Base Class: Rogue
Some rogues rely on quick hands, silver tongues, or shadows to survive. Those who awaken the Sharingan possess a gift far rarer—and far more terrifying. Their crimson eyes pierce deception, unravel hidden truths, and read the movements of others with uncanny precision. To those who face them, it can seem as though every strike has already been foreseen before it is made.
The Sharingan is more than extraordinary vision. It grants its bearer the ability to perceive the subtle flow of battle, copy techniques after witnessing them only once, and weave powerful illusions that blur the line between reality and imagination. Legends tell of masters whose gaze alone could bring armies to a halt or force the strongest warriors to relive their greatest fears.
Few ever awaken this gift, and fewer still unlock its true potential. Those who do become living legends—silent observers whose eyes see not only what is, but what is about to be. Whether they walk the path of protector, assassin, or wanderer, those blessed with the Sharingan leave behind stories of impossible feats and enemies who swear they were defeated before the battle had even begun.
Sharingan
3rd-level Eye of the Sharingan feature
Starting at 3rd level, you can awaken the Sharingan as a bonus action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
The Sharingan lasts for a number of minutes equal to your proficiency bonus, until you are incapacitated, or until you end it as a bonus action. While it is active, you gain the following benefits:
- You gain a +1 bonus to AC.
- Your walking speed is increased by a number of feet equal to your proficiency bonus times 5.
- You perceive magical auras as though under the effects of the detect magic spell. When you perceive a magical aura in this way, you also know its school of magic.
- You can perfectly replicate handwriting or drawings you have observed while your Sharingan was active.
- Your heightened perception allows you to exploit openings while fighting with multiple weapons. All other rules for your Sneak Attack feature still apply and you can deal your Sneak Attack damage to a creature without having advantage on the attack roll if all of the following are true:
-You are within 5 feet of the target.
-You are wielding two or more weapons.
-You don't have disadvantage on the attack roll.
•At 9th level, while your sharingan is active, your eyes pierce magical deception. You automatically recognize visual illusions as false, though you still perceive them.
•At 13th level, while your sharingan is active, your eyes can perceive what would normally be hidden from sight. You can see invisible creatures and objects within 30 feet of you as though they were visible.
•At 17th level, while your sharingan is active, your heightened perception allows your body to react almost instantly to danger. You have advantage on Dexterity saving throws.
Perfect Observation
3rd-level Eye of the Sharingan feature
When you choose this archetype at 3rd level, your ability to predict an opponent's movements lets you weave through combat with unmatched precision. During your turn, whenever you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
You can add half your proficiency bonus (rounded down) to any Intelligence (Investigation) checks made to uncover hidden doors, secret compartments, clues, and other concealed details, any Wisdom (Perception) checks made to detect hidden creatures, objects, or traps, and any Wisdom (Survival) checks made to track creatures. Additionally, while your Sharingan is active, you retain a flawless memory of everything you see. You can accurately recall any visual detail you observed while your Sharingan was active.
Mangekyō Sharingan Right Eye
9th-level Eye of the Sharingan feature
At 9th level, your Sharingan evolves into the legendary Mangekyō Sharingan, awakening the power of your right eye and granting you access to the black flames of Amaterasu.
You gain a number of Amaterasu charges equal to your Wisdom modifier (minimum of 1). You regain all expended Amaterasu charges when you finish a long rest.
The saving throw DC for your Mangekyō techniques equals 8 + your proficiency bonus + your Wisdom modifier.
Amaterasu
While your Sharingan is active, as an action, you can expend one Amaterasu charge to focus your right eye upon one creature you can see within 90 feet, causing the black flames of Amaterasu to erupt upon it. The target must make a Dexterity saving throw against your Sharingan save DC.
On a failed save, the target takes a number of dice of fire damage equal to the number of Sneak Attack dice you have, and the black flames become affixed to it for up to 1 minute. On a successful save, the target takes no damage and isn't affected by the flames.
While affected by Amaterasu, the target takes fire damage equal to your Wisdom modifier + your proficiency bonus (minimum of 1 damage) at the start of each of its turns.
For a number of turns equal to your Wisdom modifier (minimum of 1) after the flames ignite, Amaterasu can't be removed from the target. After this time has passed, the target can make a Constitution saving throw against your Sharingan save DC at the end of each of its turns, ending Amaterasu on a success.
The black flames can't be extinguished or removed by nonmagical means. They ignore resistance to fire damage, but not immunity to fire damage.
Mangekyō Sharingan Left Eye
13th-level Eye of the Sharingan feature
At 13th level, your mastery of the Mangekyō Sharingan awakens the power of your left eye, allowing you to trap the minds of your enemies within Tsukuyomi.
You gain a number of Tsukuyomi charges equal to your Wisdom modifier (minimum of 1). You regain all expended Tsukuyomi charges when you finish a long rest.
Tsukuyomi
While your Sharingan is active, as an action, you can expend one or more Tsukuyomi charges to choose an equal number of creatures you can see within 90 feet that can see your eyes. Each chosen creature must make a Wisdom saving throw against your Sharingan save DC.
On a failed save, a creature becomes paralyzed for up to 1 minute as its consciousness is trapped within your genjutsu. While trapped within Tsukuyomi, the creature is unaware of its actual surroundings and instead experiences an illusory reality under your control. You determine what the creature perceives and can distort its perception of time, causing mere seconds in reality to feel like hours or even days within the illusion. Additionally, at the end of the genjutsu, the target gains one level of exhaustion.
At the end of each of its turns, an affected creature can repeat the Wisdom saving throw, ending Tsukuyomi on itself on a success.
Each creature you target expends one Tsukuyomi charge, regardless of whether it succeeds or fails on its initial saving throw.
Susanoo
17th-level Eye of the Sharingan feature
At 17th level, having awakened and mastered the power of both Mangekyō Sharingan, you can manifest their combined power as the Susanoo—a colossal spectral warrior that surrounds you, becoming both your armor and an extension of your physical might.
As a bonus action while your Sharingan is active, you can manifest your Susanoo. It lasts for 1 minute, until you are incapacitated, or until you dismiss it as a bonus action.
When you manifest your Susanoo, you gain 60 temporary hit points that last for the duration. These temporary hit points represent the spectral armor of your Susanoo absorbing attacks meant for you.
While your Susanoo is manifested, you gain the following benefits:
- You have resistance to all damage except psychic damage.
- You have advantage on Strength checks and Strength saving throws.
- You can't be knocked prone or moved against your will.
- When you take the Attack action on your turn, you can make two attacks instead of one.
- The reach of your melee weapon attacks increases by 5 feet.
Your Susanoo manifests as a Large spectral warrior surrounding you. You can occupy a Large space while it is manifested if there is sufficient room. If there isn't enough room, the Susanoo conforms to the available space.
The Susanoo moves with you and perfectly mirrors your movements, wielding spectral manifestations of your weapons as extensions of your own attacks.
Once you manifest your Susanoo, you can't do so again until you finish a long rest.
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