Homebrew Uchiha Clan 2.0 Species Details

The Uchiha Clan (うちは一族, Uchiha Ichizoku) is one of the four noble clans of Konohagakure,[1] reputed to be the village's strongest because of their Sharingan and natural battle prowess.[2] After helping found Konoha decades ago, the Uchiha grew increasingly isolated from the village's affairs, culminating in most of their deaths during the Uchiha Clan Downfall. Few Uchiha now survive into the present day.

 

Uchiha Clan 2.0 Traits

As a member of the Uchiha Clan you have the following racial traits.

First Tomoe

As a Bonus Action you can activate the first tomoe of Sharingan. While active you have advantage on Wisdom Saving throws. When targeted with a Melee attack, as a Reaction add +2 to your AC before hit.

Second Tomoe

As a Bonus Action you can activate your Second Tomoe of your Sharingan. While active you gain all abilities of First Tomoe. Once during combat you may copy a Spell you have seen used. Note the Spell and level at which cast. You may use the Spell once at level cast. You may not copy another Spell until the previous copy has been used.

Third Tomoe

As a Bonus Action you can activate your Third Tomoe of your Sharingan. While active you gain all abilities of First and Second Tomoes. While active all Melee attacks against you have disadvantage. You can now copy a second spell with the effects of Second Tomoe.

Eternal Mangekyo

After training your mind and body, your Mangekyo Sharingan no longer causes you to take Psychic damage on activation and upkeep. You no longer take Psychic damage from your Mangekyo abilities.

Uchiha Crest

You wear your Clan crest on the back of a piece of clothing you are wearing, and are proficient in Unarmored Armor Class.

Unarmed Strike

Your Unarmed Strikes do 1d6 + Dex Bludgeoning Damage. At level 5 it increases to 1d8. At level 10 it becomes 1d10, finally At 15th level it becomes 1d12 + Dex Bludgeoning damage.

Creature Type

You are a Humanoid.

Size

You are Medium size.

Speed

Your walking speed is 30 feet.

Strong Mind

You are resistant to all Psychic damage not from your Mangekyo Sharingan.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Uchiha Blood

You learn the [Tooltip Not Found] cantrip and fireball spell. Intelligence is your spellcasting ability for it.

Clan Revelation

When you reach 10th level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the Mangekyo within yourself, gaining the benefits of that revelation. Your activation lasts until you end it as a bonus action. Once you activate your revelation below, you can’t use it again until you finish a long rest

Prodigy Mangekyo. Your eyes change pattern giving you access to 3 abilities. As well as the abilities of Tomoe's 1, 2 and 3. Mangekyo Sharingan costs 1d4 Psychic damage to the user to activate and 1d4 Psychic damage a turn to keep active.

Tsukyomi: As an action one creature within eyesight must make a Wisdom Saving throw of a DC 18. On a failed save the target takes 4d8 Psychic damage and is incapacitated. Lasts for 10 Minutes, user must take 1d4 Psychic damage on activation and every turn its active. Counts as a Concentration Spell.

Amaturasu: As an attack one creature within eyesight must make a Dexterity Saving throw of a DC 18. On a Failed save the target takes 6d8 Fire Damage, half damage on a successful save. On a failed save the target is caught on fire until an action is taken to pass another Dex save of DC 18. Targets on fire take 2d6 Fire Damage at the start of their turn. This damage ignores resistance and if only halved by immunities. User must take 1d4 Psychic damage to activate. This ability may only be used once every 4 turns.

Susanoo: As a Bonus Action the user can take 2d4 Psychic Damage to summon spectral armor giving a +5 to AC. The user becomes resistant to all damage. While active all Melee attacks gain a +3 to hit and a +5 to damage. Susanoo has an AC of 13 and HP equal to half the current HP of user.

Void Mangekyo: Your eyes change pattern giving you access to 3 abilities. As well as the abilities of Tomoe's 1, 2 and 3. Mangekyo Sharingan costs 1d4 Psychic damage to the user to activate and 1d4 Psychic damage a turn to keep active.

Kamui: As an Action the user can force one creature within eyesight to make a Dexterity Saving throw with a DC of 18. On a failed save the target is teleported to a diffrent plane of existence for 3 rounds. User must take 1d4 Psychic damage to activate this ability. Can only be used once every 4 rounds.

Distortion: As a Reaction to an attack or spell hit the user can take 1d4 Psychic damage to reduce the damage to 0. If used on a Saving throw, the throw automatically succeeds with no damage taken. Can only be used once per round.

Susanoo: As a Bonus Action the user can take 2d4 Psychic Damage to summon spectral armor giving a +5 to AC. The user becomes resistant to all damage. While active all Melee attacks gain a +3 to hit and a +5 to damage. Susanoo has an AC of 13 and HP equal to half the current HP of user.

Avenger Mangekyo: Your eyes change pattern giving you access to 3 abilities. As well as the abilities of Tomoe's 1, 2 and 3. Mangekyo Sharingan costs 1d4 Psychic damage to the user to activate and 1d4 Psychic damage a turn to keep active.

Amaturasu: As an attack one creature within eyesight must make a Dexterity Saving throw of a DC 18. On a Failed save the target takes 6d8 Fire Damage, half damage on a successful save. On a failed save the target is caught on fire until an action is taken to pass another Dex save of DC 18. Targets on fire take 2d6 Fire Damage at the start of their turn. This damage ignores resistance and if only halved by immunities. User must take 1d4 Psychic damage to activate. This ability may only be used once every 4 turns.

Black Lightning: As a Reaction to a Melee attack hit on the user, all creatures in a 10 foot radius cube must make a Dexterity Saving throw with a DC of 18. On a failed save the targets take 2d10 Fire Damage and 2d10 Lightning damage, half as much on a successful save. User must take 1d4 Psychic damage to activate this ability. Can only be used once per round.

Susanoo: As a Bonus Action the user can take 2d4 Psychic Damage to summon spectral armor giving a +5 to AC. The user becomes resistant to all damage. While active all Melee attacks gain a +3 to hit and a +5 to damage. Susanoo has an AC of 13 and HP equal to half the current HP of user.

 

Previous Versions

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9/6/2022 7:36:31 PM
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