Base Class: Fighter
You come from a clan of powerful individuals who hold an extraordinary clan power known as the Sharingan. This power replaces your eyes with a red and black design to give you enhanced perception and abilities that are unlike any other. To awaken this eye wheel you must witness an event that provokes your strong emotions of hate. To truly master this eye of power you must make great sacrifices and become ruthless. There are even rumors of it evolving further into a greater power through some event...
Three-Tomoe Sharingan
Available at 3rd level
After reaching this stage of the Sharingan, you may activate the it as a free action for 1.5 minutes to add the following buffs to your character:
- +3 to AC
- Advantage on Perception checks
- Adds an extra 20ft to your speed
- Genjutsu: Put your opponent in an illusion of fear. If an opponent is looking at you within 30ft of your sight, you can use a bonus action to force them to make a WIS saving throw of DC 13. If failed they are stunned until the end of their next turn. If succeeded they are immune to this ability for 1 hour.
- Move Prediction: Strain your eyes to notice your enemy's slightest muscle twitches to predict their next attack. Once per Sharingan activation you may succeed on any one saving throw.
After the 1.5 minutes is over, make a CON save of DC 15 or higher. If failed then the Sharingan is deactivated and you take 1d10 psychic dmg. If succeeded then it can last for 1.5 minutes more. After these extra minutes are over you automatically take 1d10 psychic dmg. This effect can be negated if you use an action to deactivate the Sharingan before the minutes or extra minutes are up.
After the Sharingan is deactivated then you must make a short rest before using it again.
Mangekyou Sharingan
Available at 7th level
After unlocking this new kind of Sharingan, you may activate the it as a free action for 2 minutes to add the following buffs to your character:
- +4 to AC
- Advantage on Perception checks and a +3 to the roll
- Adds an extra 25ft to your speed
- Genjutsu: Put your opponent in an illusion of fear. If an opponent is looking at you within 30ft of your sight, you can use a bonus action to force them to make a WIS saving throw of DC 16. If failed they are stunned until the end of their next turn. If succeeded they are immune to this ability for 1 hour.
- Move Prediction: Strain your eyes to notice your enemy's slightest muscle twitches to predict their next attack. Twice per Sharingan activation you may succeed on any one saving throw.
- Susanoo: A semi-transparent skeleton of your choice of color forms around you to protect you. Adds an extra +2 to your AC and increases your reach by 5ft. After you dismiss this or your sharingan deactivates you gain 1 point of exhaustion.
- Unique Ability: Gain two of these unique abilties, one for each eye.
Close Kamui: Transport yourself or a creature/object you are within reach of to a private dimension of dark grey squares that is 50ft by 50ft. If a creature is unwilling they must make a DEX saving throw of DC 18. Additionally you may use your reaction to become intangible to negate all dmg from a single attack or spell.
Far Kamui: Transport a creature or object that you can see within 80ft into a private dimension of dark grey squares that is 50ft by 50ft. If a creature is unwilling they must make a DEX saving throw of DC 13.
Amaterasu: Shoot out a missle of black flames from your eye up in a line of 50ft long and 5 feet wide. The first creature in that line that fails a DEX save of 15 is engulfed in black flames. These flames do 2d6 dmg every round for up to 5 rounds. Each time the creature takes this dmg they may make a CON save of DC 15 to shake off the flames.
Blaze Control: You may shape any flames (magical or normal) that is within 50ft of your sight to any configuration of shapes. Some examples would be spikes for extra damage or a wall to block attacks.
Tsukuyomi: Any creature that is looking at you within 60ft of your sight must make a WIS saving throw of 19 or take 3d10 psychic dmg and be stunned for 2 turns.
Kotoamatsukami: Any creature within 100ft of you that you can see (they dont need to look at you) must make a WIS saving throw of 28. If they succeed then nothing happens. If they fail they must obey up to two sentences from the user. This can be any command that doesn't specifically state to die (they can be told to significantly harm themselves such as stabbing their arm but not their heart or head). This ability can't be used again until 14 days later.
While powerful, these abilities come at a great cost. Each ability can only be used once per day per eye (excluding Kotoamatsukami) and every time its used, there is a 25% chance of gaining 1 point of blindness. Once you reach 10 points of blindness you become blind until you reach the Eternal Mangekyou Sharingan or by a wish spell. Every 2 days of not using a Mangekyou power, you remove one point of blindness (doesn't happen if you reach 10).
After the 2 minutes is over, make a CON save of DC 15 or higher. If failed then the Sharingan is deactivated and you take 1d12 psychic dmg. If succeeded then it can last for 2 minutes more. After these extra minutes are over you automatically take 1d12 psychic dmg. This effect can be negated if you use an action to deactivate the Sharingan before the minutes or extra minutes are up.
After the Sharingan is deactivated then you must make a short rest before using it again.
Eternal Mangekyou Sharingan
Available at 10th level
After unlocking this new kind of Sharingan, you may activate the it as a free action for 3 minutes to add the following buffs to your character:
- +5 to AC
- Advantage on Perception checks and a +5 to the roll
- Adds an extra 30ft to your speed
- Genjutsu: Put your opponent in an illusion of fear. If an opponent is looking at you within 30ft of your sight, you can use a bonus action to force them to make a WIS saving throw of DC 18. If failed they are stunned until the end of their next turn. If succeeded they are immune to this ability for 1 hour.
- Move Prediction: Strain your eyes to notice your enemy's slightest muscle twitches to predict their next attack. Three times per Sharingan activation you may succeed on any one saving throw.
- Susanoo: Your susanoo evolves to be more complete with added "flesh" and armor to increases defenses. Adds an extra +5 to your AC and increases your reach by 5ft. After you dismiss this or your sharingan deactivates you gain 1 point of exhaustion.
- Unique Ability: Pick a third ability to be able to use along with your other two.
Close Kamui: Transport yourself or a creature/object you are within reach of to a private dimension of dark grey squares that is 50ft by 50ft. If a creature is unwilling they must make a DEX saving throw of DC 18. Additionally you may use your reaction to become intangible to negate all dmg from a single attack or spell.
Far Kamui: Transport a creature or object that you can see within 80ft into a private dimension of dark grey squares that is 50ft by 50ft. If a creature is unwilling they must make a DEX saving throw of DC 13.
Amaterasu: Shoot out a missle of black flames from your eye up in a line of 50ft long and 5 feet wide. The first creature in that line that fails a DEX save of 15 is engulfed in black flames. These flames do 2d6 dmg every round for up to 5 rounds. Each time the creature takes this dmg they may make a CON save of DC 15 to shake off the flames.
Blaze Control: You may shape any flames (magical or normal) that is within 50ft of your sight to any configuration of shapes. Some examples would be spikes for extra damage or a wall to block attacks.
Tsukuyomi: Any creature that is looking at you within 60ft of your sight must make a WIS saving throw of 19 or take 3d10 psychic dmg and be stunned for 2 turns.
Kotoamatsukami: Any creature within 100ft of you that you can see (they dont need to look at you) must make a WIS saving throw of 28. If they succeed then nothing happens. If they fail they must obey up to two sentences from the user. This can be any command that doesn't specifically state to die (they can be told to significantly harm themselves such as stabbing their arm but not their heart or head). This ability can't be used again until 14 days later.
Gaining the power of two pairs of eyes you become immune to blindness and your abilities cant blind you anymore. However, you may only use each ability 5 times per long rest while also taking 1d8 psychic dmg for every ability used.
After the 3 minutes is over, make a CON save of DC 15 or higher. If failed then the Sharingan is deactivated and you take 4d4 psychic dmg. If succeeded then it can last for 3 minutes more. After these extra minutes are over you automatically take 4d4 psychic dmg. This effect can be negated if you use an action to deactivate the Sharingan before the minutes or extra minutes are up.
You can now activate your Sharingan once every battle instead of every short rest.
Perfected Susanoo
Available at 15th level
You have advanced your susanoo to become much larger and stronger than ever before. It now has more finely detailed armor and has two sheaths which holds 2 massive swords to slice your enemies into bits. The wings of interlocking scales allows it to fly at a speed of 60ft per second. This perfected susanoo has such a tough armor it also increases your AC by +10. The best thing about it is that you can grow your susanoo up to 100ft in height to battle those massive beasts you encounter.
Whenever you use the perfect susanoo, you cannot use it again until you take a long rest.
Rinnegan
Available at 18th level
The Rinnegan is always active but has limited use before needing a recharge. The Rinnegan's abilities include:
- Pulling anyone within 50ft within your reach
- Pushing anyone within 10ft of you up to 60ft
- Switching places with any object or creature that you can see up to 100ft
- Uses the Teleport spell
The Rinnegan can only be used 5 times per long rest
Previous Versions
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Posted Jul 28, 2022This is really well put together!