Exhaustion, Poisoned,Charmed, Frightened, Paralyzed, or petrified.
- Senses
Darkvision 60 ft., Passive Perception 9 Languages Understands summoners language but can't speak
- Incorporeal Movement.
The Susanoo can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn with an object inside other than caster.
- Zetsu's Form
The Susanoo is immune to any spell or effect that would alter its form. All weapon attacks by Susanoo are magical attacks.
- Actions
Katana Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit 21 (4d8+3) Slashing damage.
Perfect Susano[edit]
At level 20, gain perfect use of the Susano, allowing you to use it with no drawbacks for up to 10 turns, this Susano has the same stats as before, with a new action allowing you to now shoot ranged attacks
- Action
Crossbow ranged attack: +5 to hit, reach 120 ft., explosion of 10 ft radius. Hit (4d6+3) explosion damage.
Ninja Paths[edit]
Path of Taijutsu[edit]
- Art of Taijutsu
At the 3rd level, you may choose 3 maneuvers, and gain 4 superiority dice.
- Open the Gates
At the 6th level, you gain the ability to open the inner 8 gates of your soul, opening up to 3. Each gate that is opened adds 5ft to your base speed, and +1 to attack rolls. At the end of every two turns take a level of exhaustion.
- Martial Prowess
At the 11th level, you can roll a superiority die, then add the result to your visual prowess points or half the result to Intense visual Prowess. You can do this once per long rest.
- The 8th Gate
At level 18, you may loose half your life, if you do you increase your speed by 50 ft, and physical attacks deal 21 hit (4d8+3). After 4 turns the effect ends and you gain a level of exhaustion.
Path of Ninjutsu[edit]
- The Ninjutsu Prodigy
At the 3rd level, you gain an additional 2 level 1 spell slots and a level 2 spell slot.
- Blaze Release: Kagutsuchi
At the 7th level, you learn to manipulate the Amaterasu black flames into any object or shape, you can use this as a reaction or bonus action, you can move the flames up to 30 ft a turn, and the more complicated the shape or object or the more you move and manipulate the flames, the more Visual prowess points are required, or even Intense Visual Prowess points, if the shape is used for damage, the target must use it deals an additional 3d6, and if it’s just the flames alone, the target must make a dex saving throw of 13 DC or the casters spell DC if it’s higher. On fail or if the attack lands, the target takes 10 fire damage every turn, and the fire can’t be put out by anything but spell. If it’s used to Shield an attack, it destroys any projectile unless the attack roll hits above 15 if it blocks a martial attack they make a dex saving throw, the same as the DC stated before on fail they are set aflame, taking 10 fire damage every turn. This fire can’t be put out by anything but spells. It absorbs 3x your Uchiha level, and then disappears.
- The Jutsu Master
At the 11th level, all of your Jutsus can be used using Visual Prowess instead of spell slots up to 3 times, the level of spell drains that many Visual Prowess Points.
- Quick Weave
At the 18th level, You may cast an additional spell per turn, along with your normal actions.
Uchiha Spell List[edit]
You know all of the spells on the basic Uchiha spell list.
- 1st Level
Burning Hands, Detect Magic, Disguise Self, Expeditious Retreat, Shield
- 2nd Level
Darkvision, Flaming Sphere, Mirror Image, Misty Step, See Invisibility
- 3rd Level
Clairvoyance, Counterspell, Fireball, Haste, Protection from Energy
- 4th Level
Dimension Door, Fire Shield, Greater Invisibility, Locate Creature, Phantasmal Killer
- 5th Level
Dominate Person, Flame Strike, Geas, Teleportation Circle, Wall of Force
Multiclassing[edit]
int and dex To qualify for multiclassing into the Ichiha class, you must meet these prerequisites
Proficiencies. When you multiclass into the Uchiha class, you gain the following proficiencies: Sleight of hand, perception
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