Base Class: Monk
The sharingan, a ocular power of the Clan Uchiha, is a powerful eye ability that grants many buffs and drawbacks. it has a complicated history, and complicated evolution.
Sharingan
Sharingan
Starting when you choose this tradition at 3rd level, you have unlocked the power of the Sharingan. As a bonus action on your turn you may spend 2 ki points to activate the Sharingan for 1 minute. at the end of that minute, you may spend another Ki point to extend the Sharingan for another minute. you may use this feature any number of times. When the Sharingan is active you have the following effects.
- You have advantage on perception checks that rely on sight.
- You gain the ability to use Sharingan Genjutsu, and are less susceptible to Genjutsu. you have advantage on saving throws against being charmed. as an action, you may try to put a creature in a genjutsu. the creature must make a Wisdom save, and on a failed effect it is charmed by you for 1 minute. when charmed this way you can suggest a course of action, but if it conflicts with that creatures core ideals it may ignore it and choose to do nothing. at the end of each of its turns it may make a Wisdom save to release the genjutsu.
- You gain increased reaction time. As a reaction when a creature targets you with an attack you may impose disadvantage on it as you see your opponents movements in advance. if this causes the attack to miss you may make a meleee attack against that creature. you may use this feature a numbrr of times equal to one quarter of your monk level.
Mangekyo Sharingan
The Mangekyo Sharingan
Starting at 6th level, your Sharingan has Evolved into the Mangekyo Sharingan. This creates a patterned sign on the eye and changes the natural color of the eye to red. You must roll to see what type of eye you have and the ability of the eye based off the chart. These ability’s can be used as a Bonus Action, or as part of activating the Sharingan when the price of 2d10 health and 2 Ki per minute is payed unless stated otherwise, and the Sharingan is active.
Eye ability Name dc for abilities is 8 + proficiency bonus + wisdom modifier.
Tsukuyomi, Amaterasu; 1
One eye allows you to put someone in a very strong genjutsu by charming them into doing whatever you want. the target, who must have made eye contact with you, makes a wisdom saving throw. on a failed save, the target is under your complete and total control for 1 minute, where they can do anything you want, even kill themselves. Amaterasu, the eyes second ability, allows you to create black fire that burns until the target is ash as an action. these flames stack and deal 1d4 dmg per instance every turn. a creature may make a dexterity saving throw to avoid the flames.
Kamui; 2
This eye makes you hard to hit as you teleport into a demi plane or a short distance. the left eye can teleport you to a place you can see within 120 ft as a bonus action, or a creature or object you focus your vision on is teleported to the Kamui plane as an action. if an unwilling creature is targeted they can make a dexterity saving throw, avoiding the effect on a success. you can also use an action to teleport a creature from the Kamui plane to a place you can see within 120 ft. your right eye allows you to teleport in and out of the Kamui plane as a Bonus action, and send part of your body to the plane as a reaction to avoid an attack.
Amaterasu, Kagatsuchi; 3
Amaterasu, the eyes second ability, allows you to create black fire that burns until the target is ash as an action. these flames stack and deal 1d4 dmg per instance every turn. a creature may make a dexterity saving throw to avoid the flames. Kagatsuchi: the ability to control and extinguish the flames of Amaterasu. as an action, or in addition to when you summon the flames, you may shape or move the flames from one place to another. if the target is a creature, it may make a dexterity save to avoid the flames. When both eyes are used in conjunction you may use Amaterasu to add to the destructive power of your attacks. you may spend a bonus action on your turn so any weapon attack you make until end of turn will spread Amaterasu to your opponent upon a hit. this will not damage your weapon. alternatively, as a bonus action you may make a defensive armor out of Amaterasu. any opponent who hits you with a melee attack will suffer an instance of Amaterasu.
Kotoamatsukami; 4
This eye has a ability similar to Tsukuyomi but can only be used once per 1d4 long rests on each eye, its a more powerful illusion leaving the foe to be stuck in a reality of yours and be controlled for 10 minutes without even knowing you are controlling them or casting the ability on them, and if you implant ideas within there head they will maintain those ideas even if told they are being controlled.
Amaterasu, Tsukoyomi
You gain this ability if you roll a 1 on the d4 used to determine your mangekyo powers.
Susano'o
Susano'o
At 11th level, you've attained the Susano'o. it is a spectral warrior that surrounds, moves with you, and protects you and any allies within 5 ft. if you use an bonus action to summon the Susano'o arms, you can use your wisdom modifier for any attacks, as well as use a spiritual weapon that takes the form of any weapon you desire, and deals 1d10 + Wisdom mod force damage. As an action you can summon the Susano'o ribcage. Anyone within the Susano'o' s ac becomes 15 + your wisdom modifier, but you cannot benefit from any armor or shields. When using Susano'o you take 2d10 damage per round and need to expend 2 Ki per round., but if you are using Mangekyo Sharingan and Susano'o you only take a total of 3d10 damage per round and only 3 Ki per round. you may equip your susano'o with magic weapons of the Common, Uncommon, and rare variety.
Eternal Mangekyo Sharingan + Perfect Susano'o
Eternal Mangekyo Sharingan
At 17th level, your Sharingan is unrivaled, and you no longer take damage from any of the Sharingans abilities.
Perfect Susano'o
As an action you can summon the Perfect Susano'o. this includes all the abilities of the Susano'o ribcage and arms, as well as your ac becomes 23 + your wisdom modifier, and you cannot gain any benefit from a shield or armor. you may make 3 attacks as an action using your spectral weapons, and imbue them with Amaterasu if you have the Kagatsuchi Ability. alternatively you can throw 3 Kamui shuriken's (if you have Kamui) that have the effects of the left eye on any creature they hit. (range 100/400). you may equip your Susano'o with magic items of Very rare, Legendary, and artifact rarity now.
Previous Versions
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9/2/2021 10:54:00 AM
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3
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1.5
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Coming Soon
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