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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
System Creator: Kingsare4ever (Tommie)
Editor: Batasi “A"
Re-Balancer: Batasi “A”
Template: Simple Microsoft Word Template by Laura
Hirsbrunner

RINNEGAN
Unlocking the power of the Rinnegan is something of an
anomaly. Generally called the most exalted eye or the
eyes of God, it is said that in times of disorder, one who
wields the Rinnegan is to appear to become a God of
Destruction or Creation to set the world back onto the
correct path. When you see a Rinnegan it is the result of
some level of trauma suffered and a deep ancestral
connection to the Sage of Six Paths or perhaps the
rebirth of a god. It has long been thought that the owner
of the Rinnegan is someone of divine origin and that
only during an era of great turmoil do they appear.
The Rinnegan is a tool that can be used for both plot &
mechanical relevance. Both the DM and the Player can
benefit from including this into the narrative. The
Rinnegan has been designed to fit into any story. This is
a powerful class mod and should not be handed out
freely without careful consideration into enemy choice,
team composition and campaign power levels.
This can only be gained by characters who have
achieved Character level 11 and experienced serious
trauma during the point of activation. Gaining the
Rinnegan should always be a struggle and filled with
trials and tribulations and should not be something that
is planned for activation without some level of story
contrivance. This advancement and power are not
something that should come easy, or should be planned
for, this power should only come as the result of a major
emotionally traumatic event in the character’s life. As
there is no direct path to attaining it, the decision for
when it’s unlocked is wholly in the hands of the DM
and/or players as they build the world.
Leveling up the Rinnegan is not a particular difficult
task, which is part of what makes it so powerful. The
Rinnegan requires both a minimum character level and
for the user to consistently use the abilities that come
with it. A holder of the Rinnegan must use each of their
known abilities of the Rinnegan 5 + 2d6 times while in
life threatening combat. (This is strictly counted as
combat against Adversaries of Standard or Higher Rank.
When you gain a Rinnegan Path, you or the DM rolls the
2d6 adding 5 to it and recording the result. This is the
number of times you must use a Path’s Arts before it is
counted as Mastered).

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RINNEGAN GOD’S ENLIGHTENMENT
Beginning at the first level of the Rinnegan Class mod, Also, at 1st Level of this class mod, you have learned the
you have been gifted with the eyes of God. Your eye primal ability to conjure and manipulate all basic Nature
begins to take shape by transforming into a collection of Transformations. Even without activating your
circles that covers the entire eye that centers on your Rinnegan, you gain all Five Nature Releases If you could
pupil. In addition to this your eye takes on a lavender already use a nature release you can now learn Jutsu with
color. Your eyes retain this appearance even when not that nature release keyword in half the time.
active.
As a Bonus Action, you may spend 10 Chakra to ADJUDICATION OF GOD
activate your Rinnegan powers. The Rinnegan remains
Beginning at 2nd level of this class mod, the Eyes of a
active for up to 10 minutes, or until your chakra reaches
God have begun to show the potential for wear and tear
0. You may deactivate and reactivate your Rinnegan at
on your mortal coil. Each time you cast a Destruction or
no additional cost. Regardless of the number of rounds it
Creation art; you gain 1 rank of Divine Fatigue at the
remains active at a time, you spend 1 minute of your
conclusion of combat for each one cast.
Rinnegan’s duration per activation even if it only
Divine Fatigue is a special type of fatigue only those
remains active for less than 10 rounds (1 Minute). Once
who can use Creation or Destruction arts can experience.
deactivated by either time expiring or reaching 0 chakra,
There is no limit to the number of ranks of divine fatigue
you cannot reactivate it until you complete a Full Rest.
you can have. For every four ranks of Divine Fatigue you
Upon Activation, you gain 120 feet of True Sight and
have, you reduce your maximum Hit Die by 1. If you
can see invisible creature or objects, the ability to cast
would receive Divine Fatigue when you have 0 Hit die,
Creation or Destruction Arts, and all other Rinnegan
for each 4 ranks of Divine Fatigue you receive beyond
Class mod Abilities and the ability to see barriers of any
that point, you reduce your Maximum Hit Points by 10.
type, invisible or otherwise.
If you spend 1 Week of Downtime you remove 4 ranks
Beginning at 3rd level of this class mod your eyes have
of Divine Fatigue.
become more adept at manifesting Destruction and
Creation Arts. Your Rinnegan is always active.
OUTER PATH
EYES OF CREATION AND DESTRUCTION Finally, at 2nd Level of this class mod, you have begun to
manifest your unique Outer Path Art. This art is usually
Starting at 1st level of this class mod, one of your eyes
unique to the user of this generations Rinnegan. Select
embodies the paths of Creation; Asura, Animal, and
from one of the following Outer Path Arts located at the
Naraka. These paths embody the concept of protection,
end of this class mod Section.
creation and abstraction and your other eye embodies
Additionally, if you create a body, you cannot assign a
the paths of Destruction; Deva, Human, and Preta. These
them with this path as only you can manifest it. This Art
paths embody the concept of combat, alteration and
does not count against your current Art limit and does not
destruction.
increase your Divine Fatigue. You gain a second Outer Path
You learn abilities called Destruction Arts and/or
Art at 5th level of this class mod.
Creation Arts. These Arts are extremely powerful
techniques unique to the Rinnegan and the Rinnegan
alone. These abilities describe and empower you to walk
GOD’S LAW
either path, or find balance within them both. These Arts Beginning at 4th level of this class mod, you have
cannot be used while you have 0 Hit die. learned to impart your will upon mere mortals. Select
You begin with 2 Paths. These Paths can be Creation or one Creation or Destruction Art. Reduce the initial
Destruction Paths. You learn more as you master more Chakra cost of this Art by half. Additionally, casting this
Arts you currently have access to at the required Levels. art does not provide stacks of Divine Fatigue.
Arts may require an Attack Roll or Saving throw. To
Calculate these, do the following; GOD’S DECREE
Rinnegan Art Save DC = 10 + your Level in this class mod Beginning at 5th level of this class mod, if you have no
+ twice your Proficiency bonus; bodies created through Paths of Creation and Destruction,
Rinnegan Art Attack Bonus = Twice your Proficiency you gain an additional Action, Bonus Action, or Reaction
Bonus + twice your level in this class mod; per round which can only be used to cast Creation or
Destruction Arts and the initial Chakra cost of all Arts is
decreased by half. The Art selected through God’s Law
instead decreases its initial Chakra Die cost by half.

3
GOD’S COURT
Beginning at 5th level, bodies created through Paths of
Creation and Destruction know a second Jutsu and you Medium Humanoid, unaligned
can instead command up to two bodies as an Action,
Bonus Action, or Reaction on your turn. Armor Class 20 + your Rinnegan Level
Hit Points 70 + 10 times your Rinnegan Level

PATHS OF CREATION AND DESTRUCTION Chakra Points 55


Chakra Die 4 Die
Beginning at 3rd level you have found a way to both split Speed 40 ft.
your power, oversight, and limit your body’s divine
fatigue in the form of Paths of Creation and Destruction. STR DEX CON
You have learned to conjure, create, or alter corpses 18 (+4) 18 (+5) 18 (+4)
into duplicate bodies of yourself that you can control and
that act in your stead. While you can create bodies in this Damage Resistance Bludgeoning, Piercing, and Slashing
way, there is a limit to how much you can manage at
Condition Immunities Charmed, Exhaustion, Fear, Poisoned.
once. Up to 6 Bodies of your creation can exist at a time.
Senses True Sight 60 ft., Your Passive Perception
For each body you create, you permanently lose 2 Chakra
Die and reduces your Maximum Hit points by 25. All
Balanced Arts. On their turn, the Balanced body’s summoner can
bodies are riddled with Black Rods made to transmit
grant it 10 Chakra and 1 Chakra Die, in exchange for 2 Divine
Chakra.
Fatigue. This can only happen once per round.
When you create these bodies, you must select what
type of body this duplicate will be, which can be one of 4 Masterful Balance. On their turn, the Balanced body’s summoner
body types; Balanced, Brawler, Defensive, or Weaver. can grant the Balanced Body the ability to use a single Outer Path
The bodies’ vision is connected to its summoner. It Art, in exchange for 3 Divine Fatigue.
can see what its summoner sees and its summoner can
see what it sees. Each of the 4 body types have their
strengths and weaknesses. While each body shares your Multiattack. The Balanced Body can attack 2 times with its unarmed
Mental Ability scores (Intelligence, Wisdom, Charisma) strike.
their uniqueness comes in the form of their varying Unarmed Strike. Melee Weapon Attack: (Rinnegan Path Art Attack
Physical abilities and which Path you have passed on to Bonus), reach 5 ft., one creature. Hit: 2d8 + STR bludgeoning
them. While a body has a Path, you do not have access to damage.
the Arts associated with that path.
You command all of your bodies telepathically,
commanding one as an Action, Bonus Action, or
Reaction on your turn. A body cannot be commanded
more than once per round. Bodies must be no more than
10 miles away from you, and all act on your turn. You can Medium Humanoid, unaligned
see what each of them can see, they can all see what the
other can see, and they can see what you can see. When a Armor Class 21 + your Rinnegan Level
body reaches 0 Hit points, it does not make Death Saving Hit Points 80 + 10 times your Rinnegan Level
Throws, instead being considered dead. A dead body can Chakra Points 45
be abandoned, or revived using the Naraka Path, Chakra Die 4 Die
otherwise, you must spend 5 Weeks of Downtime to Speed 60 ft.
recreate the lost body.
Finally, each Body has its own Hit points. Chakra STR DEX CON
Points listed in their body type and 4 Chakra Die which it 20 (+5) 20 (+5) 14 (+3)
can use to cast Arts and Jutsu. The bodies are proficient
in all physical saving throws and use your mental saving Condition Immunities Charmed, Exhaustion, Fear, Poisoned.
throw proficiencies. Each Body knows a single Jutsu that Senses Chakra Sight 60 ft., passive Perception (Your Passive Perception)
you know of A Rank or lower, this Jutsu can be changed
over a Long Rest. By spending 1 minute, you can inflict 1 Aggressive Arts. The Aggressive Body’s summoner can ignore
Divine Fatigue onto yourself to transfer any amount of resistance and gain a +3 bonus to AC and saving throws for 1
Chakra to a single Path, up to its maximum. A body minute, in exchange for 2 Divine Fatigue.
recovers all Hit Points, Chakra Points, and Chakra Die Masterful Aggression. The Aggressive Body’s summoner can grant it
when you would take a long rest. an additional Action or Bonus Action to cast an Art, in exchange
Listed in an Arts description is a Path Cost, which for 2 Divine Fatigue. This can only happen once per round.
details the cost a Path of yours must pay in order to cast
the Art themselves. When a Path casts an Art, it does not
contribute to your Divine Fatigue. Multiattack. The Aggressive Body can attack 3 times with its unarmed
When a Body uses Destruction and Creation Arts, they strike.
do not use your Rinnegan Attack Bonus and Save DC as
Unarmed Strike. Melee Weapon Attack: (Rinnegan Path Art Attack
the power of your eyes is diluted when used indirectly,
Bonus), reach 5 ft., one creature. Hit: 2d8 + STR and DEX
they instead use the following;
bludgeoning damage.
Rinnegan Path Art Save DC = 12 + your Level in this class
mod + your Proficiency bonus;
Rinnegan Path Art Attack Bonus = Twice your
Proficiency Bonus + your level in this class mod;

4
Medium Humanoid, unaligned Medium Humanoid, unaligned

Armor Class 23 + your Rinnegan Level Armor Class 18 + your Rinnegan Level
Hit Points 100 + 10 times your Rinnegan Level Hit Points 50 + 10 times your Rinnegan Level
Chakra Points 40 Chakra Points 80
Chakra Die 4 Die Chakra Die 4 Die
Speed 40 ft. Speed 30 ft.

STR DEX CON STR DEX CON


16 (+4) 18 (+4) 20 (+5) 14 (+3) 20 (+5) 20 (+5)

Damage Resistance Bludgeoning, Piercing, and Slashing Condition Immunities Charmed, Exhaustion, Fear, Poisoned.
Condition Immunities Charmed, Exhaustion, Fear, Poisoned. Senses True Sight 60 ft., Your Passive Perception
Senses True Sight 60 ft., Your Passive Perception
Weaving Arts. When the Weaver Body uses an Art, the Weaving Body’s
Defensive Arts. Once per round, in exchange for 1 Divine Fatigue, the summoner can grant it the ability to use their Rinnegan Art Save
Defensive Body’s summoner can force the Defensive Body to DC and Rinnegan Art Attack Bonus instead of the Path Attack and
interpose an attack, Jutsu or Art it can see affecting another DC in exchange for 1 Divine Fatigue.
creature within 30 feet, covering the creature with its body, Masterful Weaving. The Weaver Body’s summoner can grant the
changing the target of the attack to itself, or making the save in Weaver Body the ability to cast one Jutsu of A-Rank or lower that
place of the original target, also giving the original target a +5 they know until the end of the current turn, in exchange for 2
bonus to AC and saving throws until the start of their next turn. Divine Fatigue.
Masterful Defense. The Defensive Body’s summoner can give it
Resistance to all damage for 1 minute, in exchange for 2 Divine
Fatigue. Multiattack. The Balanced Body can attack 2 times with its unarmed
strike.
Unarmed Strike. Melee Weapon Attack: (Rinnegan Path Art Attack
Multiattack. The Balanced Body can attack 2 times with its unarmed Bonus), reach 5 ft., one creature. Hit: 2d4 + STR bludgeoning damage.
strike.
Unarmed Strike. Melee Weapon Attack: (Rinnegan Path Art Attack
Bonus), reach 5 ft., one creature. Hit: 2d6 + STR bludgeoning damage.

Medium Humanoid, unaligned

Armor Class 23 + your Rinnegan Level


Hit Points 60 + 10 times your Rinnegan Level
Chakra Points 40
Chakra Die 4 Die
Speed 80 ft.

STR DEX CON


16 (+4) 18 (+6) 20 (+3)

Condition Immunities Charmed, Exhaustion, Fear, Poisoned.


Senses True Sight 60 ft., Your Passive Perception

Agile Arts. When the Agile Body is forced to make a Dexterity Saving
throw or is targeted by an attack, the Agile Body’s summoner can
make the Agile Body automatically succeed, taking no damage or
force the attack to miss, in exchange for 1 Divine Fatigue. This can
only happen once per round.
Masterful Agility. The Agile Body’s summoner can double its
movement speed for 1 minute, in exchange for 2 Divine Fatigue.

Multiattack. The Balanced Body can attack 2 times with its unarmed
strike.
Unarmed Strike. Melee Weapon Attack: (Rinnegan Path Art Attack
Bonus), reach 5 ft., one creature. Hit: 2d6 + DEX bludgeoning damage.

5
OUTER PATH ARTS A creature other than you can attempt to remove a
single Black Receiver from their or another

BLACK RECEIVER creature’s body by making a Strength Saving


Throw as an Action.
Classification: Destruction Art
• Bonus Action
Path: Outer Path
o Receiver Creation: As a Bonus Action you can
Cost: 5 Chakra or 1 Chakra Die
create a Black Receiver. The Black Receiver is a
Keywords: Hijutsu, Ninjutsu
+3 weapon with which you are proficient. This
Description: You form your chakra into metallic looking
weapon can be made with slight variations to size
black rods through which you can transmit your chakra
and proportions for various uses. It can be made
for a variety of purposes.
into a Quarterstaff, Tanto, or Kunai. The Black
• 1 Action; Receiver cannot be used as a weapon by anyone
o Black Receiver Puppetry: You push your chakra without a Rinnegan, bringing them pain and
into a creature within 30 feet that is impaled with disorienting them while they hold it as it messes
one of your Black Receivers with the Receiver with their chakra. Once per turn, when you would
Impalement ability, manipulating them like deal damage with this Black Receiver, you can
puppets. They must succeed a Charisma Saving attempt to disrupt a creature’s chakra with your
Throw or be forced to spend their turn completing own. The target must make a Constitution saving
actions of your choice, so long as they are throw vs your Rinnegan Art Save DC. On a failed
reasonably able to. save the creature loses the ability to mold chakra
o Receiver Impalement: You stab or throw a Black until the end of their next turn. Black Receivers
Receiver you have created using the Receiver you create crumble into dust after 8 hours.
Creation ability with great force, attempting to
pierce your target and use its abilities to their full DEMONIC STATUE CHAINS
potential. Make a Rinnegan Art Attack against a Classification: Destruction Art
target within its range. On a hit the creature takes Path: Outer Path
the Black Receiver’s damage + 8d10 Chakra Cost: 20 Chakra or 2 Chakra Die
Damage and must succeed a Constitution Saving Keywords: Hijutsu, Ninjutsu
Throw or have the Black Receiver impale them. A Description: You create chains out of ethereal purple
creature impaled with a Black Receiver can’t mold chakra with immense binding and sealing powers.
chakra and gains a -1 penalty to AC and all saving
• 1 Action;
throws. Creatures can be impaled by multiple
o Demonic Suppression: You suppress the power of
Black Receivers at a time, gaining more
a creature you have restrained with your Demonic
detriments.
Chains. Choose one Jutsu, Art, or Feature they
- +2: They lose the ability to concentrate on
have active or are concentrating on, such as
Jutsu, Arts, and Features.
Lightning Chakra Mode, the Sharingan, or a
- +3: The creature can no longer recover Hit
Sealed Beast Cloak. The target creature must
Points.
succeed a Charisma Saving Throw or have their
- +4: The creature is Restrained as they are
Jutsu, Art, or Feature de-activated.
pinned to the ground.
- +5: The creature automatically fails
Constitution Saving Throws to resist being
impaled by Black Receivers.

6
o Demonic Chakra Sealing: You seal away the
chakra of a creature you have restrained with your
Demonic Chains. Choose one source of chakra the
target creature has access to, including chakra
gained through class mods. They must succeed a
Charisma Saving Throw or lose access to that
source of chakra for the same duration they are
Restrained by your chains.
o Demonic Chains: You extend your hand and
attempt to wrap a creature within 90 feet of you in
ethereal purple chains. The creature must succeed
a Strength Saving Throw or be Restrained. While a
creature is Restrained by your chains they are
Weakened, Slowed, and must double the cost of
all Jutsu and Arts that they use. As a Bonus Action
you can move creatures wrapped in your chains to
any point you see withing 90 feet.
• Special;
o Gedo Chains: While you have the Gedo
summoned, once per turn, you can spend 10
Chakra or 1 Chakra Die in addition to this ability’s
casting cost to use Demonic Suppression, Demonic
Chakra Sealing, or Demonic Chains at no action
cost, through the Gedo, originating from its
mouth.

RINNE-REBIRTH
Classification: Destruction Art
Path: Outer Path
Cost: Special
Keywords: Hijutsu, Ninjutsu
Description: You forcibly bring back the souls of the
dead.
• 1 Action;
o Rinne-Rebirth: You select a number of creatures
who’s died in the last 10 minutes. For each
creature you select, give yourself 4 Divine Fatigue.
Each creature selected is revived, returning to 1
hit point. This revival ignores effects that would
otherwise prevent resurrection so long as a body
is present. If you reduce your maximum hit points
to 0 as a result of this effect, you are able to revive
all creatures who has died within the last 10
minutes so long as they are within 1 mile of you
and have a body for their soul to return to. This
effect ignores effects that would otherwise
prevent resurrection. Creatures whose maximum
Hit points are 0 are incapable of being revived by
this effect. If this Art is used by a Path, all Divine
Fatigue is transferred to the original body.

7
GEDO SUMMONING
Classification: Creation Art
Path: Outer Path
Cost: 100 Chakra or 8 Chakra Die
Keywords: Hijutsu, Ninjutsu
Description: You forcibly conjure the husk of a long dead
God or Demon.
• 1 Full Turn Action;
o Gedo Summoning: You use a unique version of
the summoning technique provided by your
Rinnegan Creation Arts. This summoning
conjures a demonic husk with the look of a primal
looking statue. This creature is called a Gedo and
is an apocalypse lying in wait. When summoned,
this creature enters the initiative immediately
after you and performs its attacks in order with no
further need for command from you. You can
choose to unsummon it as an action on your turn.
Once summoned this way, it cannot be summoned
again until you complete 1 Week of Downtime.

Gargantuan Construct, unaligned

Armor Class 20 + Your Proficiency Bonus


Hit Points 400
Speed 75 ft.

STR DEX CON INT WIS CHA


30 (+10) 10 (+0) 30 (+10) 1 (-5) 10 (+0) 1 (-5)

Condition Immunities All


Damage Resistances All
Senses True Sight 120 ft., Passive Perception 10 times open Rinnegan

Divine Resistances. Gedo uses its summoner’s Proficiency + its Constitution


Modifier for all saving throws.
Insatiable. The Gedo is a creature beyond comprehension. Once summoned,
if by the end of its turn it has not consumed at least 200 chakra, it will
begin to consume chakra from all viable sources within 1 mile of it. All
creatures and objects except you and creatures of your choice must
succeed a Constitution Saving throw vs your Rinnegan Art Save DC. On a
failed save reduce their current chakra by 12d12
Bleak End. A creature who has reached 0 chakra as a result of the Gedo’s
attacks or effects immediately die.

Turn 1. The Gedo’s first eye opens. As a massive Chakra Dragon is released from it
performing a Chakra Dragon Attack against all creatures withing range.
(Chakra Dragon. Range Attack: + Rinnegan Art Attack Bonus to hit, reach
120 ft. Hit: Gedo absorbs 12d8 chakra and deals half as much Force damage.)
Turn 2. The Gedo opens two more eyes, and makes a Slam Attack against the
closest hostile creature to it. (Slam. Melee Weapon Attack: + Rinnegan Art
Attack Bonus to hit, reach 25 ft., one creature. Hit: 30d6 + 10 bludgeoning
damage and reduce chakra by half as much as the Gedo absorbs it.)
Turn 3. The Gedo opens two more eyes and open its massive mouth releasing a
torrent of Chakra Dragons All hostile creatures within 250 feet who have more
than 50 Chakra must succeed a Constitution saving throw vs your Rinnegan Art
Save DC, on a failed save, reduce their chakra by 16d10, or half as much on a
successful save as the Gedo absorbs it.
Turn 4. The Gedo open’s its remaining four eyes. As it does an aura of dread
radiates from it. All hostile creatures within 120 feet of it must succeed a
Constitution Saving Throw vs your Rinnegan Art Save DC, on a failed save, they
reduce their current chakra and hit points by half of their maximum, as the
Gedo absorbs it.
Turn 5+. The Gedo ravages the battlefield and continues to destroy your enemies.
It repeats both its Chakra Dragon and Slam attacks every turn after the 4th. 8
RINNEGAN ARTS
Rinnegan Arts are powerful arts of creation and
destruction. Giving the user the power to control life and
death, alter the fundamental forces of the universe,
summon creatures from unknown planes, absorb
chakra, and more.
When you select a Rinnegan Art, you and any bodies
you make gain the ability to create Black Receivers and
dictate your Authority upon others.

AUTHORITY
An aura of chakra that emanates from your person while
you have the Rinnegan active that would immobilize a
lesser foe.
As a Bonus Action you enforce your authority upon all o Jet Propulsion: You modify your body creating
creatures of your choice whom you can see within 20 feet thrusters along the soles of your feet. These
of you. Select creatures must succeed a Charisma saving thrusters grant you a 60-foot flying speed for the
throw vs your Rinnegan Art Save DC. On a failed save next minute.
they become frightened of you, gaining the 2 ranks of o Elongation: You modify your arms or legs
Fear while they can see or hear you for the next 10 allowing them to stretch quite a way. For the next
minutes. A creature affected by this feature gains minute, melee attacks you make can be made up
immunity against it for the next 24 hours regardless if to 30 feet away. You can reactivate this ability,
they pass or fail the saving throw. increasing your attack range by an additional 30
Creatures who are currently under the effect of your feet for each activation, to a maximum of 90 feet.
Authority takes additional damage equal to your • Reaction
character level when they would take damage from any o Multi-Arm Counter Grab: You quickly grow
of your Arts. additional arms gaining the benefit of the Arm
Multiplication ability as you attempt to grapple a
MECHANICAL BODY creature attacking you with a melee attack. Make
Classification: Creation Art a Rinnegan Art Attack vs the attack result of the
Path: Asura Path triggering creature. On a success, you negate their
Cost: 9 Chakra or 1 Chakra Die attack, as they become Restrained by you.
Path Cost: 6 Chakra or 1 Chakra Die. Creature Restrained in this way can use their
Keywords: Hijutsu, Ninjutsu Action to make a Strength Saving Throw to end
Description: You convert parts of your body into one this effect.
that is capable of acting as mechanism with a multitude
of functions such as elongating, detaching, or even
multiplying. You can use this Creation Art to accomplish
the following effects.
• 1 Action;
o Rocket Punch: You detach your arm by firing it
with the impact force of a missile. Make a Ranged
Rinnegan Art Attack against a creature within 60
feet. On a hit, you deal 12d10 Bludgeoning
damage, and grapple the target creature on. A
Grappled creature is Restrained and can’t form
Hand Seals.
o Triple Headed Automaton: Two faces emerge
from the sides of your head, greatly widening
your field of vision and in combination with the
perceptive power of your Rinnegan make hiding
from you almost impossible. Your Passive
Perception increases by 10 and you gain a +10
bonus to Perception checks. Also, you gain an
additional action per round which can be used to
take the Search Action or to Read the Enemy.
These faces remain for one minute.
• Bonus Action
o Arm Multiplication: You immediately grow an
additional pair of arms for the next minute. These
additional arms increase your Strength and
Dexterity scores by +2. You also can hold more
weapons. Finally, you gain an additional Action,
which you can take to make a melee weapon
attack using your new arms.

9
WARRING DEMON
Classification: Creation Art
Path: Asura Path
Cost: 12 Chakra or 1 Chakra Die
Path Cost: 8 Chakra or 1 Chakra Die.
Keywords: Hijutsu, Ninjutsu, Clash
Description: You convert parts of your body into
one that is capable of acting as mechanism with a
multitude of war like abilities, such as creating
generating blade like appendages, firing missiles,
or turning your arms, chest or even head into a
powerful chakra-based cannon. You can use this
Creation Art to accomplish the following effects.
• 1 Action;
o Missile Cluster: Your arm is turned into a silo
of micro missiles. These micro missiles then
fire out homing in on a singular creature
exploding on impact. Make a Ranged Rinnegan
Art Attack against a creature within 60 feet. On
a hit you deal 8d10 Fire Damage as the missiles
explode on impact. All creatures, structures,
and objects within 30 feet of the target
creature, even if the attack missed, must
succeed a Dexterity saving throw, taking 10d6
Force damage on a failed save or half as much
on a success.
o Chakra Cannon: You modify a part of your
body, dethatching it, revealing a mechanized
barrel that begins to charge before firing. Your • Reaction
chakra cannon takes an Action to charge and fire.
o Serrated Chakra Field: By injecting chakra into
If you choose to fire your chakra cannon
the ground when a creature would take an action
immediately; all creatures in a 10-foot wide, 60
of any type within 30 feet of you, you conjure
feet long line must succeed a Dexterity saving
constructs of different bladed weapons that
throw, taking 12d8 Force damage on a failed save
erupts, filling a 30-foot cube. All creatures of your
or half as much on a successful one. You can
choice, within the cube must succeed a Dexterity
overcharge the canon immediately by spending an
saving throw, taking 12d12 Piercing damage on a
additional 12 Chakra and 1 Chakra Die to increase
failed save, or half as much on a successful save. If
the damage by 12d8. Alternatively, for each round
this was cast in Reaction to an attack, Jutsu, or Art
you spend charging your chakra cannon, you treat
that deals damage, reduce the damage by 12d12. If
this charging as if you are concentrating on a
this would reduce the damage to 0, it is negated.
jutsu, increasing the damage by 8d8 every round
to a maximum of 28d8. You can use your Action to
fire after charging.
• Bonus Action
o Serrated Blades: You grow an extremely
dangerous looking saw-like blade from your
spine which has the flexibility and consistency of
sheet metal but is sharp enough to saw through
steel. For the next minute, you gain a melee
weapon with which you are proficient called the
Serrated Blade. The Serrated blade has a range of
20 feet, the Blocking, Critical, Deadly, and
Multiattack weapon qualities. The Serrated blades
damage die is 2d12 + Twice your level in this class
mod slashing damage and uses your Rinnegan Art
Attack Bonus. You also gain an extra action,
which you can use to make one attack with this
serrated blade.

10
RINNE-SUMMONING
Classification: Creation Art
Path: Animal Path Huge Mutant, unaligned
Cost: 20 Chakra or 2 Chakra Die
Path Cost: 10 Chakra or 1 Chakra Die. Armor Class 16 + Your Proficiency Bonus
Keywords: Hijutsu, Ninjutsu Hit Points 141 (18d8 + 60)
Description: You learn to use a unique version of the Speed 60 ft.
summoning technique provided by your Rinnegan
Creation Arts to conjure strange but powerful creatures STR DEX CON INT WIS CHA
accessible only to you from unknown sources. Creatures 24 (+7) 16 (+3) 22 (+6) 1 (-5) 1 (-5) 1 (-5)
such as the Multi-Headed Dog, a dog with potentially
innumerable heads; the Drill Bird, an odd-looking bird Condition Immunities Charmed, Exhaustion, Fear, Poisoned.
with 3 wings, 3 legs and a massive drill shaped beak; the Skills Acrobatics +12 Athletics +16 Survival +24
Rhino-Ox, an almost unstoppable rhino with 3 horns; Senses Darkvision 30 ft. True Sight 30 ft., your Passive Perception
the Snake Tailed Chameleon, a chameleon with one eye,
a snake for a tail and two badly torn wings, capable of Keen Smell. The Multi-Headed Dog has a +10 bonus to Survival checks
perfectly blending in with the environment; the made to track a creature using its sense of smell.
Centipede, a creature capable of trapping dozens and
Pack Tactics. The Multi-Headed Dog and its Spawned Dogs have advantage
crushing them to death; or the Crustacean, a half-
on attack rolls if at least one Multi-Headed Dog or Spawned Dog is within
lobster half-crab with a diamond hard shell.
5 feet of the creature and isn’t Incapacitated.
• 1 Action;
Multiply. Each time the Multi-Headed Dog takes 20 or more damage in a
o Rinne-Summoning: As an Action you can
single instance, it splits apart creating a Spawned dog. If the damage
summon one of the creatures provided by your
would kill the Multi-Headed Dog it does not create a Spawned Dog. This
Rinnegan. These summons act as an Action or
Spawned dog has the same Ability Scores, Attacks, and Speed as the
Bonus Action on your turn. Summons use your
Multi-Headed Dog, and 50 Hit points. If the Spawned Dog is killed it is
mental ability scores and add your Proficiency
consumed by the Multi-Headed Dog, healing the Multi-Headed Dog by
Bonus to all saving throws they make. They have a
5d8 Hit points. If the Multi-Headed dog is reduced to 0 Hit points while it
Rinnegan as well but do not have any Rinnegan
has Spawned dogs active, the spawned dog with the most hit points
class mod features. You can see through your
becomes a Multi-Headed Dog.
summons’ eyes, and your summons can see
through your eyes as well. They use your
Rinnegan Path Attack Bonus and Save DC. These
Multiattack. The Multi-Headed Dog can attack 3 times with its Bite.
summons can remain for 1 hour before
automatically de-summoning. You can de- Bite. Melee Weapon Attack: reach 10 ft., one creature. Hit: 2d10 + 7 piercing
summon all active summons as an Action. They damage.
recover their Hit Points and from all injuries
within 8 hours of being unsummoned. Upon a
summon being killed, they cannot be
resummoned until 1 week has passed, or they
have been revived by the King of Hell: Forgiveness,
Jaws of Life feature.

11
Huge Beast, unaligned

Armor Class 17 + Your Proficiency Bonus


Hit Points 170 (16d10 + 80)
Speed 80 ft.

STR DEX CON INT WIS CHA


26 (+8) 12 (+1) 26 (+8) 1 (-5) 8 (-1) 1 (-5)

Damage Resistances Bludgeoning Piercing and Slashing.


Condition Immunities Charmed, Exhaustion, Fear, Poisoned.
Skills Stealth +23
Senses Darkvision 30 ft., your Passive Perception

Brute Force. If the Rhino-Ox moves at least 50 feet in a straight line, it gains
an advantage on its next attack roll until the end of its turn. If a creature
Huge Beast, unaligned
is hit with its Gore while benefiting from this feature, they take an
additional 5d12 damage.
Armor Class 15 + Your Proficiency Bonus
Hit Points 120 (18d10 + 20) Ram. If the Rhino-Ox hits a creature with its Gore attack, the target must
Speed 120 ft Fly. succeed a Strength saving throw being knocked back 30 feet and falling
Prone on a fail.
STR DEX CON INT WIS CHA
19 (+4) 24 (+7) 14 (+2) 1 (-5) 1 (-5) 1 (-5)
Multiattack. The Rhino-Ox can attack 1 time with its Gore.
Condition Immunities Charmed, Exhaustion, Fear, Poisoned. Gore. Melee Weapon Attack: reach 10 ft., one creature. Hit: 10d12 + 16
Skills Acrobatics +16 Athletics +13 Perception +24 Stealth +16 Piercing damage and gains 3 Ranks of Bleeding on a hit.
Senses True Sight 120 ft., your Passive Perception

Eagle Eye. The Drill Bird can see for 1 mile in all directions with great
clarity and has a +10 bonus to Perception checks that rely on sight.
Dive. If the Drill Bird is at least 250 feet but no more than 1000 feet above
a target it can spend an Action and its full movement to dive towards its
target and perform a Peck attack. On a hit, it deals triple damage . The
Drill Bird can then immediately fly 250 feet up. (Recharge 7-8)
Flyby. If the Drill Bird cannot trigger attacks of opportunity or trigger
Readied Actions the turn it uses its Dive ability.
Drill Beak. The Drill Bird ignores Damage Reduction with its Peck and Drill
Rush attacks.

Multiattack. The Drill Bird can attack 2 times with its Peck.
Peck. Melee Weapon Attack: reach 10 ft., one creature. Hit: 5d6 + 7 piercing
damage.
Snatch: Upon using its Dive ability, Drill Bird can instead attempt to Snatch the
target, dealing 8d8 Bludgeoning Damage and grappling the target on a hit.
Drill Rush (Recharge 7-8): If the Drill Bird flies in a straight line at least 30 feet
before hitting another creature, it can attempt to pierce all creatures in a
straight line after the 30 feet movement requirement. All creatures in a
straight line after the Drill Bird has moved at least 30 feet, up to the Drill
Birds remaining movement must succeed a Dexterity Save, taking 10d6 + 14
piercing damage on a failed save, or half as much on a successful one.

12
Huge Mutant, unaligned

Armor Class 15 + Your Proficiency Bonus


Hit Points 90 (16d10 + 10)
Speed 50 ft., 50 ft Climbing, 50 ft Swimming

STR DEX CON INT WIS CHA


19 (+4) 18 (+4) 12 (+1) 1 (-5) 1 (-5) 1 (-5)

Condition Immunities Charmed, Exhaustion, Fear, Poisoned.


Skills Acrobatics +13 Athletics +13 Stealth +23
Senses Darkvision 30 ft., your Passive Perception

Camouflage. The Snake Tailed Chameleon can blend into its


surroundings so well that it becomes invisible. The Snake Tailed
Chameleon can make a Dexterity (Stealth) Check as a Bonus Action
with a +10 to the check.
Infiltration. The Snake Tailed Chameleon can hold a single medium
sized willing creature within its mouth to grant them the benefits of
total cover, as well as its invisibility and the result of its Stealth Check.

Multiattack. The Snake-Tailed Chameleon can attack two times with its
Snake Tail and one attack with its Tongue.
Snake Tail. Melee Weapon Attack: reach 15 ft., one creature. Hit: 6d4
Poison damage. A creature hit with this attack, must make a
Constitution saving throw to resist being Poisoned for the next Huge Monstrosity, unaligned
minute.
Tongue. Melee Weapon Attack: reach 25 ft., one creature. Hit: 2d8+4 Armor Class 19 + Your Proficiency Bonus
bludgeoning damage. A creature hit with this attack, must make a Hit Points 188 (16d10 + 100)
Strength saving throw to resist being Grappled. While it has a creature Speed 30 ft., 60 ft Swimming
Grappled in this way, the Chameleon can’t use its Tongue Attack on
another target. STR DEX CON INT WIS CHA
26 (+6) 12 (+1) 28 (+8) 1 (-5) 16 (+3) 1 (-5)

Damage Resistances Bludgeoning Piercing and Slashing.


Condition Immunities Charmed, Exhaustion, Fear, Poisoned.
Skills Athletics +15
Senses Darkvision 30 ft., your Passive Perception

Amphibious. The Crustacean can breathe air and water.


Diamond Shell. The Crustacean has an extremely durable shell that
protects it from all attacks. All damage the Crustacean takes is
reduced by 10.
Reflective Shell. Whenever the Crustacean is hit by an attack that deals
50 damage or less the Crustacean rolls a d20. On a roll of 18 or higher
the attack is deflected and instead deals no damage and has no
effect. If the attack deals 30 damage or less, it is deflected on a roll of
15 or higher. If the attack deals 20 damage or less, it is def lected on a
roll off 12 or higher. If the Crustacean ever rolls a 20 with this ability,
the attack is reflected back at the attacker with the same attack roll,
Save DCs and effects as the original attack.

Multiattack. The Crustacean can attack two times with its Claws.
Claw. Melee Weapon Attack: reach 15 ft., one creature. Hit: 3d12+6
Bludgeoning damage.
Bubble Wave (Recharge 7-8): As an Action the Crustacean can release a
huge wave of foam-like bubbles. The area in a 60-foot cube
originating from the Crustacean is covered in these bubbles, which
remain for 1d4+1 rounds. These bubbles are 60 feet high and count as
water. The Burned, Chilled, Corroded, Grappled, Restrained, Slowed,
and Weakened Conditions created by Jutsu with the Fire or Water
Release Keywords on creatures within the area of effect are ended
and cannot be maintained or created.

13
Huge Monstrosity, unaligned

Armor Class 17 + Your Proficiency Bonus


Hit Points 120 (16d10 + 30)
Speed 60 ft., 60 ft. Burrow RINNE-RELOCATION
Classification: Creation Art
Path: Animal Path
STR DEX CON INT WIS CHA
20 (+5) 24 (+7) 16 (+3) 1 (-5) 1 (-5) 1 (-5) Cost: 20 Chakra or 2 Chakra Die
Path Cost: 10 Chakra or 1 Chakra Die.
Keywords: Hijutsu, Ninjutsu
Condition Immunities Charmed, Exhaustion, Fear, Poisoned.
Description: You learn to summon any creature you like
Skills Athletics +24 Acrobatics +16
using your Rinnegan, bypassing the need for contracts
Senses Darkvision 120 ft Tremorsense 60 ft.., your Passive Perception
or blood offerings. This must be a creature you have met
in the past and has willingly formed a special bond with
Spiked Skin. The Centipede is covered in dangerous spikes. A creature
you, allowing them to be summoned through your
that hits it with a melee attack takes 5d8 Piercing Damage.
Rinnegan, whether this be through inserting a Black
Dangerous Constriction. The Centipede can use its Action to attempt to Receiver into their body, inscribing a seal on their skin
Grapple all creatures within 20 feet of it as it writhes and wraps or leaving an imprint of your chakra. You can bond with
around everything it can. The Centipede can have 1 Gargantuan, 2 up to ten creatures at any one time. Bonding with an
Huge, 4 Large, or 8 Medium sized creatures Grappled at once. It makes eleventh removes an existing bond of your choice.
all Strength (Athletics) checks with a +10.
• 1 Action;
Tunneler, The Centipede can burrow through solid rock and leaves a 10-
Convene: As an Action you can press your hand’s five
foot diameter tunnel in its wake.
fingers down and channel your chakra into each one and
summon up to five of your marked creatures to your
location, regardless of distance or space-time barriers
Multiattack. The Centipede can attack three times with its Bite or once with
between you.
Constrict.
Bite. Melee Weapon Attack: reach 15 ft., one creature. Hit: 6d6+5 Piercing
damage. A creature hit with this attack, must make a contested
Athletics or Acrobatics check vs. the Centipede’s Athletics check or be
grappled.
Constrict. The Centipede can constrict its body and drive its many
spines and legs into all creatures it is Grappling. Creatures Grappled
by the Centipede must succeed a Strength Saving Throw or take
12d8+20 Piercing damage or half as much on a successful save.

14
KING OF HELL: JUDGEMENT
Classification: Creation Art
Path: Naraka Path
Cost: 18 Chakra or 3 Chakra Die
Path Cost: 12 Chakra or 2 Chakra Die.
Keywords: Hijutsu, Ninjutsu
Description: You can summon the King of Hell to
aid you in battle.
• 1 Action;
o Absolute Authority: The King of Hell appears
directly behind you, rising from the ground. All
creatures in a 20-foot cone in front of you must
succeed a Wisdom Saving throw having their sins
weigh on their souls, dealing 16d8 Psychic
damage and being Stunned until the end of their
next turn on a failed save or half as much damage
and no conditions on a successful save.
o Commandments: You summon the King of Hell
to extract the truth from all mortals around you.
You must maintain concentration on this Art. This
Art does not cost additional chakra to maintain
concentration. All creatures of your choice within
10 feet of you must succeed a Charisma Saving or
become Restrained and have their tongues
extended from their bodies by an invisible force
and grabbed by the hand-like tongues of the King
of Hell. While a creature’s tongue is in the grasp
of the King of Hell, once per turn you can ask
them a question, if the creature attempts to lie or
withhold the truth behind this question their
organs begin to rupture and they take 15d12
Necrotic damage. A creature can remake the
KING OF HELL: FORGIVENESS Charisma Saving Throw as an Action on their turn
Classification: Creation Art to attempt to break the King of Hell’s grip. A
Path: Naraka Path creature killed by this Art has their tongues ripped
Cost: 25 Chakra or 4 Chakra Die out and eaten by the King of Hell.
Path Cost: 16 Chakra or 2 Chakra Die. • Bonus Action
Keywords: Hijutsu, Ninjutsu o Respite: You summon the King of Hell to extract
Description: You can summon the King of Hell to aid the downed souls of those who died. For each dead
you. creature within 120 feet of you, you regain 2d8+5
Hit points spread out between you and creatures
• 1 Action;
of your choice within range as you consume their
o Jaws of Life: The King of Hell appears directly
souls. Creatures’ souls consumed this way cannot
behind you, rising from the ground. Up to five
be revived by any means. Creatures without souls
willing creatures of your choice, other than you,
cannot be used to regain hit points this way.
within 5 feet of you may enter or be placed inside
the king of hell. They are chewed up and spit out,
healed of any ailments, having all missing body
parts and organs repaired. They regain 75 Hit
Points, and have all conditions removed. Any
Jutsu or Arts affecting them immediately end.
• Bonus Action
Soul Storage: You summon the King of Hell to quickly
store the soul of a creature that has been killed by you
or an allied creature using the Soul Grasp ability of the
Human Path within the last round. This soul can be
used to later revive a dead creature if used on their
body in conjunction with Jaws of Life through this
ability.

15
EVERYTHING COVERED BY GOD o Heavenly Bombardment: You lift huge parts of
Classification: Destruction Art the terrain, collecting debris and earth, until a
Path: Deva Path giant boulder forms before dropping it on top of
Cost: 10 Chakra or 1 Chakra Die your targets. Choose a point within 120 feet. All
Path Cost: 8 Chakra or 1 Chakra Die creatures within 30 feet must succeed a Dexterity
Keywords: Hijutsu, Ninjutsu, Clash Saving Throw or take 10d6 Bludgeoning Damage
Description: Your Rinnegan grants you control over or half as much on a success.
repulsive and attractive forces of the universe. o Omnipotent Containment: You slam your hands
together, forcing the earth to rapidly shoot
• 1 Action;
towards a creature within 60 feet, burying them
o Almighty Push: You create a powerful shockwave
in layers upon layers of matter. The creature,
which pushes away everything in the vicinity,
must succeed a Strength Saving Throw or be
even gravity. All creatures, objects and structures
trapped within a 10-foot radius sphere of terrain.
within a 30-foot sphere centering on you, must
While the creature is contained, they take 10d8
succeed a Strength Saving throw vs your
damage at the start of their turns, become
Rinnegan Art Save DC. On a failed save they are
Restrained, lose the ability to make hand seals,
thrown back 30 feet and take 15d8 Force damage.
and have their movement reduced to 0. They can
On a successful save they take half damage and
use their Action to remake the Saving Throw.
are instead pushed back 5 feet. You may withhold
• Bonus Action
your Almighty Push charging it to increase its
o Absolute Rejection: You generate a powerful un-
potency. Withholding Almighty Push costs an
resistible force, blasting away a creature you can
Action and costs an additional 10 Chakra or 1
see within 60 feet. The creature must succeed a
Chakra Die. For each round you spend charging
Strength Saving Throw or be knocked 120 feet
Almighty Push multiply the size of the sphere and
back or half as much on a success. Creatures
the knock back distance regardless of passing or
whose movement would be stopped by a structure
failing by 2 up to a maximum of 1 mile, and
or object take falling damage as if they fell the
increase the damage dealt by 15d8. Creatures
distance they had remaining.
whose movement would be stopped by a structure
• Reaction
or object take falling damage as if they fell the full
o Almighty Shield: You use your Almighty push to
distance, they were knocked back. Additionally,
create an impenetrable bubble of force. You
when you would clash with this Art you can spend
cannot clash with this ability. When you would
10 Chakra or 1 Chakra die to automatically succeed
make a saving throw of any type, take damage, or
the check
are targeted by an attack of any kind, you may as a
o Universal Pull: You create a powerful force of
Reaction create this Almighty Shield. Until the
attraction which pulls everything, creatures,
end of the current turn, all physical (DM
objects, and structures towards your attractions
discretion) attacks, Jutsu, Arts, and effects that
point of origin. Select up to 3 creatures or objects
don’t deal damage cannot affect you as they
you can see within 120 feet of you and select a
cannot force their way through your shield. All
point you can see within 30 feet of you. Target
physical attacks, Jutsu, Arts, and effects that deal
creatures or objects must succeed a Strength
less than 100 damage in a single instance are
saving throw vs your Rinnegan Art Save DC being
similarly ignored. If one of the aforementioned
pulled towards the point you selected and ending
abilities deals more than 100 damage, it instead
their movement within 5 feet of the point on a
deals 100 less damage (this does not count as
failed save. Creatures that failed the save lose all
reducing damage) but gains the ability to affect
bonuses to AC and Saving Throws and cannot take
you. When you use this ability, you can spend an
Reactions until the start of their next turn. On a
additional 10 Chakra or 1 Chakra Die to increase
successful save they are able to resist instead only
the damage threshold by 25.
being pulled 5 feet.

16
SUBJUGATION OF ALL CREATION If you do, all creatures other than you and 6
Classification: Destruction Art creatures of your choice within 1 mile, that are not
Path: Deva Path being crushed by the satellite, must make another
Cost: 90 Chakra or 6 Chakra Die Strength Saving Throw to resist being pulled in
Path Cost: 90 Chakra or 6 Chakra Die and creatures already on the satellite take 20d12
Keywords: Hijutsu, Ninjutsu Bludgeoning damage. Creatures on the satellite
Description: Your Rinnegan amplifies your ability to who have succeeded their saving throw instead
control attractive forces to cataclysmic proportions. take 10d12 Bludgeoning damage. A creature that
succeeded the save must move 500 feet away from
• 1 Full Turn Action;
the sphere before normal gravity overcomes the
o Planetary Devastation: You create a singularity
gravity of the sphere and they can fall at normal
that takes the shape of a black sphere between
speeds, otherwise they are pulled back to the
your hands and hurl it into the sky. You then
satellite. This satellite remains in the sky for a
activate it while it is in transit. It ends its
number of hours equal to the number of rounds
movement once it reaches 1000 feet in the air. All
you spent maintaining it before it gradually falls
creatures except for you and 6 creatures of your
apart and back to earth. A creature who begins
choice within 1 mile, must succeed a Strength
their turn Restrained by this structure 3 times in a
Saving Throw vs your Rinnegan Art Save DC as
row immediately dies, being crushed beyond
the ground, trees, buildings, and other structures,
recognition or repair.
objects are torn from the earth and begin to
o Shattered Heaven: You grab onto a meteorite
collapse upon this black sphere creating a moon
from beyond the atmosphere and pull it towards a
like structure in the sky. On a failed save creatures
point within 10 miles that you can see. All
are pulled towards the floating structure and
creatures within 1 mile of the impact point must
begin to be crushed from other debris that slam
succeed a Strength Saving Throw, taking 75d12
on top of them. They take 20d12 Bludgeoning
Bludgeoning Damage on a failed save or half as
damage and gain the Restrained, Grappled, and
much on a success. Structures and barriers take
Prone conditions and have their speed reduced to
maximum damage. You and 6 creatures of your
0. As an Action, they can make a Strength Saving
choice take half damage. If a satellite created by
throw to attempt to Free themselves from this
Planetary Devastation already exists, you can use
structure. For the next minute at start of each of
this ability at half cost as you use it in place of a
your turns you can spend 30 Chakra or 3 Chakra
meteorite. After using this ability, you can spend
Die to maintain the gravitational pull of the
45 Chakra and 6 Chakra Die to summon a second
satellite. If you choose to not maintain the
meteorite. The impact of these meteorites can be
gravitational pull you can no longer do so without
felt 100 miles away.
recasting this Art.

17
SOUL DISTORTION
Classification: Destruction Art
Path: Human Path
Cost: 18 Chakra or 2 Chakra Die
Path Cost: 12 Chakra or 1 Chakra Die
Keywords: Hijutsu, Ninjutsu
Description: Your Rinnegan grants you control over
control over the souls of mortals, allowing you to take
hold of them as if they were a physical construct.
• 1 Action;
o Soul Grasp: You coat your hand in a special chakra
that allows you to attempt to grasp and take hold
of a person’s soul. Make a Rinnegan Art Attack,
on a hit the creature takes 24d8 True Damage and
becomes Restrained, Incapacitated, Slowed, and
Weakened, their speed is reduced to 0, they lose
the ability to mold chakra or use the Mobility
keyword. The creature is stuck within 5 feet of you
as you hold them with a seemingly unbreakable
grip as you completely dominate their soul and
start to rip it out. A creature can make a Charisma
Saving Throw as an Action to attempt to break out
of your grip. At the start of your turn, you must
spend 2 Chakra Die to maintain this effect, if you
SOUL READING
Classification: Destruction Art
do, a creature whose soul you have grasped takes
Path: Human Path
24d8 True damage. If this Art would reduce a
Cost: 13 Chakra or 2 Chakra Die
creature’s hit points to 0, they immediately die
Path Cost: 9 Chakra or 1 Chakra Die
and cannot be revived without first retrieving
Keywords: Hijutsu, Ninjutsu
their souls.
Description: Your Rinnegan grants you control over
• Bonus Action
control over the souls of mortals, allowing you to take
o Soul Interrogation: You coat your hand in a
hold of them as if they were a physical construct.
special chakra that allows you to grasp a person’s
soul. The next time you would make an Unarmed • 1 Action;

attack, you may instead make a Rinnegan Art o Soul Bonding: You coat your hand in a special
Attack. On a hit you learn 3 things from a creature chakra that allows you to attempt to grasp and
if they happen to know. take hold of a person’s soul. One creature other
than yourself, that you can see within 5 feet of you
is bonded to you for the next 10 minutes. A
creature bonded to you this way cannot lie to you,
you always know their location, and they take
additional damage from you equal to your
character level, once per turn. If a creature you
attempt to bond to is willing, the duration
increases to 1 week. Additionally, a willingly
bonded creature takes reduced damage from all
other creatures equal to your level in this class
mod. You can bond with up to ten people.
• Bonus Action
o Soul Sacrifice: You store a piece of your soul
inside a creature you can see within 5 feet of you
and create a link that can temporarily free them
from Samsara’s influence on their body and the
path of destiny itself, taking the burden of their
destiny onto yourself. When that creature would
take damage of any type or be affected by any
ability or condition you can choose to activate this
ability. You are treated as the target of the damage
or the ability, and they instead ignore all effects
associated with it. Damage received by this effect
is halved and turned into True Damage, which is
completely unavoidable as it targets your soul
directly.

18
CHAKRA CONSUMPTION
Classification: Destruction Art
Path: Preta Path o Chakra Bubble: You can reduce your movement
Cost: 2 Chakra Die speed to 0 and create a powerful bubble of chakra
Path Cost: 1 Chakra Die that surrounds you constantly absorbing chakra.
Keywords: Hijutsu, Ninjutsu For the next minute, the next time a Ninjutsu, Art
Description: Your Rinnegan grants you control over the with the Ninjutsu keyword or an ability that
Chakra or Mortals, allowing you to steal their chakra. physically projects chakra or energy would affect
you (DM discretion), you gain Chakra equal to half
• 1 Action
the cost of the Ninjutsu, Art, or ability used
o Chakra Domination: You create a powerful force
rounded down, this effect then ends immediately.
of chakra suction, before attempting to strike a
• Reaction
creature to consume their chakra. Make a Melee
o Omni-Chakra Absorption: When you would be
Rinnegan Art Attack. On a hit, they reduce their
affected by a Ninjutsu, Art with the Ninjutsu
chakra by 32d6, regardless of type, while you gain
keyword or an ability that physically projects
an amount of chakra equal to 1/4th of the amount
chakra or energy (DM discretion), you may as a
lost. If you would reduce Cursed Chakra or Sage
Reaction absorb the chakra, gaining half the cost
Chakra this way, regardless if you are aware of it
of the Ninjutsu, Art or ability as Temporary
or not, you must succeed a Constitution Saving
Chakra, which you can only use to cast Arts. The
Throw vs a DC equal to the amount of Chakra
attack, Jutsu or Art is then negated. Temporary
gained. On a failed save, you become Petrified.
Chakra gained this way lasts until used or for 1
• Bonus Action
minute.
o Aura of Domination: For the next minute,
creatures whom you grapple have their chakra
passively stolen, regardless of the chakra type.
Creatures grappled by you reduce their chakra
pools by 1/10th of their maximums at end of each
of their turns they remain grappled, regardless of
the chakra type or source. If you would reduce
Cursed Chakra or Sage Chakra this way,
regardless if you are aware of not, you must
succeed a Constitution Saving Throw vs a DC
equal to the creature’s level. On a failed save, you
become petrified.

19
RINNE-SHARINGAN
THE RETURNING GOD • Reaction
o Defensive Swap: You quickly swap places with a
You regain some of the powers you acquired in your creature or object in a manner designed to avoid
previous divine incarnations, approaching what it means danger altogether, putting them in your position
to be a true God. Their chakra courses through you and instead. As a Reaction to being forced to make a
your Rinne-Sharingan awakens. The Rinne-Sharingan is saving throw or being targeted by an attack you
characterized by red sclerae and irises, with a ripple can switch places with your target. You are treated
pattern spreading over the eyeball and nine tomoe. as having been at the target’s location when the
While you have this power, you gain a bonus to your attack was made, or the Jutsu or Art was cast. The
AC and all Saving Throws equal to your proficiency creature is treated as having been at your
bonus. Also, you gain an additional 200 Chakra, 100 in location, as the target of the triggering attack or
each eye, for the purposes of using Rinnegan and Rinne- saving throw.
Sharingan Arts.
Gaining the Rinne-Sharingan is completely DM and AMENOMINAKA
game dependent. As there is no direct path to attaining Classification: Reincarnation Art
it, the decision for when or if this portion of the class Cost: Special
mod is used is wholly in the hands of the DM and/or Keywords: Hijutsu, Ninjutsu
players as they build the world. Description: You manifest a virtually unlimited
collection of pocket dimensions. These pocket
REINCARNATION ARTS dimensions can be accessed only by you, and other
Your newfound divine abilities manifest in the form of creatures who can transverse through dimensions.
two of the following techniques which are unique to you. These dimensions are filled to the brim with your chakra
and are the size of the planet you are currently on. Due to
AMENOTEJIKARA the relationship you have with these dimensions,
Classification: Reincarnation Art traveling to and from them costs five times as much for
Cost: 10 Chakra or 1 Chakra Die creatures other than you.
Keywords: Hijutsu, Ninjutsu • 1 Action;
Description: You swap places with a creature or object of o Core Dimension: By spending 30 Chakra or 3
your choice. This switch can be done both in combat and Chakra Die you can all creatures within 90 feet of
out of combat for a variety of situations. In order to use you are moved to a dimension that is comprised
this Art, you must select a creature or object within 90 entirely of hills, dunes and mountains of a
feet of you. This creature or object can be no smaller rainbow color and random in design and size,
than one foot across and no less than 1/1oth your weight. with no logical reasoning behind them. This
You must be able to fully see the target and there cannot dimension acts as a focal point for your
be any material between you. dimensional powers and is permeated with your
• 1 Action; chakra, making it much easier for you to travel
o Offensive Swap: You and the target creature’s through them. While in this dimension your
locations switch, opening them up to attacks from Pixelated Portal, Glitched Gateway, Splitgate,
both you and your allies as their new location Interdimensional Interpose, and Revenge Rift
disorients them. They lose all bonuses to AC abilities costs half as much (min 1).
granted by Jutsu, Arts, and Features until the o Gravity Well Dimension: By spending 30 Chakra
beginning of their next turn. or 3 Chakra Die you can all creatures within 90
• Bonus Action feet of you are moved to a dimension that is made
o Quick Swap: You immediately swap places rather entirely of small pyramid-shaped terrain, which
quickly and attempt to throw a creature off their magnifies the gravity of everything around them.
game as you appear right next to them. If you end Creatures who begin their turn within this
your teleport within 5 feet of a creature, until the dimension must succeed three Strength Saving
end of your turn, you gain a +5 bonus to the next throws against your Rinnegan Art Save DC, on
attack targeting them. On a hit the attack is even one failed save, they are pulled to the ground
treated as a critical hit. and gain three ranks of Slowed, three ranks of
Weakened, and are Prone. You and creatures of
your choice make these saves with a +10. All
creatures must remake the saves at the beginning

20
of each of their turns, ending all conditions if they positioning. The technique or attack’s range is
succeed all three saves. In this dimension, Jutsu, increased by 90 feet. Creatures that are forced to
Arts or features that give flight or increase a make saving throws against it, roll 3d20 and take
creature’s altitude in any way have their cost the lowest result, if it requires attack rolls roll
multiplied by ten. If the ability has no cost the 3d20 and take the highest result.
creature must pay 10 Chakra at the start of their • Reaction
turn to maintain it or each time they use it. While o Interdimensional Interpose: As a Reaction, by
within this dimension flight speed, jump height, spending 10 Chakra or 1 Chakra Die you quickly
and jump length are quartered, all other speeds create a portal in front of yourself, shielding you
are halved, and fall damage is multiplied by ten. from a Jutsu, Art, or Attack. The technique that
o Lava Dimension By spending 30 Chakra or 3 would have affected you instead does not,
Chakra Die you can all creatures within 90 feet of anything that would have touched you is moved to
you are moved to a dimension that is comprised of a different dimension or hundreds of miles away.
massive volcanos that constantly spurt molten o Revenge Rift: As a Reaction, by spending 20
magma at temperatures much higher than Chakra or 2 Chakra Die you create two portals, one
normally possible on Earth. All but the volcanos to interpose a Jutsu, Art, or attack, and another at
themselves is submersed in lava, leaving the only a point you can see within 90 feet. The technique
solid ground as the walls of the volcanos. Each instead affects creatures within its new area of
volcano is about ten miles in diameter. Creatures effect or targets a creature of your choice within
who are submerged in or are standing on the lava its new range.
take 20d8 Fire damage and gain 5 ranks of Burned
and 3 ranks of Corroded. Even at a distance the LIMBO: HENGOKU
temperature of the lava is so that people are prone Classification: Reincarnation Art
to spontaneously combusting. Creatures within Cost: 20 Chakra or 2 Chakra Die
the volcano but not touching the lava must Keywords: Hijutsu, Ninjutsu
succeed three Constitution saving throws against Description: You conjure shadows of yourself that exist
your Rinnegan Art Save DC, on each failed save only in the world of Limbo, an invisible world that
they gain one rank of Burned. If two or more are coexists with the physical world but is ordinarily
failed they gain a rank of Corroded. You and impossible to detect or perceive. Creatures summoned
creatures of your choice make these saves with a via this Art are invisible to all forms of sight except to
+10. While within this dimension, the maximum creatures with a Rinnegan or a Dojutsu with even higher
ranks of Burned is raised to ten. visual prowess such as the Tenseigan.
o Icy Prison Dimension: By spending 30 Chakra or 3 • 1 Action;
Chakra Die you can all creatures within 90 feet of o Conjure Limbo: You conjure a Limbo Clone. These
you are moved to a dimension made entirely of clones are creatures that acts on your turn. You
ice, snow and hail. This dimension is freezing can create up to four Limbo Clones when using
cold, and extremely inhospitable. Creatures who this ability, spending 20 Chakra or 2 Chakra Die
start their turn within this dimension must for each, and have only four created at any point
succeed three Constitution saving throws, gaining in time. When you create a Limbo Clone roll
one rank of Chilled for each failed save. While in 1d4+1, that is how long a Limbo Clone can exist
this dimension, as an Action you can create a before being forced to return to your body. They
tsunami of ice. All creatures within a 90-foot cube have the following;
originating from a point you can see must succeed o Hit points equal to 1/4th of your Maximum.
a Dexterity saving throw, taking 13d10 damage on o Ability scores equal to yours.
a fail or half as much on a success. Creatures that o Proficiency in all Skills and Saving throws
take damage from this ability gain 2 ranks of you are proficient in.
Chilled. You and creatures of your choice make o Attack bonuses and Save DCs equal to yours.
these saves with a +10. While within this o Your Clan features, Class features, Feats, and
dimension, the maximum ranks of Chilled is Rinnegan features.
raised to ten. o An Action, Bonus Action, and Reaction.
• Bonus Action
o All Jutsu and Arts that you know.
o Pixelated Portal: You move through an unnatural o They are immune to damage and conditions
hole in reality with irregular square borders. By from abilities not created by a class mod of
spending 10 Chakra or 1 Chakra Die you and any 5th level or higher.
willing creatures within 5 feet of you can move to o They share your Chakra and Chakra Die,
any point within any of your dimensions or to a casting from the same pool.
place you have previously been. o They can as a Reaction by spending 10 Chakra
o Glitched Gateway: By spending 20 Chakra or 2 or 1 Chakra Die move up to their full
Chakra Die, a portal forms right next to you and movement speed to interpose a Jutsu, Art, or
you reach into it. Your hand emerges right next to attack, becoming the new target, making
a creature you can see within 90 feet of you as you saving throws and taking damage in place of
attempt to take hold of them and drag them into the creature that would have been affected.
it. The target must succeed a Dexterity saving
throw against your Rinnegan Art Save DC, or be
moved to any point within any of your dimensions
or a place you have previously been.
o Splitgate: When you cast a Jutsu or Art or make an
attack, by spending 10 Chakra or 1 Chakra Die, you
can form a portal to alter its origin point and
MUGEN TSUKUYOMI TAKAMIMUSUBINOKAMI
Classification: Reincarnation Art Classification: Reincarnation Art
Cost: 30 Chakra or 3 Chakra Die Cost: 20 Chakra or 2 Chakra Die
Keywords: Hijutsu, Genjutsu Keywords: Hijutsu, Ninjutsu
Description: This Art can only be used at night, while the Description: You can absorb the techniques of others
light of the moon can be seen. You project your eye off and release them on a whim, rendering most Ninjutsu
the moon, using what is widely believed to be the most completely useless against you.
powerful Genjutsu ever created. The moon starts to • 1 Action;
reflect an image of your red tomoe Rinnegan before
o Double: As an Action you can release the technique
lighting up as bright as the sun, turning the night into
you have stored from the Absorb ability. The
day. All clouds are cleared and even the night is dispelled
technique is treated as if it is the same exact one as
as the light of the Infinite Tsukuyomi covers everything
the one used by the original caster, including any
within range, penetrating all cover and barriers.
modifications or buffs to it from Jutsu, Arts, or
• Full Turn Action Features. The released technique uses your
o Eye of the Moon: All creatures of your choice Rinnegan Art Save DC and Rinnegan Art Attack
within 1 mile, with a level equal to or lower than Bonus unless the Save DC or Attack Bonus of the
yours, are placed under an inescapable Genjutsu original caster was higher. If the technique deals
that traps everyone caught in it in an eternal damage, all damage is doubled.
dream world, sealed within their own mind for as • Reaction
long as the Infinite Tsukuyomi is active. Creatures o Absorb: When you would be affected by a
within range of a higher level than you which do Ninjutsu, Art with the Ninjutsu keyword or an
not possess a Rinnegan must succeed 3 Charisma ability that physically projects chakra or energy
Saving Throws against your Rinnegan Art Save (DM discretion), you may as a Reaction absorb the
DC. If even one is failed, they are trapped in the technique. You can choose to either gain an
Infinite Tsukuyomi. At the start of each of your amount of chakra equal to the cost of the
turns you can spend 10 Chakra or 1 Chakra Die to technique or to store it within one of your eyes.
attempt to trap those not already under the The attack, Jutsu or Art is then negated. You can
effects of the Infinite Tsukuyomi, forcing them to only have two techniques stored within your eyes
make another Charisma saving throw. You can put at any time, one in each eye.
more power into the technique, enforcing your
will over others. Each time you force a saving AMENOTAMATEBAKO
throw using this Art, you can spend an additional Classification: Reincarnation Art
20 Chakra or 2 Chakra die to increase the number Cost: 6 Chakra or 1 Chakra Die
of saving throws by one. If even one save is failed, Keywords: Hijutsu, Ninjutsu
a creature is trapped within the Infinite Description: You send yourself a few seconds back into
Tsukuyomi. When you first use this ability, you the past to alter the events of recent history, giving you a
can spend additional Chakra and Chakra Die in sort of precognition.
multiples of 30 and 3 respectively, each time • Bonus Action
multiplying the range of the Infinite Tsukuyomi o Observe: You spend your time carefully observing
exponentially (1 mile>10 miles>100 miles> 1000 the way your enemies move and the techniques
miles>5000 miles) they use before sending yourself into the past
o God Tree of Might: Those trapped in the Infinite with this new knowledge. With this new insight
Tsukuyomi are slowly covered by roots and the into future events, until the end of your next turn,
cocoons that grow from them, coalescing into a you now know the immediate effects of any Jutsu
giant tree at a point of your choice within the area or Arts used, such as the conditions they impose
of the moon's light. After at least one hundred and how much damage they do, before they take
creatures were stored within the roots of the tree effect. You gain a +3 bonus to all attack rolls you
for one week, as a Full Turn Action you can force make and can spend 6 Chakra to reattempt any
xd4 chakra fruits to sprout from the tree where x attack roll or check that could be done within six
is the number of hundreds of creatures that were seconds. Also, you can take Reactions that can
captured. A fruit can be eaten as a Bonus Action normally only be used “when you are targeted by
and restores 10d8+10 Chakra Points and Hit an attack” and “when you make a saving throw”
Points. Alternatively, you can create a single much after you are already hit or after the results of the
more powerful fruit containing an amount of saving throw are revealed, potentially altering the
chakra equal to all the fruits that would make it up result. At the end of your next turn, you can spend
combined. Upon eating it your health is 6 Chakra or 1 Chakra Die to maintain this ability.
completely restored and your Chakra and Chakra o Bad Day: You’ve had a bad day and seen that the
maximum are increased by the amount of chakra worst is yet to come. But you’re prepared now.
in the fruit for 1 minute. All fruits turn into rapidly Until the end of your next turn, you cannot be
burning flames of chakra and dissipate into critically hit, critically fail, fail by 5 or more, or
nature chakra one hour after being plucked from have your AC beat by 5 or more. Instead, you are
the tree. treated as if you were normally hit, failed but not
critically, failed by 4, and your AC was beat by 4
respectively. Also, you gain a +3 bonus to AC and
saving throws and can spend 6 Chakra to
reattempt any saving throw that could be resolved
within six seconds. At the end of your next turn,
you can spend 6 Chakra or 1 Chakra Die to RIKUDŌ - CHIBAKU TENSEI
maintain this ability. Classification: Reincarnation Art
• Reaction Cost: Special
o Prepare: The situation you find yourself in isn’t Keywords: Hijutsu, Ninjutsu
a surprise by any means, in fact, you’ve been Description: You perform the ultimate sealing
expecting it. As a Reaction to seeing any action technique, capable of defeating almost any enemy with a
being taken, you can take any Action or Bonus single touch.
Action as if you’d previously taken the Ready • Full Turn Action;
Action for these exact circumstances.
o Planetary Creation: By spending 50 Chakra and 5
• Special
Chakra Die you can gather an immense amount of
o Backtrack: After you make a crucial mistake,
chakra the image of a sun manifests on one of
you quickly reverse time to fix it. On your turn,
your hands, and a moon on another before you
after taking any action, you can activate this
reach out with both hands and simply touch a
ability to choose to not take that action. You can
creature within 5 feet. Make a melee Rinnegan Art
choose to do this before or after the action has
Attack, on a hit you must spend 100 Chakra and 10
been Reacted to, resetting everything that has
Chakra Die as you turn the creature you touch into
transpired since before you took it. You can spend
a gravitational anomaly, in the most impressive
an additional 6 Chakra or 1 Chakra die to move
feat of power seen on the planet for generations,
even further back in time, resetting everything
forcing them to rise into orbit as terrain rises up
that has transpired since the start of your turn.
and constructs a moon with them at the center.
o Retry: As a Reaction to being targeted by an
Though the formation of this moon might tear
attack, or being forced to make a saving throw you
out chunks of the planet for thousands of miles,
can give yourself a +8 bonus to AC and saving
trees might be uprooted, buildings might
throws until the start of your next turn. Also, if
crumble, the earth might tremble, but no
you had used a Reaction to the same trigger used
creatures other than the one being sealed are
to activate this ability, you can change the
harmed and the damage to the planet is spread
Reaction you used to another or choose to not
out evenly, minimizing it. They are sealed within
React at all. Alternatively, you can force the
it and suffer any effects that would normally
triggering attack to automatically miss and
entail such as the dozens of billions of newtons of
automatically succeed the saving throw, taking no
pressure, thousands of degrees, ect. On a hit, any
damage and suffering no effect instead of
class mods the target might have had are sealed
suffering half damage or an alternate effect.
away, they can no longer take actions or non-
o Await: Immediately after initiative has been
actions, cast, move, or maintain cognitive
rolled you can travel back in time, giving yourself
functions. Each time this Art is used, the mass of
a small amount of time to compose yourself and
the planet is decreased by 1/64th of its current
act preemptively. You are automatically placed at
mass. The effects of using this Art multiple times
the start of initiative and cannot be surprised or
is left to DM discretion.
be treated as if you were. You can spend an
additional 6 Chakra or 1 Chakra Die to move
slightly further back in time and prepare for the
coming conflict. You can take any Action or Bonus
Action before initiative is rolled and combat
starts.

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