SRD
The merchant watched in confusion as the young woman's eyes transformed, black pupils expanding into a crimson iris with three spinning tomoe. "That artifact is counterfeit," she stated calmly. "The magical signature doesn't match genuine shimmercrystals."
Orlen pressed himself against the cold stone of the Deepvale mines, breath held. With a whispered word, his eyes shifted, the familiar burn giving way to enhanced sight. The drow scouts' magical signatures bloomed in his vision—an ambush the Deepwardens would now be ready for.
Captain Selanna Uchiha stood unflinching as the magical storm raged. Her crimson eyes tracked the threads of wild magic, directing her archers to fire at precisely the right moment. The storm collapsed before it could grow deadly, while she quietly blinked away the blood tears.
When creating an Uchiha character, consider your character's relationship to both their clan heritage and the Shimmerplague that created it. Were they born with the Sharingan ability, inheriting it from generations of careful bloodline preservation? Or are they one of the rare individuals who spontaneously developed the mutation after surviving a modern exposure to residual plague crystals? How do they view their own unique abilities—as a blessing, a responsibility, or perhaps a curse?
Also consider your character's relationship with the Uchiha Clan as an organization. The clan has evolved over the centuries from a quarantined group of survivors to a respected, if sometimes feared, magical bloodline within Thaenar society. Some Uchiha embrace clan traditions fervently, while others seek to forge their own path away from clan politics. Your character might be a traditionalist firmly entrenched in clan hierarchies, or a progressive seeking to integrate Uchiha abilities more fully into broader Thaenar society.
You start with the following equipment, in addition to the equipment granted by your background:
By the time you reach 2nd level, you have learned to use the magical essence within your visual prowess to cast spells. These spells come naturally, and get stronger as your visual prowess develops,
The Uchiha table shows how many spell slots you have to cast your Uchiha spells of 1st level and higher. To cast one of these Uchiha spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
You know the following 1st-level spells and learn more as you begin to grow in your visual prowess. These do not need to be prepared and are always known.
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
Intelligence is your spell casting ability for your Uchiha spells, since the power of your magic draws on your understanding of your eyes and their connection with the Weave. You use your Intelligence whenever a spell refers to your spell casting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Uchiha spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
You use your eyes as a spellcasting focus for your Uchiha spells.
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 Constitution saving throw of 15. On fail take 1d4 of psychic damage and a level of exhaustion.
Also at 1st level, a singular black comma rotates around your crimson retina. While your Sharingan is active you will gain the following benefits:
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:
At 3rd level, your final Tomoe appears, you now have full control of the basic Sharingan. While your Sharingan is active you can now:
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, or Path of Genjutsu, working on illusions.
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.
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.
At 7th level, through your endeavors your eyes tap into a sacred part of the Weave, 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 Dexterity, DC of 15, if fail you get the blindness effect for 2 turns and take 1d4 of psychic damage. Intense Visual Prowess, unlike their lesser counterparts, are only restorable after a long rest.
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 frightened 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 Dexterity 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 successful one target moves from area to an unoccupied space adjacent to it. The wielder gains one level of exhaustion upon using this ability. He/she can cast this only 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 wielder'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 wielder'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.
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'o Arm: Strength of 100, Susano'o Head: the Restless, or Susano'o Ribcage: the Ultimate Defense.
Susano'o 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'o 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'o 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.
At 14th level, you endure the pain and gain an Eternal Mangekyo Sharingan, with this, heal all eye wounds and regain any lost sight. This does not prevent you from losing your sight when using abilities like Izanagi and Izanami, however. 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.
At level 16, you become more familiar with the Susano'o and its abilities. You can create the familiar, Incomplete Susano'o once per long rest. This familiar is as large as 20ft height and 10ft width and gain a level of exhaustion after every two turns it’s active.
Incomplete Susano'o Large Undead, Chaotic Neutral Armor Class 18 (Natural Armor) Hit Points 75 Speed 0ft. (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.
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 Susano'o 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 Susano'o is immune to any spell or effect that would alter its form. All weapon attacks by Susano'o are magical attacks.
Actions
Katana Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit 21 (4d8+3) Slashing damage.
At level 18, gain perfect use of the Susano'o, allowing you to use it with no drawbacks for up to 10 turns, this Susano'o 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.
At 20th level, your ocular powers evolve to their ultimate form—the Rinne-Sharingan. This rare and legendary dōjutsu combines the powers of the Sharingan and the Rinnegan, granting you godlike abilities. When you activate your Rinne-Sharingan, it costs 10 Intense Visual Prowess points, but the activation lasts for 1 hour instead of requiring points each turn.
While the Rinne-Sharingan is active, you retain all the benefits of your Sharingan and Mangekyo Sharingan abilities, and gain access to the Six Paths techniques:
Six Paths Techniques: You gain access to all of the following techniques while your Rinne-Sharingan is active. Each technique can be used once per short rest unless otherwise specified:
Chibaku Tensei (Planetary Devastation): As an action, you create a small black sphere of gravity that you launch into the air within 300 feet of you. The sphere draws in all creatures and objects within a 100-foot radius. Each creature in the area must make a DC 20 Strength saving throw. On a failure, a creature is restrained and pulled 30 feet toward the center at the start of each of its turns. On a success, a creature is pulled 15 feet but not restrained. The sphere grows as it collects matter, eventually forming a large floating earthen satellite. This devastating technique requires concentration and lasts for up to 1 minute. At the end of the duration, the satellite collapses, dealing 20d10 force damage to all creatures trapped within it (DC 20 Dexterity save for half damage). After using this ability, you gain five levels of exhaustion. This ability can be used only once per week. When you use this ability, your Rinne-Sharingan deactivates immediately after the effect ends.
Infinite Tsukuyomi: By channeling the full power of your Rinne-Sharingan while your Perfect Susanoo is active, you can cast Infinite Tsukuyomi as an action. All creatures within a 1-mile radius must succeed on a DC 20 Wisdom saving throw or be placed in a dreamlike state where they experience their deepest desires. While under this effect, creatures are incapacitated and oblivious to their surroundings, though they believe they are living out their ideal lives. The effect lasts until you end it (no concentration required), but can only be maintained for up to 24 hours. After using this ability, you cannot use your Rinne-Sharingan again for 7 days. This ability can be used only once per month, and only if there is a moon visible in the sky.
Amenotejikara (Space-Time Manipulation): Your Rinne-Sharingan grants you the ability to manipulate space-time, similar to teleportation but far more versatile. As a bonus action, you can instantly swap positions with a creature or object you can see within 300 feet, or teleport yourself to any unoccupied space you can see within 90 feet. Alternatively, as an action, you can create a portal to a location you've previously visited on any plane of existence and transport yourself and up to four willing creatures through it. This dimensional travel ability can be used once per long rest, while the short-range teleportation/swapping can be used a number of times equal to your Intelligence modifier (minimum of once) per long rest.
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.
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.
Master of Illusions
At 3rd level, you gain proficiency in the Deception skill if you don't already have it. Additionally, you learn the spells Silent Image, Disguise Self, and Charm Person. These spells don't count against your number of spells known, and you can cast each of them once per long rest without expending a spell slot. Intelligence is your spellcasting ability for these spells.
At 7th level, your illusions become more convincing and powerful. When a creature succeeds on a saving throw against an illusion spell you cast, you can use your reaction and expend 2 Visual Prowess points to force the creature to reroll the saving throw. Additionally, when you cast an illusion spell of 2nd level or lower that requires concentration, you can expend 3 Visual Prowess points to have the spell effect persist for 1 minute without requiring your concentration.
At 11th level, You can create cascading illusions that trap the mind. As an action, you can target a creature you can see within 60 feet and force it to make an Intelligence saving throw against your spell save DC. On a failure, the target is trapped in a complex illusion and becomes stunned for 1 round. At the start of each of its turns while under this effect, the target can make another Intelligence saving throw. On a success, it escapes one layer of the illusion, but must immediately make another saving throw against a new layer. Only after succeeding on three consecutive saving throws does the target fully escape the effect. While under this effect, the target perceives reality as you desire and may take actions that align with this false reality (at the DM's discretion). You can use this feature once, and regain the ability to do so after a long rest.
At 18th level, you master the forbidden technique of Izanagi, allowing you to momentarily blur the line between illusion and reality. When you would be reduced to 0 hit points or subjected to an effect that would kill you outright, you can use your reaction to expend 8 Intense Visual Prowess points to replace that reality with an illusion. Instead of suffering the effect, you drop to 1 hit point and teleport to an unoccupied space within 30 feet of your choice. Additionally, for the next minute, you gain the following benefits:
After using this ability, you cannot use it again until you finish a long rest, and you suffer temporary blindness in one eye for 24 hours, which imposes disadvantage on attack rolls and Perception checks that rely on sight.
Level | Proficiency Bonus | Visual Prowess | Intense Visual Prowess | Features | Spell Slots Per 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 | - | - | 4 | 2 | - | - | - |
7th | +3 | 13 | 4 | Mangekyo Sharingan, 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 Susano'o | 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'o | 4 | 3 | 3 | 2 | - |
17th | +6 | 15 | 12 | - | 4 | 3 | 3 | 3 | 1 |
18th | +6 | 15 | 12 | Perfect Susano'o, Path of Shinobi Feature | 4 | 3 | 3 | 3 | 1 |
19th | +6 | 15 | 12 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | 16 | 14 | Rinne-Sharingan | 4 | 3 | 3 | 3 | 2 |