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Mangekyou Sharingan (Draft)

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100% found this document useful (1 vote)
3K views11 pages

Mangekyou Sharingan (Draft)

Uploaded by

Luiz Carlos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CREDITS

Copyright Holder: Masashi Kishimoto, Shueisha, Viz Media,


Shonen Jump and all affiliated partners
Art: Masashi Kishimoto, Naruto
Cover Illustrator: Masashi Kishimoto, Naruto
Interior Illustrators: Masashi Kishimoto, Naruto

Designer: Kingsare4ever (Tommie)


Editor: Kingsare4ever (Tommie)
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Special Thanks: Elease, Denziel, Lauren for being the first play
test dummies and allowing me to ruin your lives with this
little idea of mine. Hope you guys stay on for the long haul.
Play testers: Elease, Denziel, Lauren, Tommie, Jaden, Keenan,
Jared, David, Antonio, Jackson, Taylor, Julia and over 100
Naruto fans who are taking the time to help make this game
infinitely better.

M ANGEKYŌU S HARINGAN U NLOCK T ABLE


Condition 1 Condition 2 Condition 3
Reach 0 Hit Points Experience blinding, irrational anger Watched a love one die
Watch Ally reach 0 Hit Points Watched an ally die Lose +50% of your Hit points in one attack
Unlocked a Secret Seal Fail 2 Death saving throws Extreme training in brutal circumstances
Have a secret Uchiha Seal places on you Performed Secret Ritual to access Mangekyōu Experience unrivaled failure
Experience serious mental trauma Experienced Serious Physical Trauma Experience serious emotional Trauma
MANGEKYŌU SHARINGAN power generally unique to you and most other Mangekyō
Sharingan users. This unique ability can be used a
Unlocking the power of the Mangekyō Sharingan is not
limited amount of times as the Chakra Cost slowly
something to envy. When you see a Mangekyō Sharingan
becomes more and more extreme and you begin to build
it is the result of trauma suffered for a second time but to
up Visual Burn. The more Visual Burn you have, the more
a greater degree. It has long been thought that the owner
powerful your eye becomes until you have accumulated
of the Mangekyō needed to kill their closest friend,
enough, to consider your Eye truly Eternal.
creating a twisted state of thought for many years. This
The Sharingan user who gains access to the Mangekyō
has since been raised out of the minds of current Uchiha,
Sharingan, beings with an extremely low chance of
while most of the text still remains it is noted as being
losing their powerful eyes. But as time passes and it is
inaccurate. But this does not always work unfortunately.
used more, that chance rises. Each time the Mangekyō
This Mangekyōu Sharingan is a powerful evolutionary
Sharingan’s abilities or features are used the player gain
Dojutsu that has the power to bend the rules of Chakra
varying points of Visual Burn. Visual Burn is the codified
and the world around the user to its whims. The
method of tracking how much stress and strain the user
Mangekyō Manifests a series of abilities, usually unique
of the Sharingan is placing on themselves.
to the user in either eye, and once a user has reached the
The player and/or DM tracks this burn as it is essential
peak of power, they tend to unlock a 3rd, ultimate
to the core of this class Mod. Each time a player has
Mangekyōu Art.
manifested more Visual Burn than their current level of
The Mangekyō Sharingan is a tool that can be used for
Sharingan can manage, then the user begins to make
both plot & Mechanical relevance. Both the DM and the
Visual Burn Checks. The user rolls a D100 + the Number of
Player can benefit from including this into the narrative.
Visual Burn they have accumulated. If the result of the
The Mangekyō Sharingan has been designed to fit into
roll is ever one of the following results, you gain that
any story. The Mangekyō Sharingan is a mid to late game
result and all previous ones as well. At the conclusion of 1
class mod that, if used, should come with moderation
Week of Downtime, the user rolls 1d4, subtracting the
and consideration for other players and keeping balance
result from their current Visual Burn total. If you have
with Power levels. This, for the most part Should only be
stacking detriments, if the detriment allows you can
gained by characters who have all 3 tomes of the
spend 1 week of Downtime recuperating focusing on a
Sharingan, which is normally gained at level 11. But there
single detriment to remove a single stack of the
are situations where Uchiha have unlocked it earlier such
detriment.
as the case with Obito who unlocked it at 8th level. While
this is a powerful Class Mod and should not be handed • 80+: Your Visual Range for combat is Reduced to
out freely without careful consideration into enemy 500ft. Jutsu and attacks you make cannot be made
choice. passed your current Visual Range for combat. Each

GAINING THE MANGEKYŌU


time you would gain this detriment, reduce it by half.
(This Stacks).

SHARINGAN
• 90+: You gain a -1 penalty to all Dexterity saving
throws. (This stacks). When you complete 1 week of
Gaining the Mangekyō Sharingan should always be a Downtime Recuperating you remove 1 penalty.
struggle and filled with trials and tribulations. This • 100+: You gain a -1 penalty to all attack rolls. (This
Advancement and power is not something that should stacks) When you complete 1 week of Downtime
come easy, or should be planned for, their power should Recuperating you remove 1 penalty.
only come as the result of a major emotionally traumatic • 110+: Mangekyōu Arts increase the amount of Burns
event in the characters life. As there is no direct path to gained by +1 (This stacks). When you complete 1 week
attaining it, the decision for when it’s unlocked is wholly of Downtime Recuperating you remove 1 penalty.
in the hands of the DM and/or players as they build the • 115+: Your Out of Combat Visual Range is reduced to
world. While there are no hard-set rules around 500ft. Each time you would gain this detriment,
unlocking it, it can prove difficult to come up with reduce it by half. (This Stacks).
something on the fly. There will be a few different • 120+: Your Sharingan and Mangekyōu Sharingan cost
options that can be set up by the DM. While this list will to activate is doubled (This Stacks). When you
include options, it should not be taken as the only complete 1 week of Downtime Recuperating you
possible options. You may roll on the table above to remove this penalty.
decide the combination of conditions that need to be set • 125+: Your eyes begin to bleed. You gain 1 stack of
to unlock the Mangekyō Sharingan. bleeding that cannot be reduced by any means, and

LEVELING UP THE MANGEKYŌU


deals damage directly to your hit points (This Stacks).
This bleed damage is only rolled when you use a
SHARINGAN Mangekyōu Art. When you complete a Full Rest, you
remove this penalty.
Leveling up the Mangekyō Sharingan is a difficult task,
• 130+: You cannot add your Dexterity to your Armor
unlike normal shinobi classes that require the player to
Class by any means. When you complete 1 week of
gain XP to reach their next level, the Mangekyō
Downtime Recuperating you remove 1 penalty.
Sharingan requires the user to consistently use it, train
• 140+: You gain a -1 Penalty to your Wisdom Ability
it, and master its power. But the more the Eye is used,
the greater the risk of losing the power of the Sharingan score. (This Stacks) When you complete 1 week of
permanently. This risk comes into play each time the Downtime Recuperating you remove 1 penalty.
• 150+: You Lose your Light. You become permanently
player makes use of this power. The Mangekyō
Sharingan requires the player to make a significant blinded and lose both your Mangekyōu Sharingan
commitment to using the power of the Dojutsu while Class Mod and Sharingan Clan Feature.
also limiting their dependence on it.
When you first gain access to the Mangekyō
Sharingan, your eye forms, and you develop a unique
CLASS MOD FEATURES MALEFIC ILLUMINATION
Classification: Mangekyōu Art
MANGEKYŌU SHARINGAN Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Clash
Beginning at 1st level of this class mod, you have
Description: You use your chakra to enhance your innate
unlocked the power of the Mangekyōu Sharingan. When
Nature release until it becomes blackened and capable of
the Mangekyōu Sharingan is activated, your usually
tearing through anything in its path. Your Chosen
tomoe filled Sharingan morphs into a design of your
Nature Release is represented as follows, and gains the
choice. (You may perform a search online to find unique
listed bonus effects.
Sharingan designs, or draw one yourself!)
As a Bonus action, you spend 10 chakra to activate and • Amaterasu: Fire Release; You produce the highest level
materialize your Mangekyōu Sharingan. This eye can of Fire release, said to represent the Material World
remain active for a total of 10 minutes per long rest. This and Light. Your Flames are Black and will never stop
time can be split between multiple encounters. You gain burning. If you initiate a clash with a Jutsu while using
all the benefits of your Sharingan Clan Feature for the these black flames, you automatically win. If a
duration you have this eye active. Mangekyōu Class Mod feature or Jutsu you cast uses
Additionally, you may select 1 additional feature from this black fire, and the target takes unmitigated
the 1-Tomoe, 2-Tomoe or 3-Tomoe Sharingan clan damage, or fails the associated saving throw, the
feature list. target gains the burning condition for 1 minute. The
When you would use a Sharingan Clan feature that burning condition gained this way instead always
counts against your feature limitations. You may give deals maximum damage, cannot be extinguished,
yourself 1 additional burn to use the selected Sharingan ignores resistance and immunities and can be applied
Clan feature once without expending a use of your multiple times without resetting the duration.
Sharingan Clan Features. o Bonus Jutsu: As an Action, by giving yourself 3
While the Mangekyōu Sharingan is active you ignore Burn, you are able to Cast Fire Release: Fire Wall
penalties to your Armor Class imposed by any armor you as an action at no chakra cost with no
wear. You are always able to add your Dexterity Modifier component requirement.
to your AC. (Unless you are using a different ability score • Fūjin: Wind Release; Your produce the highest level of
due to another feature or feat, in which case you may Wind Release, said to represent the thin barrier
instead use that other Ability score for your Armor Class) between the world of the living and Dead. Your
Finally, when you reach 2nd level of this Class Mod, Blackened wind strips life from all who breathe it in. If
your Mangekyōu Sharingan evolves further reaching its you initiate a clash with a Jutsu while using this black
upper limits, taking your visual prowess further. You wind, you automatically win. If a Mangekyōu Class
gain 1 additional feature from the 1-Tomoe, 2-Tomoe or Mod feature or Jutsu you cast uses this black wind, and
3-Tomoe Sharingan clan feature list and you gain an the target takes unmitigated damage, or fails the
additional Advanced Adaptation clan feature. associated saving throw, the target gains the 3 ranks
Also, for the duration of your Mangekyōu Sharingan, of the bleeding condition for 1 minute. The bleeding
you may give yourself 1 additional Visual Burn to upcast condition gained this way instead always deals max
any Ninjutsu you cast the Fire Release Keyword up two damage and ignores resistance and immunities
times ignoring Jutsu Rank Limitations. o Bonus Jutsu: As an Action, by giving yourself 3
Burn, you are able to Cast Wind Release: 10,000
MANGEKYŌU ARTS Slicing Blades as an action at no chakra cost with
no component requirement.
Also, at 1st level of this class mod, you have unlocked the • Raijin: Lightning Release; You produce the highest
core power of your Mangekyōu Sharingan, known as
level of Lightning Release, said to represent the wrath
Mangekyōu Arts. These arts are extremely powerful
of the creators. Your crimson Lightning consolidates
abilities and techniques unique to the user of the
the Rage of the gods before it strikes. If you initiate a
Mangekyōu. You start off with one Art. This Art will help
Clash with a Jutsu while using this crimson lightning,
define your path moving forward and help in deciding on
you automatically win. If a Mangekyōu Class Mod
how your future arts evolve your path forward. You gain
feature or Jutsu you cast uses this red lightning, and
one additional Art at 3rd level. You cannot gain the final
the target takes unmitigated damage, or fails the
additional Mangekyōu Art at 5th level of this class Mod
associated saving throw, the target gains the shocked
unless you have access to the Eternal Mangekyōu
condition for 1 minute.
Sharingan class mod feature.
o Bonus Jutsu: As an Action, by giving yourself 3
Burn, you are able to Cast Lightning Release:
Thunderstorm as an action at no chakra cost with
no component requirement.
• Suijin: Water Release; You produce the highest level of MALEFIC DOMINION
Water Release, said to drown the souls of the damned Classification: Mangekyōu Art
who would dare sin before you. Your pure white waters Cost: 15 Chakra
move with such rage that it even unsettles you. If you Keywords: Hijutsu, Ninjutsu
initiate a Clash with a jutsu while using these Description: You use your chakra to command and
whitened waters, you automatically win. If a dominate the forces of time and space gaining the ability
Mangekyōu Class Mod feature or Jutsu you cast uses to make and control dimensional space. You always have
this white water, and the target takes unmitigated a pocket dimension that this Mangekyōu Art may refer
damage, or fails the associated saving throw, the to. This pocket dimension is yours and yours alone. This
target gains the slowed condition for 1 minute. dimension is 500 feet in diameter in the shape of a
o Bonus Jutsu: As an Action, by giving yourself 3 sphere. If this dimension is ever destroyed, another one
Burn, you are able to Cast Water Release: forms when you would gain the benefit of a long rest. For
Maelstrom as an action at no chakra cost with a the duration of your Mangekyōu Sharingan Class mod
range of 60 feet. You also don’t need to maintain feature. You may use your actions and pay the above
contact with the creature to maintain. listed Chakra cost to do the following;
• Kukunochi: Earth Release; You produce the highest
• 1 Action;
level of Earth Release, said to crack the very crust of
o (3 Burn) Massive Warp: Select one target (Object or
the world. Your hardened iron like stone is so stout
creature) that you can see within 90 feet of you.
that it is unbreakable by normal mortal means. If you
That target must make a Dexterity saving throw vs
initiate a Clash with a jutsu while using this
your Ninjutsu Save DC +3. On a failed save the
impenetrable stone, you automatically win. If a
target is sucked into your pocket dimension. If that
Mangekyōu Class Mod feature or Jutsu you cast uses
target creature is aware of this ability, they instead
this impenetrable stone and the target takes
make a Dexterity Saving throw vs your Ninjutsu
unmitigated damage, or fails the associated saving
save DC.
throw, the target gains the weakened condition for 1
o (3 Burn) Collapsing Warp: Select one target (Object
minute.
or creature) that you can see within 90 feet of you.
o Bonus Jutsu: As an Action, by giving yourself 3
That target must make a Dexterity saving throw vs
Burn, you are able to Cast Earth Release: Antlion
your Ninjutsu Save DC +3. On a failed save the
Collapse as an action at no chakra cost with no
targets body is temporally crushed taking 12d10
component requirement with no component
force damage on a failed save that cannot be
requirement.
reduced by any means. If that target creature is
For the duration of your Mangekyōu Sharingan Class mod aware of this ability, they instead make a Dexterity
feature. You may use your actions and pay the above Saving throw vs your Ninjutsu save DC.
listed Chakra cost to do the following, using the above • Bonus Action;
nature release enhancements; o (2 Burn) Collapsing Augment: As a bonus action,
• 1 Action; when you make a Melee Attack, you surround your
attack with this collapsing temporal space. On a
o (2 Burn) Jet: Make a Ranged Ninjutsu attack with
successful hit with the augmented jutsu, the
your chosen element causing it to explode
damage dealt cannot be reduced by any means.
outwards from you. On a hit dealing 8d8 damage of
o (1 Burn) Self-Warp: As a bonus action you may warp
the equivalent Nature Release.
yourself to your own pocket dimension, or warp
o (3 Burn) Collapse: Select one creature you can see
yourself out of your pocket dimension to your last
within range. The target creature must succeed a
location in the real world.
Dexterity saving throw taking 10d6 damage of the
o (3 Burn) Mass Displacement: As a bonus action you
equivalent Nature Release on a failed save, or half
may move all of your mass to your pocket
as much on a successful save.
dimension. Until you use your action again for this
o (2 Burn) Weaponize: Select one weapon that you can
ability, you cannot interact with the physical world.
see within 90 feet. The target weapon becomes
People can see you, and you can see them. But
bathed in your chosen element for 1 minute,
cannot interact in any way.
making its damage 5d10 of the equivalent Nature
• Reaction;
Release.
• Bonus Action; o (2 Burn) Defensive Warp: As a reaction, when you
would be hit by an attack of any type, you attempt
o (3 Burn) Augment: As a bonus action, when you cast
to warp the attack away. Make a Ninjutsu attack vs
a Ninjutsu with a Nature Release Keyword, you may
the attack roll of the triggering creature. If your
augment the casted jutsu by increasing the damage
roll is higher, the attack is warped to your pocket
die by 1 step. (D4 >D6 > D8 > D10 > D12). If the
dimension harmlessly. If the triggering attack has
damage die cannot be augmented any further.
multiple attacks associated, make a Ninjutsu attack
Then you treat all rolls 4 and below, as if you had
for each attack.
rolled a 5.
o (3 Burn) Group Warp: As a reaction, you may
o (1 Burn) Nullify: As a bonus action, when you cast a
attempt to warp all space around you within 5 feet.
ninjutsu with a Nature Release Keyword, you may
All creatures must succeed a Dexterity saving
choose up to 3 creatures who your jutsu does not
throw vs your Ninjutsu save DC +3. On a failed save,
effect for its duration.
• Reaction;
affected creatures are all pulled to your pocket
dimension along with you. If that target creature is
o (2 Burn) Guard: As a reaction, when you would be
aware of this ability, they instead make a Dexterity
hit by an attack of any type, you may attempt to use
Saving throw vs your Ninjutsu save DC.
your Malefic Illumination element to intercept. Roll
3d8 + Your character level, reducing the damage by
the result.
MALEFIC INSTINCT MALEFIC ILLUSION
Classification: Mangekyōu Art Classification: Mangekyōu Art
Cost: 12 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Taijutsu Keywords: Hijutsu, Genjutsu, Visual
Description: You use your Sharingan to recall all of the Description: You use your Sharingan to drill deep into
martial techniques you’ve seen over your career, and the subconsciousness of a creature whom you can see
even theorize techniques you’ve never seen but your and is looking at you. By making eye contact with a
Sharingan concludes is absolutely feasible. You may use creature while your Mangekyōu Sharingan is active you
your actions and pay the above listed Chakra cost to do are able to inject a powerful illusion deep into the minds
the following; of your target. You can only ever effect one target at a
• 1 Action; time with this Mangekyōu Art. If you target a second
creature with this Art, while you are maintaining
o (2 Burn) Instinctual Combat: Cast one Taijutsu or
concentration on this art affecting another creature, this
Bukijutsu of A-Rank or Lower, with a casting time
arts affects immediately ends on the first creature;
of 1 Action, treating this Arts cost as the Jutsu’s
• 1 Action;
Cost. You cannot upcast a jutsu cast this way. If you
cast a jutsu that requires Concentration, you may o (5 Burn) Tsukuyomi: Select one creature that you
concentrate on that jutsu as normal. can see and whom you can make eye contact with,
within 60 feet of you. Target creature makes a
o (1 Burn) Evasive Stance: As an action, you use your
Wisdom Saving throw at Disadvantage vs your
Sharingan to foresee all attacks coming at you. You
gain an additional reaction for each melee attack Genjutsu Save DC. On a failed save, the target
that targets you, which can be spent to make an creature is mentally sealed inside an illusory world
Attack of opportunity against the triggering of your creation. The user and the target are both
mentally transported to this world and remain
creature, or cast a Uchiha Clan Taijutsu you know
there for 4d12 mental years. These years last until
with the casting time of 1 action against the
triggering creature. the end of your turn, but the target experiences
• Bonus Action; each of these days in full. For the duration of this
effect, while within the illusory world, the user
o (2 Burn) Instinctual Combo’s: As a bonus action, cast
may exchange information or mentally torture the
one Taijutsu or Bukijutsu of A-Rank or Lower, with
target. You instead gain 5 burn using this
a casting time of 1 Bonus action, treating this Arts
Mangekyōu Art instead of 1 Burn;
cost as the Jutsu’s Cost. You cannot upcast a Jutsu
▪ Information: If you choose to share information.
cast this way. If you cast a jutsu that requires
You can choose to end this effect on the target
Concentration, you may concentrate on that jutsu
creature early without them needing to
as normal.
experience the full duration of this Art. You are
o (1 Burn) Fatal Stance: As a bonus action, you enter a
able to communicate with the target for as long
stance dedicated to completely overwhelming your
as you wish mentally, but at the end of your
enemies. Your unarmed attacks gain the Deadly,
turn, the communication ends.
Blocking, and Critical Weapon properties for the
▪ Torture: If you choose to torture the target, for
next minute. You cannot use this stance in
each year they are trapped inside your illusory
conjunction with other Stances
• Reaction;
world, they take 2d8 psychic damage. At the end
of the duration, the target creature is
o (2 Burn) Instinctual Reactions: As a reaction, cast
weakened, frightened of you, and Dazed until
one Taijutsu or Bukijutsu of A-Rank or Lower, with
they complete a long rest. You can choose to not
a casting time of a Reaction, treating this Arts cost
inflict some of the listed conditions, or instead
as the Jutsu’s Cost. You cannot upcast a Jutsu cast
deal half or less of your damage result to a
this way. If you cast a jutsu that requires
target.
Concentration, you may concentrate on that jutsu
o (1 Burn) Ochiru Tsuki: Select one creature that you
as normal.
can see and whom you can make eye contact with,
within 60 feet of you. Target creature makes a
Wisdom Saving throw vs your Genjutsu Save DC.
On a failed save, the target creature is assailed by
what they believe to be a falling moon that comes
and crashes down upon them. Target creature
takes 8d12 psychic damage.;
• Bonus Action;
o (1 Burn) Tsukuhito: As a bonus action, you can
select one allied creature that you can see within
60 feet of you, whom you can make eye contact
with. If target creature is under the effects of any
Ninjutsu or Genjutsu that alters, controls, or
manipulates its actions, thinking or personality.
That Jutsu immediately ends, releasing them from
its effects and returning them to the same mental
state previously had prior to falling under the
effects of the prior jutsu.
• Reaction; o (2 Burn) Libre: All creatures of your choice that you
o (2 Burn) Mokiho: As a reaction to seeing a creature can see within 60 feet of you must succeed a
attempting to take any action within 90 feet of you, Wisdom Saving throw vs your Genjutsu save DC
so long as you can make eye contact with them, the having their vision obscured and their movements
target creature must succeed a Wisdom Saving completely thrown out of control by temporarily
Throw vs your Genjutsu Save DC. On a failed save, rewriting how their brain interprets their bodies
the target creatures action is interrupted, and controls. On a failed save creatures can no longer
instead, you decide its course of action for the see or hear you for the next minute. Additionally,
remainder of its turn. At the end of the target for the next minute, when the creature wishes to
creatures turn, they do not remember their last 6 take an action of any type, they must make a DC 12
seconds of activity. Flat check. On a success the creature is able to
o (3 Burn) Yami: As a reaction to seeing a creature complete its actions. On a failure, they are unable
attempting to cast a Genjutsu, within 90 feet of to complete the chosen action instead gaining the
you. If you can make eye contact with them, the paralyzed condition until the beginning of their
target makes an Intelligence Saving Throw vs your next turn.
Genjutsu Save DC. On a failed save, you nullify their o (30 Burn) Izanami: Upon activation, you record this
genjutsu, while making them believe that they moment in time like a snapshot with your
have successfully cast it. They continue to spend Sharingan. Memorizing both yours and your
chakra maintaining it as if they had cast it while targets physical sensations. As a reaction to your
concentrating. They only realize the jutsu was opponent repeating any action more than once,
never cast when they would fail a concentration within the next minute, you attempt to trap them
check to maintain it, or decide to end the jutsu of into a never-ending loop, repeating the same
their own accord. events that transpired between when you activated
this Art and when they repeated their action. The
MALEFIC HYPNOSIS target creature must succeed a Charisma Saving
Classification: Mangekyōu Art throw at disadvantage. On a failed save, the target
Cost: 18 Chakra is trapped in this never-ending loop until their
Keywords: Hijutsu, Genjutsu, Visual current Ambitions are abandoned. If the creature
Description: You use your Sharingan to twist, alter, does not have ambitions, such as a beast who
dominate and completely rewrite a person’s entire survives and works off of instincts, like a wolf,
personality in the span of a moment, so subtly that they lion, or cat. This Art immediately fails. You instead
don’t even know that a jutsu had been cast; gain 30 burn using this Mangekyōu Art instead of 1
• 1 Action; Burn.
• Bonus Action;
o (15 Burn) Koto-Amatsu-Kami: Select one creature
that you can see and whom you can make eye o (3 Burn) Beam of Light: All creatures of your choice
contact with, within 60 feet of you. Target creature currently under the effects of any feature, Art or
makes a Charisma Saving throw at Disadvantage vs Jutsu with the Genjutsu keyword that you cast
your Genjutsu Save DC. On a failed save, the target must succeed a Wisdom Saving throw. On a failed
creature is permanently Charmed by you until they save, the all see the sky crack as beams of light rain
are aware of this feature’s existence and hold a down upon them dealing 8d10 psychic damage on a
general understanding of what it does. In which failed save.
• Reaction:
case they can, as an action remake the saving
throw as an action once per short rest. o (2 Burn) Recollection: When hit by an attack, you
Additionally, when you would use this feature you may as a reaction force the target creature to make
must select the additional effect(s) this Art benefits a Wisdom saving throw vs your Genjutsu save DC.
from. A creature affected by this Art is unaware On a failed save the target creature believes they
they are currently or have ever been under the have killed you. They can see, feel, and smell your
effects of this Art unless they rationalize, they are corpse. They believe you are dead until you attack
through other means. You instead gain 15 burn them again or it pointed out directly by their allies
using this Mangekyōu Art instead of 1 Burn; that you are indeed alive. Otherwise, they will
▪ Rewrite: While a creature is under the effects of forever believe that you are dead.
Koto-Amatsu-Kami you are able to rewrite
memories that you are aware of. Affected
creatures’ memories are overwritten and
suppressed for the duration of this Arts effects.
You are not able to completely change a
creature’s personality using this additional
effect. But you are able to alter their reasoning
behind their actions.
▪ Enforce: While a creature is under the effects of
Koto-Amatsu-Kami, select one thing they could
normally do with their actions, bonus actions,
or reactions. They, for the duration of this Art,
forget how to perform the selected action,
unable to learn, or relearn the forgotten ability,
feature or jutsu.
MALEFIC ALTERATION MALEFIC TELEKINETIC
Classification: Mangekyōu Art Classification: Mangekyōu Art
Cost: 20 Chakra Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Genjutsu, Keywords: Hijutsu, Bukijutsu
Description: You use your Sharingan to twist reality to Description: You use your Sharingan to create telekinetic
your whim and control the laws of the world. You connections to a distinct weapon type. Select a weapon
command reality to bend to your will, allowing you to you are proficient with. All weapons that share this
rewrite it based on your wants and needs; weapons type can be manipulated by you using your
• 1 Action; telekinetic connection;
o (10 Burn) Controlled Fate: You choose this moment • 1 Action;
in time to lock yourself into for the next minute. o (1 Burn) Telekinetic Assault: Weapons of your choice
Record your current Hit points. At any point in that you have marked, that you share a telekinetic
time, within the next minute, when you would take connection with move at your command to attack a
damage of any type, as a reaction, you can choose creature you can see within 90 feet of you. As an
to activate this feature. When you do your body action make a Ranged Taijutsu attack, dealing
resets and appears back at the exact location you damage equal to the number of marked weapons
locked yourself into. Your Hit points are then set you have (1d6 for 1 marked weapon, 1d8 for 2, 1d10
back to the recorded value when you first cast this for 3, 1d12 for 4 or more marked weapons) + your
ability. If you trigger this Arts reaction ability, you Ninjutsu or Taijutsu Ability Modifier times your
instead gain 20 burn using this Mangekyōu Art proficiency bonus on a hit.
instead of 1 Burn. If you did not trigger this Arts o (2 Burn) Telekinetic Bombardment: Weapons you
reaction ability, you gain 10 burns using this have marked, that you share a telekinetic
Mangekyōu Art instead of 1 Burn; connection with begin to pepper the battlefield. All
• 1 Bonus Action; creatures of your choice within 60 feet of you must
o (20 Burn) Rewound Fate: You choose this moment succeed a Dexterity saving throw, dealing damage
in time to record a creature you can see within 60 equal to the number of marked weapons you have
feet of you into. At any point in time, within the (1d6 for 1 marked weapon, 1d8 for 2, 1d10 for 3, 1d12
next minute, when the target creature would move for 4 or more marked weapons) + your Ninjutsu or
more than 60 feet away, regain hit points, gain Taijutsu Ability Modifier times half your
temporary hit points, cast a jutsu or declare an proficiency bonus (rounded up) on a failed save, or
attack. You may as a reaction, trigger this Art, half as much on a successful one.
rewinding them back to the moment you recorded • 1 Bonus Action;
them. They are teleported back to the space they o (1 Burn) Telekinetic Marking: You mark all weapons
were originally in when you recorded them. They of a singular type that you are proficient in
also do not regain hit points or chakra points or (Katana’s, Short swords, Kunai). The marked
spent movement. If you trigger this Arts reaction weapon must be within 5 feet of you when you
ability, you instead gain 20 burn using this mark it. Marking the weapon is instant and
Mangekyōu Art instead of 1 Burn. If you did not permanent until the weapon breaks. A marked
trigger this Arts reaction ability, you gain 10 burns weapon can be called to you from up to 120 feet
using this Mangekyōu Art instead of 1 Burn; flying to you while attempting to avoid
• Reaction; obstructions it may encounter as a bonus action as
o (30 Burn) Altered Fate: When you would fall to 0 hit well. You do not inherently know where marked
points, you may as a reaction, rewrite reality so weapons are when you attempt to summon them.
that the thing that would have killed you, instead o (2 Burn) Telekinetic Shield: You command your
does not. Your hit points are restored back to its marked weapons to guard you as they create a wall
value before you took the triggering damage. You in front of you. For the next minute, until you
instead gain 30 burn using this Mangekyōu Art command your marked weapons to complete
instead of 1 Burn; another action using this Art, they provide you
o (20 Burn) Decided Fate: When a creature you can see partial cover.
within 90 feet of you would fall to 0 hit points, you • Reaction
may as a reaction, rewrite reality so that the thing o (1 Burn) Telekinetic Interpose: You command your
that would have killed them, instead does not. their marked weapons to interpose in-between you and
hit points are restored back to its value before they an incoming attack. As a reaction, when you would
took the triggering damage. You instead gain 20 take damage, you sacrifice one of your marked
burn using this Mangekyōu Art instead of 1 Burn; weapons causing them to immediately be
destroyed, taking all damage that you would have
taken. If your marked weapon was a weapon that
would require you to roll an ammunition die such
as a Kunai or shuriken, you roll your ammunition
die as normal.
SUSANOO MANIFESTATION pilot it. This manifestation is the peak of your Class
Mods power potential. This manifestation counts as
Beginning at 2nd level of this class mod, you have
either a Huge or Gargantuan Creature (your choice) for
unlocked a sleeping power dormant within you. An ever-
the next minute, while also maximizing your innate
present avatar representative of the users will. This
bonuses that the Susanoo already grants. You gain a
avatar takes shape piece by piece and is completely
flight speed while manifesting your Susanoo equal to
under the command of its user. As you are beginning to
three times your movement speed.
tap into this power you gain the ability to manifest your
You instead gain 150 Susanoo Hit Points. Your
Susanoo in individual pieces.
Susanoo’s Melee Weapon attacks deals 9d10 and the

PARTIAL MANIFESTATION
Ranged Weapon attacks deal 10d8 damage respectively.
Additionally, you gain immunity to non-chakra-based
As an Action you manifest your Susanoo’s ribcage by
damage while manifesting your Susanoo.
spending 10 chakra and giving yourself 2 additional
While at each level, you can choose to conjure the
burn. This ribcage is of any color you choose and has a
entirety of your Susanoo, you can choose to instead
unique design of your choice. This ribcage, regardless of
summon a previous levels Susanoo pieces with your
the spaces between each rib guards you from serious
action. When you would attempt to conjure a piece of
damage. For the next minute you gain 50 Susanoo Hit
your Susanoo using any previous levels limitations.
Points. These hit points act like Temporary hit points.
Reduce the chakra cost by half, and the Burn cost by half
These hit points do not have a way to be recovered
(Rounded down) as well (Min 1).
outside of reactivating this feature. While you have the
Susanoo active, and are gaining the benefit of Susanoo
hit points, you gain resistance to damage dealt from
Ninjutsu and Taijutsu.
As a bonus action, you manifest your Susanoo’s arms
for but a moment by spending 5 chakra and giving
yourself 1 additional burn. When you do your Susanoo
generates a chakra construct like weapon similar to a
weapon that you are proficient in.
If that weapon is a melee weapon, you make a melee
Ninjutsu (or Taijutsu) attack against a creature you can
see within 15 feet of you. On a hit, the target creature
takes 4d10 + Your Ninjutsu (or Taijutsu) Ability modifier
in force damage.
If the weapon is a ranged weapon, you make a ranged
Ninjutsu (or Taijutsu) attack on a creature you can see
within 120 feet of you. On a hit, the target creature takes
5d8 + Your Ninjutsu (or Taijutsu) Ability modifier in
force damage.

HALF-BODY MANIFESTATION
Beginning at 3rd level of this class mod, you have
learned to manifest a more solid version of your
Susanoo. You can manifest the entirety of the upper body
of your Susanoo.
As an Action you manifest both your Susanoo’s torso,
Head, and arms by spending 15 chakra and giving
yourself 5 additional burn. This manifestation covers the
entirety of your body and makes you count as either a
Large or Huge creature (your choice) for the next
minute, while also magnifying your innate bonuses that
the Susanoo already grants.
You instead gain 75 Susanoo Hit points. Your
Susanoo’s Melee Weapon attacks deals 6d10 and the
Ranged Weapon attacks deal 7d8 damage respectively.
Additionally, although creatures can see you inside your
avatars construct, you count as being behind full cover in
regards to Genjutsu that require line of sight.

FULL-BODY MANIFESTATION
Finally, beginning at 4th level of this class mod, you
have learned to conjure the entirety of your Susanoo
creating a super massive construct of Chakra that on its
own could completely wipe out countries. You manifest
your Susanoo’s full body. Legs, Head, Arms, Torso etc.
This manifestation can look in any way you wish to
describe it.
As an action you manifest this full-bodied Susanoo by
spending 20 chakra and giving yourself 5 additional
burn. You stand inside your Susanoo’s head while you
ETERNAL MANGEKYŌU SHARINGAN • 135+: Your eyes begin to bleed. You gain 1 stack of
bleeding that cannot be reduced by any means, and
The first true roadblock to true power. The Eternal
deals damage directly to your hit points (This Stacks).
Mangekyōu Sharingan is a power fabled and sought after
This bleed damage is only rolled when you use a
by the upper echelon of the Uchiha. This power comes at
Mangekyōu Art. When you complete a Full rest, you
a great price. Severing the ties of blood. In order to gain
remove this penalty.
this elusive power, you must take the Mangekyōu • 140+: You cannot add your Dexterity to your Armor
Sharingan from a direct blood relative (Parent, Sibling,
Class by any means. When you complete 1 week of
Child). When you would qualify to reach 3rd level in this
Downtime Recuperating you remove 1 penalty.
class mod and you do not wish to complete this task, you • 150+: You gain a -1 Penalty to your Wisdom Ability
do not gain the benefits of this class mod feature instead
score. (This Stacks) When you complete 1 week of
skipping it. You do not need this class mod feature to
Downtime Recuperating you remove 1 penalty.
progress in this class mod. • 175+: You Lose your Light. You become permanently
When you do, you must complete a Ritual which
blinded and lose both your Mangekyōu Sharingan
consumes both yours and the gained Mangekyōu
Class Mod and Sharingan Clan Feature.
Sharingan fusing them both into a single pair replacing
your current eyes.
This ritual takes 12 Weeks to complete and stopping or
interrupting it early can result in permanent blindness
to you. If your ritual is interrupted or stopped, roll 1d100
+ your current Burn. On a result of 50 or greater the
ritual fails losing your Class Mod and Sharingan Clan
Feature permanently.
This time can be reduced by half with a DC 35 Medicine
check made by another creature assisting you in
performing the ritual. (On a failure, the time doesn’t
change)
When the ritual is complete reduce the amount of burn
you have accumulated by half. You also cleanse yourself
of all built up penalties gained from your Brun Results.
You also gain the benefits of the Eternal Mangekyōu
Sharingan (Called EMS moving forward). All Class Mod
features that requires the Mangekyōu Sharingan class
mod feature can now be used while you have EMS active.
You may activate your EMS in place of your Mangekyōu
Sharingan as a Bonus action by spending 10 chakra.
When you would benefit from a Full rest, you instead
reduce the amount of Burn by 2d4. This increases to 3d4
at 5th level of this class mod.
When you reach 5th level in this class mod with this
feature you have reached a level of power only one other
has ever attained. You gain the unique ability allowing
you to use Mangekyōu Arts to instead double the burn
cost of the Art to use it at 0 chakra cost.
Additionally, all of your Burn Results are delayed as
follows;
• 95+: Your Visual Range for combat is Reduced to
500ft. Jutsu and attacks you make cannot be made
passed your current Visual Range for combat. Each
time you would gain this detriment, reduce it by half.
(This Stacks).
• 100+: You gain a -1 penalty to all Dexterity saving
throws. (This stacks). When you complete 1 week of
Downtime Recuperating you remove 1 penalty.
• 110+: You gain a -1 penalty to all attack rolls. (This
stacks) When you complete 1 week of Downtime
Recuperating you remove 1 penalty.
• 120+: Mangekyōu Arts increase the amount of Burns
gained by +1 (This stacks). When you complete 1 week
of Downtime Recuperating you remove 1 penalty.
• 125+: Your Out of Combat Visual Range is reduced to
500ft. Each time you would gain this detriment,
reduce it by half. (This Stacks).
• 130+: Your Sharingan and Mangekyōu Sharingan cost
to activate is doubled (This Stacks). When you
complete 1 week of Downtime Recuperating you
remove this penalty.

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