Monk
Base Class: Monk

The Sharringan is a power granted by Gruumsh to an Orc Clan that was the most devoted & loyal subjects ever. The clan were the first to give up their eyes to Gruumsh as a sacrifice and start the shamanic rit-ual of becoming the Eyes of Gruumsh. Pleased with their loyalty he granted their clan and its offsprings an ability that none would be able to surpass, "the Sharringan'. The clan was called the `Snaglak' for years they have been the head of the Shamans of Gruumsh their offsprings war-riors who could level battlefields single handedly. Some of the most famous Warlords of the Orc clan were Sna-glak's.

Three Tomoe

Spending 3 ki points you can activate your three tomoe Sharingan as a bonus action gaining the following traits for 1 hour or until you use a bonus action to deactivate your Sharingan:  

The wielder gains 15ft truesight. 

The wielder can read lips and observe & copy minor movements in a range of 60 ft. This requires concentration.

The wielder gains a bonus to their ac equal to their proficiency bonus. 

Mangekyo Sharingan

After experiencing an extreme level of emotion the Sharingan evolves into the Mangekyo Sharingan. It grants the wielder two of the following abilities, but using these abilities causes the wielder to become blind over time, the wielder loses 5 ft. of vision each time an ability is used, assume the original range of sight to be 120 ft

You gain two Mangekyo Sharingan abilities in either of your eyes.

By spending 5 ki points you can activate the Mangekyo Sharingan as a bonus action gaining access to the two Mangekyo Sharingan abilities you chose for 1 hour or until you use a bonus action to deactivate your Sharingan

• Tsukuyomi: (Requires an action) The wielder must make eye contact to cast this. The target must make a Wisdom save against your ki save dc, on a fail the target goes through a demi-hell designed by the caster causing the target to be frightened and unable to take an action until the start of your next turn. The target also takes 2d10 psychic damage.

• Kamui: (Requires an action) The wielder can teleport any object/creature that it can see that occupies a 5 ft. square area to a space they can see. The target must make a Dex save against your ki save dc to escape from that region on a fail the target gets teleported and on a successful one target moves from the area to an unoccupied space adjacent to it. The wielder gains one level of exhaustion upon using this ability.

• Izanami: To cast this the wielder must memorize the sensations and actions of the previous three rounds (as if concentrating on a spell). The target will be petrified and unaware of their surroundings as long as they are in the illusion. To escape the target must make a Wisdom and Intelligence save against your ki save DC, until it succeeds both in the same turn it will remain in the illusion. The wielder's left eye will lose sight permanently upon casting this. The sight loss can be reversed only upon evolving the Sharingan into the Eternal Mangekyo Sharingan

• Izanagi: The wielder can remove all damages and effects that were afflicted upon them in the previous three rounds of the encounter. This ability causes the wielder's right eye to lose sight permanently. The sight loss can be reversed only upon evolving the Sharingan into the Eternal Mangekyo Sharingan. This can only be used if the wielder just failed their third death saving throw.

• Amaterasu: As an action, the wielder creates a black magical fire in a 10 X 10 feet square in an area they can see. Any creature in that area must make a Dexterity save against your ki save dc on a fail it takes 2d10 fire damage and an ongoing 5 fire damage at the start of each of its turns, the fire can be put out as a bonus action by the wielder or if the target takes cold damage. On a successful save the target takes no damage and moves out of the targeted area. 

Amaterasu

Amaterasu: (Requires Concentration) As an action, the wielder creates a black magical fire in a 10 X 10 feet square in an area they can see. Any creature in that area must make a Dexterity save against your ki save dc on a fail it takes 2d10 fire damage and an ongoing 5 fire damage at the start of each of its turns, the fire can be put out as a bonus action by the wielder or if the target takes cold damage. On a successful save the target takes no damage and moves out of the targeted area. 

Izanagi

Izanagi: The wielder can remove all damages and effects that were afflicted upon them in the previous three rounds of the encounter. This ability causes the wielder's right eye to lose sight permanently. The sight loss can be reversed only upon evolving the Sharingan into the Eternal Mangekyo Sharingan. This can only be used if the wielder just failed their third death saving throw.

Izanami

Izanami: To cast this the wielder must memorize the sensations and actions of the previous three rounds (as if concentrating on a spell). The target will be petrified and unaware of their surroundings as long as they are in the illusion. To escape the target must make a Wisdom and Intelligence save against your ki save DC, until it succeeds both in the same turn it will remain in the illusion. The wielder's left eye will lose sight permanently upon casting this. The sight loss can be reversed only upon evolving the Sharingan into the Eternal Mangekyo Sharingan

Kamui

Kamui: (Requires an action) The wielder can teleport any object/creature that it can see that occupies a 5 ft. square area to a space they can see within 30ft of the original position. The target must make a Dex save against your ki save dc to escape from that region on a fail the target gets teleported and on a successful one target moves from the area to an unoccupied space adjacent to it. The wielder gains one level of exhaustion upon using this ability.

Tsukuyomi

 Tsukuyomi: (Requires an action) The wielder must make eye contact to cast this. The target must make a Wisdom save against your ki save dc, on a fail the target goes through a demi-hell designed by the caster causing the target to be frightened and unable to take an action until the start of your next turn. The target also takes 2d10 psychic damage.

Incomplete Susanno.

Susanoo: This ability allows the wielder to summon an Ethereal armor-wearing humanoid that is one size category larger than the wielder, upon activating the Mangekyo Sharingan you may spend an additional 5 ki points to summon an incomplete Susanno, the wielder loses 5ft. of vision each time this ability is used, assume the original range of sight to be 120ft.

Incomplete Susanno

Armor Class 19 (natural armor)

Hit Points 133

Speed 0 ft. (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 adamantine.

Damage Resistances Acid, fire, lightning, thunder.

Condition Immunities charmed, exhaustion, poisoned, petrified, paralyzed, frightened

Senses darkvision 60 ft., passive Perception 9

Languages Understands summoner's 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 the caster.

Actions

Katana Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit 21 (4d8+4) Slashing damage.

Slam Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit 18 (3d8+4) Bludgeoning damage. (If the summoner chose a Susanoo with four arms he can slam twice).

Reaction

Deflect Attack. If a creature tries to attack the summoner with an attack that requires an attack roll the susanno can intercept that attack instead. 

Eternal Mangekyo Sharingan

You have reached the pinnacle of your strength awakening the Eternal Mangekyo Sharingan, all sight loss afflicting your eyes from using the Mangekyo Sharingan is removed, and using your Mangekyo Sharingan abilities no longer causes you to lose your vision, using Izanami and Izanagi will still cause you to go permanently blind in the appropriate eye. 


Perfect Susanoo This ability allows the wielder to summon an Ethereal armor wearing humanoid that is two size category larger than the wielder. upon activating the Eternal Mangekyo Sharingan you may spend 10 ki points to summon a Perfect Susanno.

Perfect SUSANNO

Armor Class 19 (natural armor)

Hit Points 230

Speed 0 ft. (moves along with summoner)

STR
29 (+9)
DEX
15 (+2)
CON
20 (+5)
INT
6 (−2)
WIS
8 (-1)
CHA
17 (+3)

Damage Immunities Poison, Cold, Necrotic, Psychic, bludgeoning, piercing, and slashing from non-magical weapons that aren't adamantine.

Damage Resistances Acid, fire, lightning, thunder.

Condition Immunities charmed, exhaustion, poisoned, petrified, paralyzed, frightened

Senses darkvision 60 ft., passive Perception 9

Languages Understands summoner's 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 the caster.

Unchanging 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: +14 to hit, reach 15 ft., one target. Hit 21 (6d10+9) Slashing damage.

Slam Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit 18 (5d8+9) Bludgeoning damage. (If the summoner chose a Susanoo with four arms he can slam twice).

Reaction

Deflect Attack. If the summoner would take damage the Perfect Susanno uses its reaction to intercept the damage. 

Previous Versions

Name Date Modified Views Adds Version Actions
9/30/2022 6:34:30 PM
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1
Coming Soon
10/1/2022 12:42:20 AM
18
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1
Coming Soon

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