Path of the Exalted (Shinobi World Supplement)
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Path of the Exalted[edit]
Those following this path make use of the Rinnegan. This eye consists of a purple base with ripples emanating out from it. It is the last of the 3 great Dōjutsu and is often revered as a myth. One who wields it takes up the mantle as either a “God of Creation,” bringing peace to warring nations, or as a “God of Destruction,” destroying all in their wake, reducing the realm to ashes. The only way to obtain this eye is to receive the chakra of its original user, Hagoromo Ōtsutsuki, recreating it through the chakra of his sons, or to steal the eye entirely. Users of this subclass gain access to the Path of the Exalted Unique Jutsu.
The Rinnegan's abilities can be divided into six "paths" and an "outer path".
- The Deva Path grants the user the ability to manipulate attractive and repulsive forces with objects and people.
- The Asura Path grants the user the ability to augment their own body to summon mechanized armor and various ballistic and mechanical weaponry.
- The Preta Path grants the user the ability to absorb chakra in any form.
- The Human Path grants the user the ability to interact with the souls of anyone they touch.
- The Animal Path grants the user the ability to summon various animals and creatures to aid it in battle.
- The Naraka Path grants the user a contract between themself and the King of Hell, a powerful being comparable to the death god of the Reaper Death Seal.
- The Outer Path grants the user control over life and death. With this power, the user is able to revive the dead, transmit their chakra into black receivers, and manifest chakra chains.
Chakra Detection[edit]
At 3rd level, you can sense the flow of chakra in all living things. You gain expertise in Arcana, and can spend 2 chakra at will to be able to read one language you do not know for 1 minute. As a bonus action, you can attempt an Arcana check (DC 10 + the target's bonus to Deception) to learn how many spell slots, Ki points, chakra points, and other resources or charges that a creature has. The DC to discover hit points in this manner is 10 + the target's Constitution Modifier.
When you take the search action, you may also attempt a DC 13 Perception check to locate living creatures and magical effects within 60 feet. You see a faint outline around the detected chakra source and what school of magic or chakra nature the magical effect was created from, or one that the creature can use if any, can be discerned by you. This effect can penetrate most barriers, but is blocked by 5 feet of stone, 5 inches of common metal, 1 inch of lead, or 15 feet of wood or dirt.
Additionally, you automatically detect Illusion spells and genjutsu, and at 15th level, you advantage on saving throws against them.
Six Paths Technique[edit]
At 7th level, you gain access to the most basic of the Rinnegan's techniques. Choose one path to focus on, choosing from the following:
- Deva Path Focus: You gain an optional 30 feet base range with all Deva Path abilities.
- Asura Path Focus: The Asura Path grants the user the ability to augment their own body to summon mechanized armor and various ballistic and mechanical weaponry. You can have a number of transformations active equal to your proficiency bonus. Any Asura Path jutsu no longer require concentration.
- Human Path Focus: You gain the option to use Absorption Soul Technique at a range of 30 feet.
- Animal Path Focus: Summoning Rinnegan's cost is reduced by your proficiency bonus (minimum 1).
- Preta Path Focus: You add your spellcasting modifier to the chakra absorbed. Additionally, the amount of chakra absorbed increases by 1 die at 15th level (3d6/3d4) and again at 20th level (4d6/4d4).
- Naraka Path Focus: You add your Insight bonus to both DCs of Jugokudo
- Outer Path Focus: You can create a number of Black Receivers equal to twice your proficiency bonus on a single cast, and you may concentrate on a number of instances of Demonic Statue Chains equal to your proficiency bonus at once.
Additionally, you gain the following jutsu:
Shinra Tensei
Cost: 5+ chakra
Range: 5 foot radius
Jutsu Type: Deva Path
As an action, each creature within range must succeed a Strength saving throw or take 2d6 force damage and be pushed to the edge of this jutsu's range. For every additional chakra point spent, you deal an additional 1d6 damage and its range increases by 5 feet. If more than 20 chakra is spent, objects take double damage. If you are targeted by an attack, you may use this jutsu as a reaction for an additional 5 chakra, causing the attack to fail. This additional chakra does not count toward any other effects of spending additional chakra. If you use this as an action, you can not use any Deva Path jutsu again until the beginning of your next turn. If you use this as a reaction, you can not use any Deva Path jutsu again until the end of your next turn.
Banshō Ten'in
Cost: 2+ chakra
Range: 10 foot radius
Jutsu Type: Deva Path
As an action, any creatures of your choice within range must succeed on a Strength saving throw or be pulled towards you. You can increase this jutsu's range by 5 feet for every additional chakra point spent. You can stop pulling a creature at any range (i.e. stop them 10 feet from you instead of 5 feet). After casting this jutsu, you can not use any Deva Path jutsu again until the beginning of your next turn.
Four-Armed Asura
Cost: 2 Chakra
Range: Self
Jutsu Type: Asura Path
As an action, you summon up to 4 additional arms anywhere on your body. These arms are fully prehensile and act exactly as your existing arms do. These arms disappear after 1 minute. You can have a number of Asura Path transformations active equal to your proficiency bonus.
Weaponsmith Asura
Cost: 2+ Chakra
Range: Self
Duration: Concentration, up to 1 minute
Jutsu Type: Asura Path
As a bonus action, you shape your flesh in a manner which causes a new weapon to emerge from your limbs. You recreate a perfect copy of a non-magical weapon that you are proficient in within one of your arms. You cannot be disarmed of this weapon and it only disappears if you dismiss it at will, you are incapacitated, or this jutsu ends. You can spend an additional 1 chakra at the time of summoning this weapon to extend its reach by 5 ft. You can have a number of Asura Path transformations active equal to your proficiency bonus.
Flaming Arrow of Amazing Ability
Cost: 5 Chakra
Range: 60 feet
Jutsu Type: Asura Path
You compress chakra at the base of your wrist in order to propel your fist outwards at stupendous speeds. Make a ranged spell attack against a creature within range. On a hit, the target takes 3d8 magical bludgeoning damage. As your rocket-propelled wrist is protected with chakra, your hand suffers no damage. Hit or miss, your fist returns to your arm after the attack is complete. Whenever you hit a structure or object with this Jutsu, the hit is a critical hit. You can have a number of Asura Path transformations active equal to your proficiency bonus.
Six Paths Extended[edit]
As you gain a higher chakra count, you also learn how to use your newfound Rinnegan abilities.
At 10th level, your knowledge of the Six Paths is extended, granting you the following jutsu:
Reinforced Asura
Cost: 5 Chakra
Range: Self
Duration: Concentration, up to 1 minute
Jutsu Type: Asura Path
You create protective pads along your arms and legs, increasing your protection. For 1 minute, you gain a +2 to your AC. You can have a number of Asura Path transformations active equal to your proficiency bonus.
Chakra Propulsion Cannon
Cost: 10 Chakra
Range: 100 foot line
Jutsu Type: Asura Path
You open one of your limbs to reveal a mechanical cannon, charged and ready to fire. You fire a beam of pure chakra energy in a direction of your choosing. Each creature inside the effected area must succeed on a Dexterity saving throw. A target takes 4d10 force damage on a failed save, or half as much damage on a successful one, this ignores evasion if the target cannot move.
Seal Jutsu Absorption
Cost: 3+ chakra
Range: Touch
Jutsu Type: Preta Path
As an action, you touch a shinobi within reach and use your Rinnegan to absorb their chakra reserves. The targeted shinobi must succeed on a Constitution saving throw. On a failure, their total chakra points are reduced by 2d6, and you regain a number of chakra points equal to the amount absorbed.
Alternatively, as a reaction when you are targeted by a jutsu that is not Taijutsu, you release a rift of absorbing chakra from your palm. The jutsu's chakra is reduced by 2d4, and you regain an equal amount of chakra reduced. If this would reduce the jutsu's chakra below its minimum cost, the jutsu fails, and the jutsu's caster regains the remaining chakra points. Otherwise, the jutsu loses any additional effects from increasing its cost for a number of chakra points equal to the number absorbed. If a jutsu's base cast has multiple projectiles (i.e. a single Lightning Ball), each projectile counts as a different jutsu with a cost equal to its base cost divided by the number of projectiles. You may increase the number of chakra points absorbed by 1d4 for every 2 additional chakra points spent.
Black Receivers
Cost: 10+ Chakra
Range: 120 feet
Jutsu Type: Outer Path
Black Receivers are black rods that function as demodulators for high-frequency chakra signals. You can create those black receivers from anything sharing your Rinnegan (I.E. your Animal Path summons, Rinne Six Paths corpses, yourself, etc.). As an action, make a ranged spell attack. On a hit, a number of black receivers equal to your attack roll - the target's AC are imbedded in the target, dealing 1d6 piercing damage per black receiver. You may attack with a number of black receivers up to your proficiency bonus on a single use of this jutsu, spending 1 additional chakra for every black receiver above the first.
The black receivers stay in their target until destroyed. Each Receiver has an AC of 23 and 5 hit points. They can be destroyed instantly by the original Rinnegan user who created the receivers.
As a bonus action, you can deal damage to a target with a black receiver embedded in them by sending your own chakra through the receivers. This causes the receivers to heat up, dealing 1d4 fire damage and reducing the target's movement speed by 20% per receiver inside them until the end of their next turn. This has no range limit.
Demonic Statue Chains
Cost: 15 Chakra
Range: 100 feet
Duration: Concentration, up to 1 minute
Jutsu Type: Outer Path
You summon a cursed chakra chain from the palm of your hand and launch it at a creature within range. Make a ranged spell attack, on a hit the target takes 5d8 psychic damage and is grappled by you. Jinchuriki grappled by this jutsu are not able to access their Path of the Beast features, and Tailed Beasts are paralyzed for the duration. As an action while this is active, you may deal 2d8 psychic damage to affected creatures automatically.
A grappled creature can use its action to attempt to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check. A Tailed Beast can still attempt to escape this, despite being Paralyzed, but it makes the check at disadvantage.
Six Paths Mastered[edit]
At 15th level, you finally master the Six Paths Technique and all of its abilities, granting you the following jutsu:
Chibaku Tensei
Cost: 30+ Chakra
Range: 1 mile
Jutsu Type: Deva Path
The ultimate ability of the Deva Path. You create a black sphere between your hands that you can then hurl within 1 mile of your position. When the sphere is activated, it generates a powerful gravitational pull, attracting everything in the vicinity to it until a large satellite is created; you control how large the satellite becomes but it cannot cover more than 160 feet. The satellite has its own gravity well.
Any creatures within 60 feet of the sphere upon creation must succeed a strength saving throw or be pulled into it and be restrained and unable to breathe. They may retry this saving throw at the end of each of their turns they are within 10 feet of the satellite's surface, even if they are not subject to the effect. The range can be increased by 5 feet for every additional chakra point spent. Chibaku Tensei takes a full round (6 seconds) to complete, after which the sphere will stop pulling and the satellite will be formed.
You can move the sphere and satellite up to 1 mile to a new spot within range as a bonus action, or cause it and the satellite to impact at high speeds against a surface within 1 mile of it as an action.
Upon impact, creatures inside the Chibaku Tensei must succeed a strength saving throw or take 8d6 bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a dexterity saving throw or take 10d6 bludgeoning damage from the impact. On a success, creatures take half damage, this ignores Evasion.
Chibaku Tensei can be dispelled by rendering the user unconscious or destroying the black sphere. The user can also dispel the technique as a bonus action, causing no harm from the falling debris. The sphere has an AC of 26 and has 30 HP. It is immune to Psychic damage but vulnerable to force damage.
Absorption Soul Technique
Cost: 20 Chakra
Range: Touch
Jutsu Type: Human Path
You place your hand on a creature and begin to rip their deepest secrets from their mind. The targeted creature must succeed on a Wisdom saving throw or take 4d8 psychic damage on a failed save, and half as much on a success. On a failure, you learn a portion of the creature's deepest secrets, as determined by your DM. Constant usage of this technique can be fatal. A creature reduced to 0 hit points by this technique dies instantly.
Summoning Rinnegan
Cost: An amount of chakra equal to 1.5 times times the CR of the creature (minimum of 1), or equal to the creature's level or CR if using PECR
Jutsu Type: Animal Path
As the Rinnegan bearer, you gain the ability to summon forth obscure creatures of the animal world by using a more advanced alternative to the traditional Summoning Jutsu. You may summon Rinnegan summons without forming a contract. The rules of Summoning follow the same as that of the Summoning Jutsu, with the exception of the following:
You do not need to form any seals or sacrifice any blood to summon these creatures. They are controlled by you, act on your turn and use your actions, but have their own movement speed. Alternatively, you may spend 3 chakra on your turn to grant 1 summon its own actions for that turn. The summons gain a copy of your Rinnegan, granting you the ability to see through their eyes.
A willing humanoid can be set as Summoning Creature. For this purpose, the humanoid is not under your control and does not follow any of the Summoning rules, but it still requires a chakra cost to summon. If summoned, the humanoid is simply transported to the location it was summoned to.
Jigokudo
Cost: 25 Chakra
Duration: 1 minute
Range: Touch
Jutsu Type: Naraka Path
You summon a large disfigured head that sprouts from the ground amidst a vortex of purple flames known as the King of Hell and target all creatures you currently have grappled. The creatures must succeed a Wisdom saving throw or become paralyzed. While the creature is paralyzed, you may question it at will. After the creature answers, the King of Hell unzips its mouth to release tendril-like arms and draws out an apparition of the creature's life force energy in the form of an enlarged tongue. If the creature lied during its interrogation, it must succeed on a DC 18 Deception check. On a failure, the King of Hell would remove the target's "tongue" and consume it, dealing 6d8 psychic damage to the creature and ending the effect on them. If the creature answered truthfully, the effect ends and the creature instead gains 1 level of exhaustion. A creature reduced to 0 hit points by this technique dies instantly. A creature that does not share a language proficiency with you is immune to this effect.
Jigokudo Healing
Cost: 25 Chakra
Jutsu Type: Naraka Path
As an action, you can target a wounded creature within 10 feet of you. The King of Hell ingests the creature with its tendril-like arms. At the beginning of your next turn, the creature regains 70 hit points, and any conditions that were previously affecting it end. Any lost limbs are regained and the creature is otherwise returned to a perfect physical state. The creature then reemerges from the King of Hell's mouth. This Jutsu has no effect on undead or constructs.
Gedo Art of Rinne Rebirth
Jutsu Type: Outer Path
The Gedo Art of Rinne Rebirth is a reincarnation ninjutsu used through the Outer Path, which can infuse new life into the bodies of the dead in exchange for the user's own life. When this jutsu is cast, the King of Hell emerges from the ground and releases the souls of the deceased from its mouth. Any creatures of your choice within 20 miles are resurrected as per true resurrection without the 200-year limit. After using this jutsu, you die instantly after 1 minute passes or you take an action.
Rinne Six Paths
Duration: Concentration, indefinitely
Jutsu Type: Outer Path
You learn to raise the dead through your Black Receivers. As an action, you may target up to 6 corpses, spending one black receiver per corpse. Your chakra point maximum is divided evenly among yourself and any targeted corpses, and they are resurrected as one of your "paths". Each path can only be killed by taking four times as much damage as chakra points it has from a single source, or if the receiver inside it is destroyed. If a path gains chakra points or dies, its chakra points are divided evenly among any remaining paths. Creatures must succeed a Arcana or Medicine check as an action to find and be able to attack their receiver. They are controlled by you, act on your turn, but have their own actions and movement speeds. If you lose concentration on this jutsu, one path returns to a corpse and can not be resurrected using this jutsu. Each path gains a copy of your Rinnegan, granting you the ability to see through their eyes and focus in a single path, and can only use jutsu from that chosen path and any taijutsu or basic ninjutus you know, depending on which you chose at 2nd level. Additionally, they keep their original body's ability scores and features, and gain any features from any other dojutsu paths you have.
Rinnegan Mastered[edit]
At 20th level, you have mastered the Rinnegan, achieving an ability unique to your eyes alone. While you have both of your Rinnegan, you gain one of the following:
Jutsu Mastery
Your experience with the Rinnegan allowed you to easily master any Jutsu and Nature Transformations. You gain the ability to use all basic Chakra Natures, not including Yin Style or Yang Style. This does not allow you to gain any additional Kekkei Genkai.
Path Mastery
You have mastered the various unique abilities of the Rinnegan. You gain Focus in two additional paths from the Six Paths Technique. If you only have 1 Rinnegan, you only gain Focus in one additional path.
Rinnegan Empowerment
Your Rinnegan draws from the power of the Sharingan it once was. You gain a +3 bonus to your AC, jutsu saving throw DC, and any Dexterity saving throws and attack rolls you make. If you only have 1 Rinnegan, this bonus is reduced to +1.
Limbo: Border Jail
When you create shadow clones, you can send them to the ethereal plane with the special ability to affect the same plane as yours. These shadow clones are invisible and are immune to all damage not caused by jutsu that use chakra granted by Six Paths Power. These shadow clones automatically dissipate after 1 minute, and can not be resummoned until another minute passes. These clones can not be perceived in any way other than truesight. You may have up to 4 Limbo clones active at a time. If you only have 1 Rinnegan, you may only have 1 Limbo clone active at a time.
Reign of the High Emperor
Cost: 5 chakra
As a reaction, when you are targeted by a spell or Jutsu that deals damage that is not taijutsu, you absorb it with one eye, and, as a bonus action on a subsequent turn, cast it with your other eye. If the spell would have hit creatures other than you, they are also not affected. The spell or Jutsu uses the spell attack modifier and save DC of the original caster. When you roll for damage, you can increase the damage die by 1 for every additional chakra spent.
Amenotejikara
Cost: 5 Chakra
Range: 500 feet
As a bonus action or reaction to being targeted or being in the target range of an attack or spell effect, you teleport yourself to a space in range. You have to be able to see, visualize, or know the distance and direction, of the space.
You can bring objects along if the weight doesn't exceed your carrying capacity. You can also bring one willing creature within 5 feet of you, of your size or smaller.
If you swap places with a creature or object as a reaction to being targetted by an attack, they instead become the target of the attack.
If the space is occupied, its occupants are teleported to your previous location.
Kaimon
Cost: 25 chakra
Range: 30 feet
You create a 5 foot wide swirling hole in space anywhere within 30 feet of you that lasts until the beginning of your next turn. A number of creatures equal to your spellcasting modifier + Proficiency bonus can travel through the Kaimon to any one precise location or creature in any dimension or plane of existence that you know of your choice.
Origami Replacement Technique
Cost: 5+ Chakra
When you use the substitution jutsu, you disperse into dozens of red energy origami, during which your chakra signature is completely masked. You may move up to 30 ft., and the damage you take is reduced by twice as much.
Temporal Rewind
Cost: 7 chakra
As a free action on your turn, you experience the next six seconds and then revert time using your Rinnegan. You gain advantage on any attack rolls and saving throws you make until the beginning of your next turn. Users of this ability often have blue Rinnegan.
Chakra Edible Creation
As an action, you may convert the body of a dead creature into a crimson, pill- to baseball-sized, heart-like fruit. After eating it, you regain a number of chakra equal to twice the creature's CR. You may divide one edible into multiple edibles.
Amanohabaya
You may create up to 3 weapons out of red chakra as an action. They have +2 to attack and damage rolls, and they deal force damage. If you make more than 3 weapons, any earlier weapons are destroyed. If you only have 1 Rinnegan, you may only have 1 weapon created at a time.
Tengai Shinsei
The base cost of Chibaku Tensei is decreased to 20 chakra. When you cause a Chibaku Tensei to impact, you may cause another meteor to collide with it for 20 chakra. Every creature within range of the original must retry the saving throw with disadvantage. On a failure, they take an additional 6d6 bludgeoning damage.
Custom Jutsu
Due to the unique nature of the Rinnegan, you can create your own Jutsu for this. Consult your DM and work together to decide what it does and how it works. As a general guideline, it should be no more powerful than a 9th level spell. If the end result is significantly more powerful than a 9th level spell, consider giving it a detriment/penalty or chakra cost.
Sagely Rinnegan[edit]
At 23rd level, you have unlocked the depths of your Rinnegan's power through careful, lengthy training. Your initial Rinnegan Mastered ability becomes tied to one of your eyes, allowing you to use it as if you had both eyes as long as you have the one. Additionally, your other eye gains 1 additional Rinnegan Mastered ability. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must gain this feature to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Ninja of Prophecy feat). Each of your Rinnegan may only have 1 more Rinnegan Mastered ability than any other of your Rinnegan. At 27th level you gain a 3rd Rinnegan Mastered ability, at 29th you gain a 4th, and at 35th you gain 5th, and at 40th you gain a 6th.
Path of the Exalted Unique Jutsu[edit]
Flaming Arrow Warhead
Requirements: Flaming Arrow of Amazing Ability
Cost: 5 Chakra
Range: 60 feet
Jutsu Type: Asura Path
You fire a barrage of micro-missiles from your wrist. Make a ranged spell attack against 6 creatures within range. On a hit, a target takes 1d4 magical bludgeoning damage.
Black Rain
Requirements: Black Receivers
Cost: 15 chakra
Range: 15 ft. radius
Jutsu Type: Outer Path
As an action, you throw your black receivers into the air before sending chakra into them that causes them to plummet to the earth. Any creatures of your choice within range must attempt a Dexterity saving throw. Divide the maximum number of black receivers you can use when you use Black Receiver evenly among the targets. On a failure, this number of black receivers are imbedded in the target, dealing 1d6 piercing damage per black receiver.
Black Needle Stab
Requirements: Black Receivers
Cost: 5 chakra
Jutsu Type: Outer Path
As a bonus action, you create a black receiver in your hands, using it as a lance with the light and finesse properties that you are proficient with. As a bonus action immediately after a hit, you may spend 1 chakra to deal 1d4 fire damage and reduce the target's movement speed by 20% until the beginning of their next turn, or you may cause the weapon to be imbedded in the target.
Black Needle Stab: Destructive Flash
Requirements: Black Needle Stab
Cost: 8-16 chakra
Range: 15 feet
Jutsu Type: Outer Path
As an action, you form a black receiver spear, charging at the target with it, moving up to this jutsu's range. If you do not have truesight or chakra sense, any attacks of opportunity made against you during this movement have advantage, otherwise, they have disadvantage. Make a melee spell attack against one creature within your reach. On a hit, it takes 5d6 magical piercing damage and the receiver is imbedded in the target. You can deal an additional 1d6 piercing damage and increase your reach during this jutsu by 5 ft. for every 2 additional chakra points.
Palace of the Dragon King
Requirements: Six Paths Expanded
Range: Touch
Cost: 64 Chakra
Jutsu Type: Outer Path
As an action for half this jutsu's cost, you shape a black receiver into a cube, filling it with a gaseous modification of the Outer Path's Demonic Statue Chains. This cube returns to a normal black receiver at the end of your next turn. As an action while holding the cube, you may spend half this jutsu's cost to release the gas toward one creature within your reach. The target must attempt a Constitution saving throw at the beginning of each of their next turns until they succeed or fail 3 times. If they fail, they become unconcious, even if they are immune to the condition, and becomes immune to all effects including those already effecting them as they are frozen in time. If they succeed, they permanently have disadvantage on all d20 rolls.
This can only be cured with a Wish Spell or a cast of the Creation of All Things Jutsu.
Summoning: Demonic Statue of the Outer Path
Cost: 35 chakra
Jutsu Type: Animal Path
As an action, you summon the very being the Rinnegan was arguably destined to destroy. The Gedo Mazo appears in the spot where you were standing and you are teleported on top of it.
Six Paths Ten-Tails Coffin Seal
Requirements: Rinnegan Mastered
Range: Touch
Duration: Until you are no longer connected to the beast
Cost: 32 Chakra
Jutsu Type: Outer Path
While touching a Tailed Beast, you and the target must attempt a Constitution saving throw. If its roll is higher than yours, this jutsu fails. If yours is higher, you form a 15 ft. long physical bond with it. It is under your control while connected to you, and you may reduce its hit point to heal yourself for an equal amount. As an action, you may instantly absorb it, becoming the beast's Jinchuriki. You may un-absorb the beast as an action with no negative consequences.
Amenosubaruboshinomikoto
Requirements: Amanohabaya
Range: 45 feet
Cost: 24 Chakra
You fire a barrage of red chakra. You make 12 ranged spell attacks, dealing 1d8 force damage on a hit.
Amenosubaruboshinomikoto: Gyokkō
Requirements: Amenosubaruboshinomikoto
Range: 25 foot cone
Cost: 24 Chakra
You channel red chakra into a dense purple ball that ruptures into a vast shockwave. All creatures within range must succeed a Constitution saving throw or take 12d8 force damage.
Amenosubaruboshinomikoto: Ryūgū
Requirements: Amenosubaruboshinomikoto
Range: 45 feet
Cost: 24 Chakra
You channel red chakra into a massive red orb that comes crashing toward the ground. Every creature in a 20 ft. radius within range must succeed a Dexterity saving throw or take 12d8 force damage. On a success, they take half as much damage.
Infinite Tsukuyomi
Requirements: Rinne Sharingan
Cost: 100 chakra
Jutsu Type: Genjutsu, Human Path
During the full moon while you are at least 100 feet above sea level, you reflect your ultimate dōjutsu across the entire world. Any creatures within the same plane of existence must attempt a Wisdom saving throw with a -10 penalty. On a failure, they become unconcious and paralyzed as they dream of their greatest wishes and wooden fragments of the Ten-Tails wraps around their bodies, which now bear a reflection of your Rinnegan. Creatures that are undead, have their own Rinnegan, or are entirely enclosed inside a chakra construct created by a creature with a Rinnegan (i.e. Susano'o, Cat God Possession, Demon Wave) are immune to this jutsu. Any creature on the same plane continues to be targeted by this jutsu at all times until you are knocked unconcious, and creatures continue to be effected by it until it is canceled by the basic Yin Style technique. If a creature spends at least 20 years under this effect, they become a white zetsu loyal to you.
*Deva Path: Flight*
Requirements: Shinra Tensei
Cost: 5+ chakra
Jutsu Type: Deva Path
As an action, rather than exerting the Deva Path's gravitational forces on others, you target yourself. Until the beginning of your next turn, you gain a 5 ft. flying speed. You may increase this flying speed by 5 ft. for every additional chakra point spent. If you use this jutsu, you can not use any Deva Path jutsu again until the beginning of your next turn.
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