Base Class: Monk
The Sharingan is a Dōjutsu that is acquired through emotions, not power. Whether needing the power to protect others, or having so much hate that you will kill all in your way to get what you want, the Sharingan is acquired through these immense emotions. The Sharingan allows the user to see into the future by seconds, allowing them to interpret actions before they are made.
Sharingan
at 3rd level, you acquire the power of the Sharingan and can activate it as a bonus action for 1 minute requiring 2 ki points. You start with 1 tomoe (eye dots), which gives you a +1 bonus to AC, advantage on Wisdom and Dexterity saving throws, and advantage on Perception checks.
While your Sharingan is active, you can sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.
In addition, you automatically detect visual illusions and have advantage on saving throws against them.
At the end of the sharingan’s duration, you must make a DC 15 Constitution saving throw. If you failure, your eyes begin to bleed and you gain 1 level of exhaustion. On a success, your sharingan stays active for another minute, after which you must repeat the saving throw. The DC increases by 1 for every success. You can end this early at will, negating the need to make the saving throw. You regain use of this feature at the end of a short or long rest.
Genjutsu
At 6th level, you spend an additional ki point to gain the second tomoe. While your Sharingan is active, the bonus to your AC increase to +2.
In addition, while your sharingan is active, you may attempt to trap a creature within 40 feet that you can see and is not blind in genjutsu. The target must make a Wisdom saving against your Jutsu save DC. On a failure, it can only hear and see what you want it to and it is affected by one of the following of your choice for 1 minute (concentration):
- The target is blinded. Costs 4 ki.
- The target is deafened. Costs 3 ki.
- The target is frightened. Costs 3 ki.
- The target is affected by the confusion spell. Costs 4 ki.
- The target is restrained. Costs 4 ki.
- The target is paralyzed. Costs 6 ki.
Replication
At 11th level, you spend an additional ki point to gain the third and final tomoe. While your Sharingan is active, the bonus to your AC increase to +3. Also, as a reaction, you can impose disadvantage on one attack against you. You have a number of uses for this equal to 1 + your wisdom modifier. You regain all uses at the end of a short rest.
In addition, you learn how to copy the actions of others. While your Sharingan is active, as a reaction, you can copy someone else's action provided you can see them. If the action is a spell with somatic components and doesn't consume a material component or require one with a price, then you can replicate it at a cost of 2 ki per spell level using your own ki as a spellcasting focus. If the action is a class feature, you can replicate it at a ki cost equal to the level the feature is unlocked at. This includes Extra Attack, Flurry of Blows and Maneuvers. Class features beyond those three are up to the DM's discretion. Class Features copied in this way are memorized and can be used until your sharingan is is deactivated. You cannot copy or learn monster abilities (such as a basilisk's Petrifying Gaze). You have a number of uses of this equal to 1 + your wisdom modifier. You regain all uses at the end of a short rest.
Mangekyō
At 17th level, you gain the power of the Mangekyō Sharingan. To gain this feature you have to witness someone close to you die by unnatural means. (Examples: A fellow party member, a follower, a close friend, a spouse, a long time pet.)
Instead of having a red background with a black circle, your Sharingan change into a form unique to each person, normally in the shape of a pinwheel in some way. The Mangekyō allows its owner to use two of the special Jutsu listed below while your Sharingan is active. After using your Mangekyō Sharingan jutsu, you must make a DC 18 Constitution saving throw. On a failure, your eyes begin to bleed, you take 3d4 psychic damage, and you gain 1 level of gradual blindness. For every other failure of this saving throw, you gain 1 level of exhaustion The DC on this saving throw increases by 1 every time you use a Mangekyō ability.
Amaterasu
As an action, you focus your eye on a single point in your field of vision within 60 feet, creating black flames. Anything flammable near it will be engulfed in black flame. The flame never stops burning unless stopped by you, magical means that exclusively stop fires, your Sharingan ends, or the object it is burning is completely destroyed. If you use this on a creature, it must make a Dexterity saving throw. If it fails, it takes 2d10 fire damage and at the start of its turns. Amaterasu can only affect one creature at a time.
Disorientation
As a reaction, when a creature you can see takes an action or bonus action, it must succeed a Wisdom saving throw. On a failure, it hallucinates, slightly shifting their speech and movements. The action or bonus action does not occur. If it was a spell, the target loses one spell slot of the level below the spell (minimum of 1st level), or the target loses one use of the spell if it doesn't use spell slots. If it used ki, it loses half of the cost.
Kamui
This Space-Time Ninjutsu enables a user to open an entrance to a pocket dimension anywhere within 100 ft. of themselves. This dimension is filled with 20 ft. grey cubes and is illuminated in all areas by dim light. While inside the dimension, creatures do not need to eat or drink and do not age. If something is removed from the dimension, creatures inside it can make a Dexterity saving throw against your Spell save DC to try to escape to a space within 15 ft of you. You specifically gain two techniques of Kamui, Long-range Kamui and Short-range Kamui, each belonging to one eye.
Long-range Kamui:
As an action, you can target a sphere with a radius of up to 15 ft. within your 100 ft. range to attempt to warp any object or creature into the pocket dimension, the sphere cannot be targeted anywhere within 10 ft. of you. Any creatures within the sphere must succeed on a Dexterity saving throw or be pulled into the pocket dimension. If used on an object or creature that is larger than the targeted area, such as the ground, only the part of the object within range is brought into the dimension, and creatures must succeed on a Dexterity saving throw or take 6d6 force damage, or half damage on a success as their matter stretches supernaturally attempting to enter your pocket dimension.
Short-range Kamui:
As an action, or as part on your attack action, you can slowly transfer yourself or another creature into the pocket dimension. When you target a creature with an unarmed strike you can forgo the damage in order to apply the effects of your Kamui to your strike. The creature hit by this attack is transported safely into your pocket dimension at the end of your turn. When you target yourself with your Short-range Kamui, you are only transported at Initiative count 20 if you maintain concentration, otherwise, if you aren't in combat, you are transported 6 seconds later.
Additionally, as a bonus action, you can summon anything from the dimension to an empty space up to 15 ft from you. You can travel long distances by emerging miles away from where you originally entered your pocket dimension, as an action you can spend 1 ki per 2 miles you want to travel, you emerge from your pocket dimension at at a point of choosing within the distance equivalent to the ki spent. When you emerge, you are placed in a empty space as close to the point of your choosing as possible. Also, you are able to increase the targeted area of your Kamui by 5 ft per 5 ki points spent for the purpose of bringing in larger structures or creatures.
Kotoamatsukami
As an action, you cast a genjutsu at a creature that is not Undead or a construct that subtly manipulates the target’s mind. You may issue a command to that creature at least as general as “protect that village” or “ensure these negotiations go well”. It will go about doing this task to the best of their ability until it is completed or impossible to complete. You may use this once per Mangekyō ability you took this as, regaining your Constitution modifier/200 of a use at the end of a long rest.
Telekinesis
As an action, you may choose any amount of objects that total no more than 100 pounds within 100 feet for 1 minute. During this duration, you may move them up to 30 feet so long as they are within 100 feet, and as an action or bonus action, you may make a thrown attack using up to two objects.
Tsukuyomi
This Genjutsu is activated by looking a creature in the eyes. As an action, one creature within 60 feet becomes paralyzed. The target is trapped in an infinite dream until you loss concentration or your Sharingan ends.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/24/2020 10:37:23 AM
|
2
|
0
|
--
|
Coming Soon
|
|
|
10/24/2020 11:20:23 AM
|
3
|
0
|
--
|
Coming Soon
|
|
|
10/24/2020 11:35:30 AM
|
4
|
0
|
--
|
Coming Soon
|
|
|
11/5/2020 6:40:26 PM
|
10
|
3
|
--
|
Coming Soon
|
|
|
11/16/2020 4:55:41 PM
|
15
|
2
|
--
|
Coming Soon
|







Comments