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Secrets of The Sharingan - The Homebrewery

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Published by goroiamanuci, 2023-06-27 15:52:26

Secrets of The Sharingan - The Homebrewery

Secrets of The Sharingan - The Homebrewery

Extra rules Eyes Eyes are very important to most people, this goes to the extreme when Dojutsu are involved. Below are rule sets for Dojutsu and eye complications. Implanting Dojutsu To remove or implant a single eye from a target you must succeed a DC 20 medicine check or destroy the eye in the proccess. The eye will last as long as a body would last before decay, spells like Gentle Repose can extend it’s shelf-life. Having only a single Sharingan or Byakugan forces the Power-Up to remain active as the chakra network is incomplete. You must actively cover this eye to avoid stamina drain. Gaining a complete set of Sharingan or Byakugan or gaining even a single Rinnegan allows them to function as if you had them naturally. One-Eyed In the case that you have lost an eye or are covering an eye for the sake of subduing a Dojutsu you have negatives due to the loss of depth perception and peripheral vision: You have a -2 to ranged attack rolls You have disadvantage on perception checks based on sight Your maximum level of Gradual Blindness becomes 15 before you become totally blind. Gradual Blindness A creature may have up to 25 levels of Gradual Blindness. For each level of the condition, any d20 roll a creature makes that requires the sense they have levels in has a -1 penalty and any attacks against the creature gain a +1 bonus per 5 levels of Gradual Blindness. If a creature gains all 25 level, the effect becomes permanent until the Wish spell is cast on them or they remain at 0 levels for 1 consecutive year. Total Blindness incurred by the Mangekyou Sharingan in this way can only be cured by a Wish spell or obtaining the Eternal Mangekyou Sharingan. Creatures with alternative senses, such as blindsight and truesight, are immune to the effects of Gradual Blindness in the radius of those senses. Creatures can lose 1 level of this condition when lesser restoration is cast on them, or 3 levels when greater restoration is cast on them. Additional Sharingan Abilities Whenever you gain the 3 Tomoe Sharingan you gain Izanagi and Izanami. Izanagi You have the ability to change reality on a small scale. As a free action on you or another’s turn you may sacrifice the use of one of your eyes to create a genjutsu so real it becomes real. This can be done to change the enviroment within a mile radius, create a new living body for yourself upon your death, or completely change the events of the previous turn. After the casting of this ability you lose the use of one of your eyes, becoming blind and losing the ability to of the sharingan in that eye and gaining the One-Eyed condition. This can only be repaired through the use of the Wish spell. Izanami You have the ability to inforce your idea of destiny on another. Choose 1 creature that you can see, you force them into an illusion where they go through an endless loop until they whole-heartedly accept and agree with the outcome that you implanted in the illusion. This can be used to effect a target’s character or disposition as they have an eternity in the illusion to change. After the casting of this ability you lose the use of one of your eyes, becoming blind and losing the ability to of the sharingan in that eye and gaining the One-Eyed condition. This can only be repaired through the use of the Wish spell. Madara Uchiha (3 Tomoe) AL3X796


Mangekyou Sharingan Once your sharingan has completely matured it can be evolved again through great emotion. Your DM may rule this as entering the berserk or enraged conditions or when seeing a close person to you die or possibly even a moment of pure love. Whenever you activate your sharingan or as a bonus action when your sharingan is active you may activate your mangekyou sharingan, incurring 1 rank of Gradual Blindness. While your Mangekyou is active, increase your Sharingan’s Power and AC Bonus as well as it’s Stamina Cost by 1. One-Eyed Awakening If you happen to only have 1 sharingan and it awakens, you gain the Susano’o Feature up to the Ribcage form and 1 Mangekyou Art. Dual-Eyed Awakening If you awaken a complete set of Sharingan you gain the Susano’o Feature up to the Skeletal form and 2 Mangekyou Arts. Losing eyes If you ever lose one of your Sharingan you lose one of your Mangekyou Arts. If you ever lose both of your Sharingan you lose all Sharingan features besides the Susano’o if you have it. Eternal Mangekyou Sharingan Eventually overuse of the Mangekyou Sharingan will lead to blindness, the only way to permenantly avoid this is to obtain the Eternal Mangekyou Sharingan. To gain the Eternal Mangekyou Sharingan naturally you must have a natural Mangekyou Sharingan and replace it with the Mangekyou Sharingan of another. To gain this benefit you must have an equal amount of Mangekyou Sharingan as what you currently have. For example an uchiha that has the One-Eyed Condition only needs 1 Mangekyou Sharingan to replace with their original to awaken it into a single Eternal Mangekyou Sharingan. When you have the Eternal Mangekyou Sharingan you always appear as to have the Mangekyou Sharingan active. You no longer incur ranks of Gradual Blindness from using the Mangekyou Sharingan and no longer need the Mangekyou Sharingan Power-Up active to cast Mangekyou Arts. Mangekyou Arts Mangekyou Arts are special abilities that can only be used while your Mangekyou Sharingan is active. Anytime you use a Mangekyou Art you gain 1 rank of Gradual Blindness. Mangekyou Arts that are Techniques are the same Rank as your Ki Rank. Amaterasu You can incinerate your foes with the Black Flames of the Sun God, Amaterasu. When you learn this Mangekyou Art you gain one of the following techniques and the unchoosen options are added to your learnable Technique list. Fire damage dealt by Amaterasu can not be reduced by any means. Amaterasu Shot Rank ? Barrage Technique Cost: 25 Ki Casting Time: 1 Action Range: 60 feet Duration: 1 Minute (Concentration) Chargeable?: Yes Fire 3 shots of black fire at targets in range, these can target different targets or all target the same. Roll a Barrage Attack roll dealing 6d6 Fire Damage on a hit and igniting the enemy. So long as you hold Concentration after one of these shots hits you continue to burn the targets, dealing an additional 3d6 fire damage on the start of each of their turns. Amaterasu Burst Rank ? Omni Technique Cost: 35 Ki Casting Time: 1 Action Range: 120 feet (30 foot radius) Duration: 1 Minute (Concentration) Chargeable?: Yes Choose a location within range, all targets within a 30 foot radius centered on that spot must make a Dexterity saving throw or take 4d8 fire damage and is ignited on a fail, taking half damage and are not ignited on a success. So long as you hold Concentration after one of these shots hits you continue to burn the targets, dealing an additional 2d8 fire damage on the start of each of their turns.


Amaterasu Stream Rank ? Beam Technique Cost: 35 Ki Casting Time: 1 Action Range: Self (30 foot line) Duration: 1 Minute (Concentration) Chargeable?: Yes Fire a concentrated stream of black flames out of your eye. All creatures in the range must make a Dexterity saving throw or take 5d10 fire damage and is ignited on a fail, taking half damage and are not ignited on a success. So long as you hold Concentration after one of these shots hits you continue to burn the targets, dealing an additional 2d10 fire damage on the start of each of their turns. Kagatsuchi Requires: Amaterasu You have a heightened control of your Amaterasu that allows you to integrate it’s flames in new ways. When you learn this Mangekyou Art you gain one of the following techniques and the unchoosen options are added to your learnable Technique list. Amaterasu Infusion Rank ? Omni Technique Cost: 20 Ki Casting Time: 1 Bonus Action, when you use your action to cast a Technique or Spell Range: Self Duration: 1 Minute (Concentration) Chargeable?: No You have learned to infuse your energy attacks with the Amaterasu. Whenever you cast a Technique or Spell that deals damage you may cast this technique to replace the damage with Fire Damage as if it were an Amaterasu Technique and targets are ignited if the Technique or Spell succeeds. So long as you hold Concentration after one of these shots hits you continue to burn the targets, dealing an additional 2d6 fire damage on the start of each of their turns. Amaterasu Weapon Rank ? Omni Technique Cost: 30 Ki Casting Time: 1 Bonus Action Range: Self Duration: 1 Minute Chargeable?: No You have gained such minute control of your flames that you can create functioning weapons out of the flames. Whenever you cast this technique you may create a Simple or Martial weapon of your choice that deals Amaterasu fire damage. The weapon disappates if it leaves your hand but can be recreated as a bonus action until the duration ends. Ranged weapons create their own ammunition out of black bolts of fire. Amaterasu Boost Rank ? Omni Technique Cost: 30 Ki Casting Time: 1 Bonus Action, when you use your action to cast a Technique or Spell Range: Self Duration: 1 Minute (Concentration) Chargeable?: No You have learned to infuse your energy attacks with the Amaterasu. Whenever you cast a Technique or Spell that deals damage you may cast this technique to deal an additional 4d8 Fire Damage as if it were an Amaterasu Technique and targets are ignited if the Technique or Spell succeeds. So long as you hold Concentration after one of these shots hits you continue to burn the targets, dealing an additional 2d8 fire damage on the start of each of their turns. Mangekyou Combat Calculations Mangekyou Combat Rank ? Omni Technique Cost: 40 Ki Casting Time: 1 Action Range: Self Duration: 1 Minute (Concentration) Chargeable?: No You take a moment to push the visual prowess of the Mangekyou even further to infer and create attacks that wouldn’t normally be possible for you. For the duration of this technique you can cast any Melee or Weapon technique that you fit the requirements for, even if you do not know them.


Tsukuyomi Tsukuyomi Rank ? Omni Technique Cost: 40 Ki Casting Time: 1 Action Range: 60 feet Duration: 1 Minute (Concentration) Chargeable?: No The ultimate illusion ability of the Mangekyou, a choosen creature within range that can see you must make an Intelligence saving throw or be incapacitated and suffer one of the following effects of your choice for the duration: Talk. By wriggling yourself into the mind of the creature you may enter a mindscape of your own design and have up to an hour long conversation each turn this technique is used for the duration. Torment. You spend a “week” in a mindscape of your own design tormenting and torturing the target for each turn this technique is used for the duration, dealing 3d12 psychic damage upon casting and at the start of each of your turns. Trick. You may continue the encounter as normal for yourself and the target though you are in complete control of the details that the target sees for the duration, able to create and remove any details of your choosing. At the end of the duration the target completely believes what they saw to be reality. Copy Wheel Telekenisis Telekenisis Rank ? Omni Technique Cost: 35 Ki Casting Time: 1 Action Range: 100 feet Duration: 1 Minute (Concentration) Chargeable?: No You have learned to harness the visual prowess of the Sharingan to physically effect the world around you. For the duration of this Technique you can pick up objects weighing less than 50 pounds without the use of your hands so long as the object is in this Technique’s range. You may attack with these weapons and cast Weapon Techniques as if you were wielding them using Intellegence as the attack and save DC modifier. While this technique is active you may make a number of attacks with the Attack Action with weapons you are holding this way equal to your Intellegence modifier. Attacks made with these weapons can have their point of origin be anywhere within this technique’s range. Kotomatsukami Can be taken twice Kotomatsukami Rank ? Omni Technique Cost: 40 Ki Casting Time: 1 Action Range: 120 feet Duration: Special Chargeable?: No An illusion created to completely rewrite the mind and heart of a target. Choose 1 target that you can see within range, they do not need to be able to see you, the target must make two Charisma Saving Throws vs your Omni Save DC. Creatures with True Sight only make a single saving throw. A target may remake this saving throw once per short rest if they become aware of this feature’s exsistance. A Remove Curse or Modify Memory spell can remove the effects of this Technique. On a failed save the creature you may do one of the following effects to the target: Rewrite. you are able to rewrite memories that you are aware of. Affected creatures’ memories are overwritten and suppressed for the duration of this Arts effects. You are not able to completely change a creature’s personality using this additional effect. But you are able to alter their reasoning behind their actions. Enforce. select one thing they could normally do with their Actions, Bonus Actions, or Reactions. They, for the duration of this Art, forget how to perform the selected action, unable to learn, or relearn the forgotten ability, feature or Technique. You lose sight in one of your eyes, losing access to this feature and gaining the One-Eyed condition, you regain the use of that eye and this feature after 12 minus your con mod months have passed or until you are targeted with a Greater Restoration spell, alternatively a Lesser Restoration spell can reduce the recovery time by 1 month per casting.


Kamui Can be taken twice, giving you one of the following each time. Kamui Close Range Rank ? Omni Technique Cost: Special Casting Time: 1 Action Range: Self Duration: Special Chargeable?: No You have the ability to use the Kamui on yourself giving yourself one of the following effects: Demi-Plane: (30 Ki) you immedietly transport yourself and anyone you’re touching to a crystaline demi-plane only accessable to you and those with planar travel and knowledge of your Demi-Plane. You may use this technique a second time to transport you and anyone you’re touching to the prime material plane, at a location that you are Extremely Familiar with or from where you entered your Demi-Plane. Phantom Self: (60 Ki) For the next minute as long as you hold concentration, you become intangible and all attacks and effects that are not psychic in nature pass through your space as if you were not there. You may pass through solid objects as if they were difficult terrain, you can not end your turn inside of a solid object or be ejected into the nearest space and take 3d6 force damage. Kamui Long Range Rank ? Omni Technique Cost: 60 Ki Casting Time: 1 Action Range: 100 feet Duration: Instantaneous Chargeable?: No You have the ability to use kamui on others using one of the following effects: Demi-Plane: 1 target in range must make a dexterity saving throw or be sent to your Demi-Plane until you use this feature again to release 1 target or object inside of the Demi-Plane that you are aware of. Tear: 1 target within range must make a dexterity saving throw or take 5d12 slashing damage as it rips parts of your body into the Kamui dimension. Extend: You may prepare a kamui jump to extend the range of your next attack. Your next ranged weapon attack/technique or Ki Technique has it’s range extended by 100 feet. Kamui besthdwallpaper.com


Susano’o The ultimate defensive ability of the Uchiha. The Susano’o is a manifestation of your heart, soul, and Mangekyou in a powerful and durable energy construct that begins as a phantom ribcage and ending as a hulking samurai-like figure with you suspended inside. As a Bonus Action on your turn you may spend any number of Hit Die to conjure your Susano’o, a skeletal manifestation of yourto fighting spirit, to protect you with 30x the number of hit die spent in HP. You may also manifest your Susano’o in respone to being targeted by an attack roll or when forced to make a saving throw for twice the Hit Die cost. After you have manifested your Susano’o you may dispel or remanifest it as a Bonus Action on your turn, keeping the HP it has until it is destroyed, healed using your Hit Die. Your Susano’o loses any HP it currently has when you take a long rest. The maximum stage your Susano’o can take is directly tied to the number of and stage of your Mangekyou Sharingan as seen on the table below. Once you gain the ability to manifest a Susano’o of a specific stage you are always capable of this feature, even if you were to lose your eyes, unless the Mangekyou Sharingan was implanted. When your Susano’o reaches certain HP thresholds you may choose to progress it’s form to the next stage, otherwise you may increase it’s stage as a Bonus Action on your turn as long as it is above the HP threshold for that stage. You may also lower your Susano’o into any stage it was previously in as a Bonus Action on your turn but must rereach the HP thresholds to increase the stage again. Your Susano’o stays in it’s current stage until it breaks or you take a long rest. Max Susano’o stage possible Eyes Maximum Stage 1 Mangekyou Sharingan Ribcage 2 Mangekyou Sharingan Skeletal 1 Eternal Mangekyou Sharingan Armored 2 Eternal Mangekyou Sharingan Perfect Your Susano’o retains all features of it’s previous stages unless it’s new features would overwrite them. Ribcage Your Susano’o has manifested as a set of ghostly ribs that encompass you. The Susano’o has the following statistics: You and any creature that you allow are immune to outside attacks as the Susano’o takes all attacks for targets inside of its 5ft square other than those that are psychic in nature. The Susano’o uses your ability scores Your Susano’o has an AC equal to your Omni Save DC All damage done by the Susano’o is considered magical for the sake of damage resistances You may make unarmed strikes at a range of 10 feet using a manifested arm as if they were Omni attack rolls Skeletal HP Threshold: 90 HP Your Susano’o has grown into a complete upper torso, complete with arms and a skull. Your Susano’o gains the following features: The Susano’o is now Huge sized as you and any creatures that you allow can be inside of the Construct’s space without hindering it. All creatures inside of the space gain the benefits of your Susano’o from outside effects The Susano’o is bound to you, moving with you as to always keep you in it’s center. if you are damaged by a target or effect that is inside of your Susano’o then you gain no benefits or HP that the Susano’o offers. As an action on your turn you may make an Slam attack in a range of 15 feet using your Susano’o. Roll an Omni attack roll dealing 4d6 Ki damage on a hit an knocking the target prone. As an action on your turn you may make a grapple check against a target within 15 feet of your Susano’o. You may use Intellegence or Spirit in place of Athletics for this roll. Sasuke Susano’o sersorroza


Armored HP Threshold: 180 HP Your Susano’o has manifested armor and it’s own unique Susano’o Weapon to use. Choose 1 Martial or Simple weapon, whenever your Susano’o is in this stage or higher you may manifest or demanifest the choosen weapon as an Bonus Action on your turn, you may not change this choice of weapon later. These weapons deal an additional 3d6 Ki Damage on a hit. Weapons with the Ammunition feature produce their own ammo out of the same energy as the Susano’o. Your Susano’o also gain the following features: Your Susano’o resists nonmagical damages You may have any Techniques or Spells originate from and benefit your Susano’o Your Susano’o has the Supercharged condition Perfect HP Threshold: 270 HP Your Susano’o has now completely formed, you and all creatures you allow inside of the Susano’o now hover safely inside of it while you command the Susano’o on your turn, being carried with it wherever it moves. Your Susano’o gains the following features: Your Susano’o is now Gargantuan Your Susano’o has a move and fly speed of 100 feet Your Susano’o gains an additional Susano’o Weapon of your choice, this can not be changed later You may manifest or dispell both weapons at the same time Your Susano’o has the Empowered condition. Susano’o lwisf3rxd Sasuke Perfect Susano’o Maxiuchiha22


Optional Feat: Susano’o Knight Requires: Perfect Susano’o You have learned to manifest your Susano’o on a smaller scale to empower you instead of forging a full construct. You gain the Susano’o Armor Power-up. You can not use any Susano’o feature while this Power-up is active. Susano’o Armor +3 Power +2d6 damage +2 AC +45 Move/Fly Speed You can conjure your Susano’o Weapons You may make an additional attack as part of the Attack Action. You have Resistance to all bludgeoning, piercing, and slashing damage You have the Empowered and Supercharged conditions. Any lost limbs you have are rebuilt for the duration Drains 2 Hit die at the end of your turn Sasuke Susano’o Armor Zelta


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