Base Class: Monk
The Path of the Sharingan is one of great despair. The ones who choose this path have experienced great suffering in their lives and seek the power for vengeance or some other emotionally driven cause. Though monks typically train in the light for inner peace, monks who train to activate the Sharingan find peace through darker emotions. They resolve themselves to take on all the pain and hate in the world and to overcome it through their own power. As the user's experience and resolve grows and becomes stronger, the Sharingan evolves along with them. Those trained in the Sharingan gain great visual prowess that subsequently grants them great mental and physical power. Look into their intense red gaze and it’s already too late.
Sharingan
Beginning at 3rd level, your training leads you to developing the first Tomes of the Sharingan. Your eyes turn red, and two tome symbols appear around your pupil. The Sharingan grants you the following abilities while active:
- +10 ft in speed
- +1 AC
- Can Expend 1 Ki Point to activate "Detect Magic"
- You have the ability to read lips.
The Sharingan lasts for 1 minute unless incapacitated or ended with a free action. Time of use increases at levels 6, 11, & 17. At 3rd level, the user can activate the Sharingan a number of times equal to character's proficiency bonus before a short or long rest is needed to gain back expended uses.
Detect Magic: Expend a Ki point, for the as long as the Sharigan is active, you can see the aura of magic around objects within 30 feet of you, and can decipher its school of magic based on the color, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You can also see invisible creatures and objects as if they were visible.
Shurikenjutsu
Beginning at 3rd level, your Sharingan makes your precision that much more deadly. While you're Sharingan is active, when you throw darts, knives, kunai, or shuriken the damage dealt is equivalent to your Martial Arts damage die.
Sharingan Improved
Beginning at 6th lvl, the Third Tome of the Sharingan is achieved, and wielder can now use Ki points to use its Dosatsugan & Saimingan abilities when active. Upon activation of the Sharingan, the user gains +2 AC and Sharingan can last for 2 minutes unless incapacitated or ended with a free action. Any feature that requires eye contact is impossible in the dark unless both creatures have darkvision.
Dosasugan: (Requires Action) While Sharingan is active, you expend a Ki Point and you can create a sound or image of an object within range of your sight that lasts for the duration of 1 minute. The illusion also ends if you dismiss it as an action or cast another feature of the sharingan on said creature.
If you create a sound, it’s volume can range from a whisper to a scream and centered at a point you can see. It can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the illusion ends. If you create an image of an object, the object can be no larger than a 5ft cube. If the creature tries to interact with said object, the illusion is negated. You can also make an image disappear from a creatures vision as long as it doesn’t take up the space greater then a 5ft cube.
If a creature uses its action to examine the sound or image, the creature must make a Wisdom Check equal to your Ki save DC. If the creature is successful, the illusion is negated.
Saimingan: While Sharingan is active, make eye contact with a humanoid or animal and expend a Ki point.
-- If the target is humanoid, It must make a Wisdom saving throw equal to your Ki save DC and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance, and is forced to speak the truth for as long as the Sharingan is active. When the spell ends, the creature knows it was charmed by you. To use on an additional humanoid, expend another ki point.
- If the target is an animal, You gain the ability to control and speak to animals. You convince a beast that you mean it no harm. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw equal to your Ki save DC or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends. Also, You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion. This cast only lasts as long as you maintain the Sharingan. To use on an additional creature, expend another ki point.
Shurikenjutsu Improved
Beginning at 6th level, you can infuse your Ki with throwing darts, knives, kunai, or shuriken and make the damage count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Mongekyo Sharingan
At 11th lvl, you gain the Mangekyo Sharigan. The Mongekyo Sharigan grants the following abilities:
- Sharingan now lasts for 3 minutes.
- Tsukuyomi: (Requires an Action) Make eye contact with a creature and expend 2 Ki points, the target must make a Wisdom saving throw equal to your Ki Save DC, on a fail the target goes through a Demi-hell designed by the caster causing target to be frightened and is unable to move, take an action or a bonus action during their next turn. The target also takes two Martial Arts Die of psychic damage. One Sharingan Use is immediately expended, and the Sharingan deactivates upon use of this ability.
- Kamui: As an action, expend 2 Ki points and the wielder can teleport himself/herself or any object/creature the wielder can see (which occupies a 5ft square area, it can be part of an item/creature too) to a space he/she can also see. The target should make a Dexterity saving throw equal to your Ki Save DC to escape from the region. On a fail, the target gets teleported and on a success, the target moves to one unoccupied space adjacent to it. One Sharingan Use is immediately expended, and the Sharingan deactivates upon use of this ability.
- Ameterasu: As an action, expend 2 Ki points and the wielder creates a black magical fire in a 10x10 ft square in an area he/she can see. Any creature in that region must make a Dexterity saving throw equal to your Ki Save DC. On a fail, it takes two Martial Arts Die of fire damage and an ongoing 4 fire damage at the start of each turn, this can’t be removed without a spell. On a success, the target takes no damage and moves to an unoccupied space adjacent to the area. One Sharingan Use is immediately expended, and the Sharingan deactivates upon use of this ability.
Eternal Mangekyo Sharingan
Beginning at 17th lvl, you gain the Eternal Mangekyo Sharingan. The Eternal Mongekyo Sharingan increase the Sharingan usage time to 4 minutes and gains the Susanoo summoning.
Susanoo Summoning: While the Mongeky Sharingan is active, Use 3 Ki points to summon the Ribcage of the Susanoo. The Susanoo is an Ethereal humanoid that surrounds the caster. This humanoid that starts out as one size category larger than the caster with an AC of 15 and 66 Hit Points. The caster is unaffected by all attacks until the armor of Susanoo is destroyed or ended. The Susanoo is immune to poison, cold, necrotic, and psychic damage; immune to exhaustion, being poisoned, frightened, charmed, petrified, and paralyzed conditions; and resistant to acid, fire, lightning, and thunder damage. Upon summoning the Susanoo, the wielder is unable to use all other Sharingan abilities. Caster experiences 1 lvl of exhaustion for every round the Susanoo is maintained.
If the Ribcage is still summoned. As an actuon, Caster can Spend 2 more Ki points to summon the arms, hands, and head with “muscles” attaching to the bones of the Susanoo. Spend 1 additional Ki point to summon Susanoo with 4 arms. Total Hit points increase by 133. Any hit points already lost are applied to the 133. All immunities and resistance are retained. As a Bonus Action, caster can attack with Susanoo.
Incomplete Susanoo Attacks: Strength of Susanoo - 18 (+4)
- Obito’s Touch—Melee attack: +5 to hit, 10ft reach, one target, Hit 21(2d8+3) Necrotic damage.
- Madara's Slam—Melee attack: +5 to hit, 10 ft reach, one target, Hit 18(2d6+5) bludgeoning damage. If choosing a Susanoo with four arms(1 extra ki point) can slam twice.
Spend 2 more Ki points as an Action to summon the legs, armor, and weapons of Susanoo. This increases the Susanoo's size to 2 size categories larger than the caster, and Hit points to 230. Any hit points already lost are applied to the 230. Susanoo gains a Katana and Shield and the following:
Susanoo Kanseitai Attacks: Strength of Susanoo - 29 (+9)
- Sasuke's Katana—Melee Attack: +14 to hit, reach 15 ft, one target, Hit (3d10+9) Slashing damage.
- Itachi’s Eye—Use 1 Ki Point to have the Susanoo use Ameterasu. The area increases to 25x25 ft square. and 4d8 fire damage.
- Obito’s Touch—Melee attack: +5 to hit, 10ft reach, one target, Hit (4d8+3) Necrotic damage.
- Madara's Slam—Melee attack: +5 to hit, 10 ft reach, one target, Hit (3d8+5) bludgeoning damage. If choosing a Susanoo with four arms(1 extra ki point) can slam twice.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/20/2019 8:06:10 PM
|
12
|
1
|
1
|
Coming Soon
|
|
|
11/1/2019 12:00:11 PM
|
51
|
0
|
1.1
|
Coming Soon
|
|
|
11/5/2019 2:04:42 PM
|
84
|
4
|
2.0
|
Coming Soon
|







-
View User Profile
-
Send Message
Posted Oct 30, 2025This is great for a Naruto nerd like me! Thank you alot! :)