you acquire the power of the Sharingan and can activate it as a bonus action for 1 hour. Your sharingan stays active unless you are incapacitated or you use a bonus action to end it. you can activate your Sharingnan a number of times equal to your intelligence modifier. while it is active you gain 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 either or both, 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.
While your Sharingan is active, you gain a +3 bonus to your AC . 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 Intelligence modifier. You regain all uses at the end of a short rest.
Amaterasu
As an bonus 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 against your spell save dc. If it fails, it takes 5d10 fire damage and at the start of its turns. This can effect up to 4 people creatures at a time.
Tsukuyomi
Tsukuyomi can be used as an action by looking a creature in the eyes. The target must attempt a Wisdom saving throw. On a failure, they are trapped in an illusion in which you control their perception and the flow of time up to one one-hundred-billionth of real time, but only for an instant. They are paralyzed for 3 turns, and you may choose to force them to gain up to 3 levels of Exhaustion. This can not increase a creature's exhaustion above 3 levels.
Susanoo
As an Bonus action, you activate Susanoo as a skeletal structure that surrounds you for 1 minute. you gain a +10 bonus to AC, In this form, your size increases by 1 additional category to a maximum of Huge your unarmed strikes deal 3d10 magical bludgeoning damage with a reach of 10 ft., and if you hit with a melee weapon attack, you can use a bonus action to attempt grapple the target with advantage. While grappling a creature in this way, you can attempt to crush them as an action. They must make a Constitution saving throw against your spell save Dc. On a failure, they takes 2d6 magical bludgeoning damage and become restrained until the beginning of your next turn. you gain two dark blue shortswords. They have a reach of 10 ft. and deal 5d10 magical slashing damage. When you take the Attack action, you can make three additional attacks. you can create your Susanno a number of times equal to your proficency bonus, and regain all expended uses after a long rest
Notes: Spellcaster, in which they replace their eyes with these
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