Path of the Exaulted

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 dojutsu, 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.



Chakra Detection

At 3rd level, you can sense the flow of chakra in all living things. You gain expertise in Arcana. As a bonus action, you can attempt an Arcana check (DC 12 or 5 + the targets level or CR, which ever is higher) to learn how many spell slots, ki points, chakra, and other such things that a creature has. The DC to discover hit points in this manner is 15. You also gain truesight at 10ft.

Six Paths Technique

The Six Paths Technique is the origin of the unique techniques bestowed by the Rinnegan. Those who wield the Rinnegan have access to each of these techniques. Despite its name, there are actually seven of these techniques that grant the user powerful and near god-like abilities.

At 7th level, you gain access to all 7 of those paths but not all of their abilities. You must also choose one path to gain affinity to. Each path will have a different affinity bonus fitting their abilities.

  • Deva Path Affinity: You gain an optional 30 feet base range with all Deva Path abilities.
  • Asura Path Affinity: You can have a number of transformations active equal to your spellcasting modifier.
  • Human Path Affinity: You gain the option to use Absorption Soul Technique at a range of 30 feet.
  • Animal Path Affinity: The cost of summoning a creature is lowered to the the CR of the creature.
  • Preta Path Affinity: You add your spellcasting modifier to the chakra absorbed. Additionally, the dice increases to 3d6 at 15th level and 4d6 at 20th level.
  • Naraka Path Affinity: You add your insight bonus to both DCs of Jugokudo
  • Outer Path Affinity: You can create a number of Black Recievers equal to twice your spellcasting modifier + your proficiency bonus. Additionally, you can make a number of Demonic Statue Chains attacks equal to your spellcasting modifier + your proficiency bonus in a single cast.

Deva Path

The Deva Path grants the user the ability to manipulate attractive and repulsive forces with objects and people.

Shinra Tensei
  • Cost: 5+ chakra

  • Range: 5 foot radius

As an action, each creature within range must succeed a strength saving throw or take 2d6 force damage and be pushed 5 ft away. You can add an additional 1d6 damage and 5 feet to the affected radius and the distance the target is pushed for every additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage.

Banshō Ten'in
  • Cost: 2+ chakra

  • Range: 5 foot radius

As an action, any creature of your choice within range must succeed on a strength saving throw or be pulled towards you. You can increase the range at which you can target creatures by 5 feet feet for every additional chakra point spent. You can stop pulling a creature at any range (ie. stop them 10 feet from you instead of 5 feet).

Asura Path

The Asura Path grants the user the ability to augment their own body to summon mechanised armour and various ballistic and mechanical weaponry.

Four-Armed Asura
  • Cost: 2 Chakra
  • Range: Self

As an action, you summon up to 4 additional arms. These arms are fully prehensile and act exactly as your existing arms do. These arms disappear after 1 minute.

Weaponsmith Asura
  • Cost: 2+ Chakra
  • Range: Self

As an 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 weapon that you are proficient in. You cannot be disarmed of this weapon and it only disappears if you dismiss it at will or you are Incapacitated. You can spend an additional 1 chakra at the time of summoning this weapon to extend its reach by 5 ft.

Flaming Arrow of Amazing Ability
  • Cost: 5 Chakra
  • Range: 60 feet

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 60 ft, 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.

Six Paths Extended

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.

Asura Path

Reinforced Asura
  • Cost: 5 Chakra
  • Range: Self

You create protective pads along your arms and legs, increasing your protection. For 1 minute, you gain a +2 to your AC.

Chakra Propulsion Cannon
  • Cost: 10 Chakra
  • Range: 100 feet

You open one of your limbs to reveal a mechanical cannon, charged and ready to fire. You fire a 100 ft long, 5 ft wide line of pure chakra energy in a direction of your choosing. Each creature inside the affected area must succeed on a Dexterity saving throw. A target takes 7d6 force damage on a failed save, or half as much damage on a successful one. (10 chakra points)

Preta Path

Seal Jutsu Absorption
  • Range: Touch

You gain the ability to absorb chakra and add it to your own reserves. As an action, you touch a shinobi within reach and use your Rinnegan to absorb their own chakra reserves. The targeted shinobi must succeed on a Constitution saving throw. On a fail, their total chakra points are reduced by 2d6, and you regain a number of chakra points equal to the amount absorbed. Alternatively, you can use your reaction to absorb some of the brunt of other offensive Jutsu when you are targeted by a Jutsu attack or area effect. You can conjure a defensive barrier that surrounds you, the damage you take from the attack is reduced by 2d6 + your Constitution modifier. If you reduce the damage to 0, you disperse the Jutsu entirely and end its effect.

Outer Path

Black Receivers
  • Cost: 10 Chakra
  • Range: 120 feet

Black Receivers are black rods that function as demodulators for high-frequency chakra signals. You can create those black recievers from anything sharing your Rinnegan (ie. your Animal Path summons). As an action, make a ranged spell attack for each black reciever. On a hit, the target takes 1d6 magical piercing damage per black reciever.

You can create a number of recievers equal to your spellcasting modifier + your proficiency bonus.

The black recievers stay in their target until destroyed. Each Reciever has an AC of 23 and 5 HP. They can be destroyed instantly by the original rinnegan user who created the recievers.

As a bonus action, you can deal damage to a target with a black reciever imbedded in them by sending your own chakra through the recievers. This causes the recievers to heat up and reduces the target's movement speed. This has no range limit.

The recievers deal 1d4 fire damage per chakra point spent. The target's movement speed is reduced by 20% per reciever inside them.

Demonic Statue Chains
  • Cost: 15 Chakra
  • Range: 100 feet
  • Duration: 1 minute (Concentration)

You summon a cursed chakra chain from the palm of your hand and launch it at a creature in 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 Subclass features for as long as they're under the effect of this Justu. Likewise, Tailed Beasts that are affected by this Jutsu are Paralyzed for the duration. On each of your turns for the duration, you can use your action to deal 5d8 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 contested by your Spellsave DC. A Tailed Beast can still attempt to escape this, despite being Paralyzed, but it makes the check at disadvantage.

Casting this Jutsu again on a different creature while concentrating on it does not break your concentration, however, concentrating on multiple instances of this Jutsu counts as one for the purpose of maintaining concentration.

Six Paths Mastered

At 15th level, you finally master the Six Paths Technique and all of its abilities.

Deva Path

Chibaku Tensei
  • Cost: 30+ Chakra
  • Range: Touch/1 mile

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 activation must pass a strength saving throw or be pulled into it and be restrained and unable to breath. 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.

Creatures inside the satellite cannot physically move. Hence they cannot make any actions, bonus actions or reactions requiring physical movement (such as hand seals, or somatic components). Upon impact, creatures inside the Chibaku Tensei must pass a strength saving throw or take 40d6 bludgeoning damage from the impact, while creatures outside must pass a dexterity saving throw or take 40d6 bludgeoning damage. On a success, creatures take half damage.

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.

Human Path

Absorption Soul Technique
  • Cost: 20 Chakra
  • Range: Touch

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 10d8 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.

Animal Path

Summoning Rinnegan
  • Cost: An amount of chakra equal to twice the CR of the creature (minimum of 1)

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 gain the service of up to 5 creatures of your choosing. Work with your DM to determine the origin of these creatures. 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. Creatures summoned this way do not have a will of their own and follow your absolute command without question. They also cannot speak. Creatures summoned this way contain copies of your Rinnegan. This allows you to see throw their eyes as if they were your own. You can choose a new creature and swap it with one of your current summoning creatures as part of your long rest. Whenever you summon a creature, their size becomes Huge regardless of their original size. Their hit die also increase to a d12 instead of their original die size. 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. The creature's individual CR cannot exceed that of CR 10, with the exception of the humanoid summoning.

Naraka Path

Jigokudo
  • Cost: 25 Chakra

  • Duration: 1 minute

  • Range: Touch or Self (10 feet radius)

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 on a Wisdom saving throw or become paralysed. While the creature is paralysed, 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 20 Deception check. On a failure, the King of Hell would remove the target's "tongue" and consume it, dealing 10d8 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.

Alternatively when you cast this Jutsu, you can target a wounded creature within 10 feet of you. The King of Hell ingests the creature with its tendril-like arms. After 1 round, 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.

Outer Path

Gedo Art of Rinne Rebirth

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 technique is activated, the King of Hell emerges from the ground and releases the souls of the deceased from its mouth. These souls may be recalled from even the crossroad between life and the afterlife, and are then returned to their rejuvenated bodies. This counts as casting the True Resurrection spell without the 200 year limit.

This technique can also be used to transform the corpse vessel of an individual revived by Summoning: Impure World Reincarnation into a real body of living flesh and blood.

This technique has no limit to the amount of people you can resurrect, however once the technique is finished the user invariably dies and can only be brought back through the Wish spell or a similar technique.

Rinne Six Paths

You learn to raise the dead through the Black Receivers. When using this technique, you can instead target an amount of corpses equal to the amount of recievers you have available. After which, you can control each corpse at will -or under your own initiative during combat at a cost of 5 chakra per minute. This ability requires concentration to avoid the bodies being incapacitated.

Rinnegan Mastered

You have mastered the Rinnegan, and with that mastery comes additional jutsus. Choose two from the list as your 20th level Jutsus.

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. Those shadow clones can decide whether or not to be affected by anything not on the Ethereal Plane as a bonus action or reaction to being affected by anything.

Reign of the High Emperor
  • Cost: 5 chakra

As a reaction, when you are targeted by a spell or Jutsu that deals damage, you absorb it with one eye and as a bonus action, on a subsequent turn, you send it back with your other eye. If the spell would have hit creatures other than you, they are also not effected. 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 the space is occupied, its occupants are teleported to your previous location.

Kaimon
  • Cost: 25
  • Range: 30 feet

You create a 5 foot wide swirling hole in space anywhere within 30 feet of you. An amount of creatures equal to your spellcasting modifier + Proficiency bonus can travel through the Kaimon to any precise location in any dimension or plane of existence that you know. You can also travel to a specific creature that you know of through this ability.

Origami Replacement Technique
  • Cost: 5+ Chakra

You can replace substitution jutsu with this ability. While subsituting, the user will disperse into dozens of red energy origami. During which, the user's chakra signature is completely masked, letting the user move unnoticed while reforming anywhere within 30 feet of your original position.

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 much less powerful than a 9th level spell, consider giving it a chakra cost.