Base Class: Monk
You unlocked this power through a loss of a dear family member. Your eyes have been transformed, granting you special powers.
Level 3: One Tomoe Sharingan
Your ocular prowess unlocks, granting you the following benefits: you have Advantage on Initiative rolls. If you are forced to make a Dexterity saving throw by a creature that you can see, you have Advantage on that save.
Level 6: Three Tomoe Sharingan
Your eyes can see through almost every illusion. When you are making a saving throw to avoid being affected by an illusion, you have Advantage on that save. You also learned how to copy simple spells. When you see a caster casting a spell within 60 feet of you, you can learn how to cast the spell as well if you're not affected by the spell. The spell's level mustn't be higher or equals to your Proficiency Bonus, and it mustn't contain any material components. Once you learned a spell this way, you can cast it by taking an Magic action and expending focus points equal to the spell's level. You can only memorize 1 spell at a time.
Level 11: Mangekyo Sharingan
You have evolved your Sharingan into Mangekyo Sharingan, and you unlock a type of Dojutsu based on your personality. If any of the following options requires a creature to make a save, the save DC is 8 + your Wisdom modifier + your Proficiency Bonus.
Lawful Good: Amaterasu: As an action, you choose a creature that you can see that is within 300 feet of you. The creature makes a Dexterity saving throw with Disadvantage. On a failed save, the creature is burning and makes a Constitution saving throw. When a creature is burning this way, it doesn't take the normal damage it would take on the start of each of its turns. Instead, it takes Fire damage at the start of each of its turns equals to (1 + your Proficiency Bonus) d your Martial Arts die. This damage ignores resistance, and it can''t be extinguished in any way for a number of turns equals to your Dexterity modifier plus your Wisdom modifier, after which the fire dies. If the creature fails the second save, it has the Blinded condition until the fire has died. The creature can take an action to make a Constitution save on each of its turns, ending the Blinded condition on itself on a success.
Chaotic Good: Tsukuyomi: As an action, you choose a creature that can see you that is within 300 feet of you. The creature makes a Intelligence saving throw with Disadvantage. On a failed save, the creature is dragged into an illusory world and experiences extreme pain, shock, of fear. The time flows way slower in the illusory world than the real world. The creature feels that it had been in there for a year although time haven't really passed at all in the real world. The creature have the stunned condition for a number of hours that is equal to your Proficiency Bonus and drops whatever its holding. After 2 turns, the creature can make a Wisdom saving throw whenever it takes damage, ending the condition on a success. When the condition ends, the creature gains the Prone condition. You do not need to maintain Concentration for this feature.
Lawful Evil: Kotoamatsukami: As an action, you choose a creature that can see you that is within 300 feet of you. The creature makes a Wisdom saving throw with Disadvantage. On a failed save, you can implement a message(no more than 20 words) into the creature's mind, and the creature will follow that message to the best of its ability. This effect lasts for a number of hours equals to your Proficiency Bonus. Whenever the creature takes damage, it repeats the save with Disadvantage, ending this effect on a success. The creature also repeats the save without Disadvantage at the end of every hour it's under this effect, ending this effect on a success. When the condition ends, the creature does not know that you did this to it, and it'll come up with excuses for what it did during that time. If an excuse is not enough, its memory will be changed by itself unconsciously so that what it did during that time makes sense. You do not need to maintain Concentration for this feature.
Chaotic Evil: Susanoo: As an action, you summon the susanoo. Negative destructive energy surrounds you to form a humanoid avatar. You levitated to a height of 60 feet. The susanoo blocks all area effects from every direction, acting like a wall. You can still be targeted by spells as the energy is half transparent, but you can not be targeted by and weapon attacks. The size of the susanoo is Huge, and it has an amount of Hit Points equals to five times your Monk level. The susanoo are Immune to the following: Force, Necrotic, and Psychic damage, plus the Charmed, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, and Unconscious conditions. The susanoo have resistance to the following: Acid, Cold, Fire, Lightning, Poison, and Thunder damage. When the susanoo is active, the range of your Unarmed Strikes increases by 10 feet, and the attack and damage rolls of your Unarmed Strike increases by your Wisdom modifier. When the susanoo is active, you deal double damage to objects. The susanoo lasts for 1minute, and it ends early if you have the Incapacitated condition, if it lose all of its Hit Points, or if you dismiss it(no action required).
Neutral: Kamui: Left Eye: As a bonus action, you can enter an intangible form for 1 minute. During this time, you can pass through walls and can teleport up to 60 feet that you can see as a bonus action. You are also untargetable. This effect ends early if you make an attack, cast a spell, deal damage, or force a creature to make a saving throw. Right Eye: As a bonus action, you can choose a creature that you can see that is within 300 feet of you. The creature makes an Charisma saving throw with Disadvantage. On a failed save, the creature is banished to the Kamui dimension and has a speed of 0 when it is there. This effect can last a number of turns equals to your Monk level divided by three(rounding down). You do not need to maintain Concentration for both features. After you use your left or right eye's Dojutsu, you can use the other one's Dojutsu without triggering the penalty, considered a "free" Dojutsu. A "free" Dojutsu does not give you another "free" Dojutsu.
After you use a Dojutsu, you gain the Blinded condition until the end of your next turn. For Kamui, you gain the Blinded condition until the end of your next turn after you use both eye's Dojutsu.
If your alignment is something neutral, roll 1d4. On a 1, you gain the Kamui Dojutsu. On a 2, you gain the Dojutsu that something good would gain. On a 3, you gain the Dojutsu that something Evil would gain. On a 4, you roll again.
If your alignment is neutral something, roll 1d4. On a 1, you gain the Kamui Dojutsu. On a 2, you gain the Dojutsu that Lawful something would gain. On a 3, you gain the Dojutsu that Chaotic something would gain.On a 4, you roll again.
You can use your Dojutsu once per Long Rest. You can also use it more than once per Long Rest, but you suffer the penalty from over using it. If you do so, make a Constitution saving throw with Disadvantage(against the DC explained in the beginning). On a failed save, you take (your Monk level/3*the number of times overused+1 round up)d(your Martial Arts die) Necrotic damage. This damage can not be reduced in anyway. Roll 1d6, on a 1, you have the Blinded condition forever and can not use any Dojutsu again until the Blinded condition is removed. This condition can only be removed in four ways:
1. 7 constructive day of receiving Lessor Restoration, one per day.
2. 3 constructive day of receiving Greater Restoration, one per day.
3. A Wish spell wishing to remove the condition.
4. Receiving Power Word Heal.
On a successful save, yo take half the damage and don't have to roll the d6.
Chaotic Evil
Chaotic Evil: Susanoo: As an action, you summon the susanoo. Negative destructive energy surrounds you to form a humanoid avatar. You levitated to a height of 60 feet. The susanoo blocks all area effects from every direction, acting like a wall. You can still be targeted by spells as the energy is half transparent, but you can not be targeted by and weapon attacks. The size of the susanoo is Huge, and it has an amount of Hit Points equals to five times your Monk level. The susanoo are Immune to the following: Force, Necrotic, and Psychic damage, plus the Charmed, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, and Unconscious conditions. The susanoo have resistance to the following: Acid, Cold, Fire, Lightning, Poison, and Thunder damage. When the susanoo is active, the range of your Unarmed Strikes increases by 10 feet, and the attack and damage rolls of your Unarmed Strike increases by your Wisdom modifier. When the susanoo is active, you deal double damage to objects. The susanoo lasts for 1minute, and it ends early if you have the Incapacitated condition, if it lose all of its Hit Points, or if you dismiss it(no action required).
Chaotic Good
Chaotic Good: Tsukuyomi: As an action, you choose a creature that can see you that is within 300 feet of you. The creature makes a Intelligence saving throw with Disadvantage. On a failed save, the creature is dragged into an illusory world and experiences extreme pain, shock, of fear. The time flows way slower in the illusory world than the real world. The creature feels that it had been in there for a year although time haven't really passed at all in the real world. The creature have the stunned condition for a number of hours that is equal to your Proficiency Bonus and drops whatever its holding. After 2 turns, the creature can make a Wisdom saving throw whenever it takes damage, ending the condition on a success. When the condition ends, the creature gains the Prone condition. You do not need to maintain Concentration for this feature.
Lawful Evil
Lawful Evil: Kotoamatsukami: As an action, you choose a creature that can see you that is within 300 feet of you. The creature makes a Wisdom saving throw with Disadvantage. On a failed save, you can implement a message(no more than 20 words) into the creature's mind, and the creature will follow that message to the best of its ability. This effect lasts for a number of hours equals to your Proficiency Bonus. Whenever the creature takes damage, it repeats the save with Disadvantage, ending this effect on a success. The creature also repeats the save without Disadvantage at the end of every hour it's under this effect, ending this effect on a success. When the condition ends, the creature does not know that you did this to it, and it'll come up with excuses for what it did during that time. If an excuse is not enough, its memory will be changed by itself unconsciously so that what it did during that time makes sense. You do not need to maintain Concentration for this feature.
Lawful Good
Lawful Good: Amaterasu: As an action, you choose a creature that you can see that is within 300 feet of you. The creature makes a Dexterity saving throw with Disadvantage. On a failed save, the creature is burning and makes a Constitution saving throw. When a creature is burning this way, it doesn't take the normal damage it would take on the start of each of its turns. Instead, it takes Fire damage at the start of each of its turns equals to (1 + your Proficiency Bonus) d your Martial Arts die. This damage ignores resistance, and it can''t be extinguished in any way for a number of turns equals to your Dexterity modifier plus your Wisdom modifier, after which the fire dies. If the creature fails the second save, it has the Blinded condition until the fire has died. The creature can take an action to make a Constitution save on each of its turns, ending the Blinded condition on itself on a success.
Neutral
Neutral: Kamui: Left Eye: As a bonus action, you can enter an intangible form for 1 minute. During this time, you can pass through walls and can teleport up to 60 feet that you can see as a bonus action. You are also untargetable. This effect ends early if you make an attack, cast a spell, deal damage, or force a creature to make a saving throw. Right Eye: As a bonus action, you can choose a creature that you can see that is within 300 feet of you. The creature makes an Charisma saving throw with Disadvantage. On a failed save, the creature is banished to the Kamui dimension and has a speed of 0 when it is there. This effect can last a number of turns equals to your Monk level divided by three(rounding down). You do not need to maintain Concentration for both features. After you use your left or right eye's Dojutsu, you can use the other one's Dojutsu without triggering the penalty, considered a "free" Dojutsu. A "free" Dojutsu does not give you another "free" Dojutsu.
Level 17: Eternal Mangekyou Sharingan
Your Dojutsu powers are even stronger than it was before.
Lawful Good: Amaterasu: When you use this Dojutsu and caused a creature to have the Blinded condition, every creature that is within 10 feet of the creature makes a Dexterity saving throw as well. On a failed save, they are also under the effect of Amaterasu. This Dojutsu's damage can't be reduced in any way, and it ignores Fire Immunity.
Chaotic Good: Tsukuyomi: The creature that is affected by this Dojutsu can not start to make Wisdom saving throws after 3 turns have passed. When the Prone condition ends, if the creature is within 60 feet of you, the creature have the Frightened condition for 10 minutes. At the end of each of its turns, the creature can make a Wisdom saving throw with Disadvantage, end this condition on itself on a success.
Lawful Evil: Kotoamatsukami: The creature does not make Wisdom saving throws with or without Disadvantage anymore when it takes damage or when an hour have passed.
Chaotic Evil: Susanoo: When your susanoo is active, you can make an extra attack when you're taking the Attack action. Whenever you deal damage to a creature with an unarmed strike, you can force the creature to make a Strength saving throw. On a failed save, you can choose one of the following: The creature is pushed away from you 15 feet, or the creature has the Prone condition. When you are attacking a creature that has the Prone condition and is not within 5 feet of it but is within 15 feet of it, you can make your attack rolls like you are within 5 feet of it.
Neutral: Kamui: Left Eye: When your intangible form ends early because you made an attack, cast a spell, dealt damage, or forced a creature to make a saving throw you can re-enter the form by spending a reaction when your turn ends. This does not refresh the duration of the intangible form. Right Eye: When you banish a creature into your Kamui dimension, the creature also have the Incapacitated condition for the duration. You can also enter the Kamui dimension if there's another creature in there(no action required).
You no longer get the Blinded condition after you use a Dojutsu, nor do you have to roll the d6 if you overused your Dojutsu.
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