The Rinnegan

The Rinnegan is widely regarded as the strongest Dojutsu in the history of the ninja world. It is said that in times of disorder, one who wields the Rinnegan is sent down from the heavens to become either a "God of Creation" who will calm the world or a "God of Destruction" who will reduce everything to nothingness. From mastering gravity to controlling tailed beasts, the Rinnegan can accomplish many things. The activation of a Rinnegan is not an easy task however. In order to successfully attain the mighty Rinnegan, one must meet one of the following prerequisites: 

  • Receive the Chakra of the Sage of Six Paths

  • Combine the Chakra of Indra and Asura

  • Directly receive one from someone who has already awoken one

  • Combine the DNA of a Senju and Uchiha (this is EXTREMELY rare and can take decades to manifest). 

The Rinnegan is different from both the Byakugan and Sharingan simply because it is constantly active. The bearer of a Rinnegan allows the user to see chakra and the flow of chakra in someone's body, though not nearly as accurately as the Byakugan. A creature that awakens the Rinnegan naturally unlocks all 5 chakra natures as well. Possession of the Rinnegan lets the user read Celestial. 


When a creature awakens a Rinnegan for the first time, they may select 3 Rinnegan techniques (the rank of which are still limited by their level). Whenever you gain a level in the ninja class, you may now select from the Rinnegan jutsu list, and you can be taught Rinnegan techniques by other users of the Rinnegan. The techniques you learn are “saved” by the Rinnegan. If you transfer your Rinnegan to another creature, they can use those Rinnegan techniques as well. They do not gain access to the Rinnegan Jutsu list however. If only one eye is transplanted, randomly select half of the Rinnegan techniques the original owner knew. The other half remain in the other eye. If the two are reunited in one host, both eyes share abilities once more. If a Rinnegan is implanted into a Ninja limited by jutsu ranks or chakra limits, then they must still follow those restrictions. The Rinnegan uses Wisdom for its Jutsu-Casting ability modifier.


Rinnegan Jutsu

The following techniques are considered Dojutsu. Rinnegan Jutsu use your wisdom for the purposes of determining the Jutsu attack rolls and Jutsu Save DC.

C-Rank

Defensive Push

C-Rank Dojutsu

Casting Time: 1 Reaction which you take when a creature makes a melee attack against you

Range: Self

Duration: Instantaneous

Chakra Point Cost: 2 points

As a creature attacks you, you attempt to shove them away using your visual prowess. You can use your reaction to cast this jutsu when a creature makes a melee attack against you. That creature must make a constitution saving throw. On a failed save, a creature takes 2d6 force damage and is pushed 30 feet away from you. If this pushes the target creature out of the range of their attack, they automatically miss.

Float

C-Rank Dojutsu

Casting Time: 1 Action

Range: Self

Duration: Concentration, up to 10 Minutes

Chakra Point Cost: 1 point

You use the gravitational powers of the Rinnegan to lift yourself up into the air. You cast the Levitate spell at 2nd level on yourself.

Gravitational Shunt

C-Rank Dojutsu

Casting Time: 1 Action

Range: Self

Duration: Instantaneous

Chakra Point Cost: 1 point

You throw an object with great force using your gravitational prowess. You cast the Catapult spell at 1st level.

Spending More Chakra. You can spend additional Chakra points to cast the spell at a higher level. For each point you spend past the original cost, you increase the level of the spell. You can spend a maximum of 9 chakra points on this jutsu.

Pull

C-Rank Dojutsu

Casting Time: 1 Bonus Action

Range: 30 feet

Duration: Instantaneous

Chakra Point Cost: 1 point

You create a powerful pulling force that pulls a creature closer to you. Use a bonus action to cast this jutsu. Target a creature up to 30 feet away from you. That creature must make a strength saving throw. On a failed save, that creature is pulled within 5 feet of you. A Large or larger creature makes its saving throw at advantage.

Push

C-Rank Dojutsu

Casting Time: 1 Action

Range: 5 feet

Duration: Instantaneous

Chakra Point Cost: 2 points

You create a powerful wave of force using your Rinnegan. Use an action to cast this jutsu. All creatures within 5 feet of you must make constitution saving throws. On a failed save, a creature takes 3d8 force damage and is pushed 15 feet away from you. On a successful save, a creature takes half damage and is not pushed back.

B-Rank

Black Receiver

B-Rank Dojutsu

Casting Time: 1 Action

Range: Self

Duration: Instantaneous

Chakra Point Cost: 3 points

You create a rod of chakra conductive material which you can use as a tool or weapon. The Black Receiver you make acts as a weapon with the finesse, light, and thrown (20/60 feet) properties dealing 1d4 points of piercing damage. When a creature is hit by your receiver, if you have direct contact with it, you can attempt to siphon some of the target’s chakra. The target must make a constitution saving throw. On a failed save, they lose 1d4 chakra points, and you regain that many chakra points.

The Black Receiver, once created, remains until it is lost or broken. Black Receiver’s are considered Kunai for the purposes of Shurikenjutsu and other techniques.

Chakra Drain

B-Rank Dojutsu

Casting Time: 1 Action (considered an attack)

Range: Touch

Duration: Instantaneous

Chakra Point Cost: 3 points

You reach out and drain the chakra from a creature you touch. Make a melee ninjutsu attack roll as an action. If you hit, you deal your martial arts damage. Additionally, you drain a creature of 1d10 chakra points, and you regain the same amount. This jutsu is considered an attack for the purposes of other features or abilities.

Greater Push

B-Rank Dojutsu

Casting Time: 1 Action

Range: Self (15-foot radius)

Duration: Instantaneous

Chakra Point Cost: 3 points

You push away enemy creatures with an incredible wave of force. Use an action to cast this jutsu. All creatures within a 15-foot radius sphere of you must make constitution saving throws. On a failed save, a creature takes 5d10 force damage and is pushed 30 feet away from you. On a successful save, a creature takes half damage and is not pushed back.

Outer Paths Chains

B-Rank Dojutsu

Casting Time: 1 Action

Range: 60 feet

Duration: Concentration, up to 1 Minute

Chakra Point Cost: 3 points

You can conjure a number of powerful chains made out of chakra that have a purple hue. Target a creature within range. That creature must make a strength saving throw. On a failed save, a creature takes 5d8 bludgeoning damage and is restrained as long as you maintain concentration on the chain. A creature that succeeds on the save takes half damage and is not restrained.

A creature restrained by this jutsu can be pulled in close to the caster. As an action on subsequent turns, you can pull the creature 20 feet closer to you. The chain lasts for one minute, or until you lose concentration. A creature can make an additional strength saving throw as an action on their turns to attempt to break free. A Tailed Beast makes its saving throw against this jutsu at disadvantage.

Rinnegan Summoning Jutsu

B-Rank Dojutsu

Casting Time: 1 Action

Range: 30 feet

Duration: 10 Minutes

Chakra Point Cost: 3 points

You summon forth a powerful monstrosity under your complete control. When you cast this jutsu, you summon a Rinnegan Summon (see statistics) at a point within range. You have complete control over the creature, verbally commanding it requiring no action on your part. If it receives no command, it takes the Dodge action. It acts on your turn in initiative, but immediately after you complete your turn. The summoned creature remains until it drops to 0 hit points, 10 minutes pass, or until you use an action to dismiss it.

You can have multiple creatures summoned at a time using this jutsu, but only one of each kind at a time. They all act as above simultaneously after you finish your turn, and you can dismiss them all at once or individually using an action.

A-Rank

Heavenly Hand

A-Rank Dojutsu

Casting Time: Varies

Range: Varies

Duration: Instantaneous

Chakra Point Cost: 4 points

You focus on a creature or object and switch places with it. This jutsu can be used in different ways:

Reaction. You can use a reaction to swap places with a creature or object you can see. You can use this reaction when you are targeted by an attack or jutsu that targets only you. You must select a creature or object that is no larger than medium and no smaller than small within 30 feet of you and is not being worn or carried (unless it is carried by you). If you select an object, you swap places with the object, and the attack or jutsu automatically affects the object. If you select a creature, that creature must make a charisma saving throw. On a failed save, you and the creature swap places. That creature then becomes the target of the attack or jutsu, requiring an attack roll or saving throw to be made. You cannot target a creature that is large or larger with this jutsu.

Bonus Action. You swap places with a creature or object that isn’t being worn or carried within 120 feet of you. Your target must be considered medium or small. If you target an object, you automatically switch places with it. If you target an unwilling creature, it must make a charisma saving throw. On a failed save, you switch places with the creature.

Heavenly Hand Transition

A-Rank Dojutsu

Casting Time: 1 Bonus Action

Range: 120 feet

Duration: Instantaneous

Chakra Point Cost: 1 point

Requirement: You must know the Heavenly Hand jutsu

With more precision than the parent jutsu, you specifically target objects and switch their places. You can do so as a bonus action. You must target two objects of similar size within range. The objects immediately switch places. If either or both of the objects are being worn or carried, the bearer of the object can make a strength saving throw to hold onto the objects and prevent the transportation from taking effect.

Jutsu Absorption

A-Rank Dojutsu

Casting Time: 1 Reaction which you take when you are targeted by or in the area of effect of a ninjutsu

Range: Self

Duration: Instantaneous

Chakra Point Cost: 4 points

You absorb an incoming ninjutsu and turn it into chakra that you can utilize for yourself. When you are targeted by a ninjutsu or are in the area that a ninjutsu encompasses, you can use a reaction to absorb the said ninjutsu. If the ninjutsu is A-Rank or lower, it is automatically absorbed. If it is an S-Rank jutsu or higher, then you must make a DC 15 ability check using your wisdom modifier as a bonus to the roll. If you fail the check, then the jutsu still takes effect on you or the area as normal. If you absorb a ninjutsu with this ability, you regain a number of chakra points equal to the amount of chakra spent by the caster of the jutsu.

S-Rank

Almighty Push

S-Rank Dojutsu

Casting Time: 1 Action

Range: Self (60-foot radius)

Duration: Instantaneous

Chakra Point Cost: 5 points

You release an immense wave of force centered on yourself dealing devastating damage to creatures and terrain. Use an action to cast this jutsu. A 60-foot radius sphere of force centered on you radiates outwards. Any creature in that area must make a constitution saving throw. On a failed save, a creature takes 9d10 force damage and is pushed 60 feet away. A creature takes half damage on a successful save, but is still pushed 60 feet away. Objects and structures in this area take double damage. Any terrain within the area of this jutsu becomes difficult terrain.

Heaven’s Tunnel

S-Rank Dojutsu

Casting Time: 1 Action

Range: 120 feet

Duration: 1 round

Chakra Point Cost: 15 points

Requirement: You must know the Heavenly Hand jutsu

You create a portal to another location or dimension. When you cast this jutsu, a swirling portal of black chakra with a 10-foot radius appears at a point within range. The portal is opaque, preventing sight on either side. The portal acts as a doorway to the area it is opened to, and it remains open until the end of your next turn. The portal can open to either a location or a dimension:

Location. When you select a location, you must choose a location you have been to before, a general location (such as the Hidden Leaf Village, Mount Myoboku, etc.), or you must have precise coordinates of a location you have not been to before. You can also get specific with the positioning of the portal. For example, you could choose to have the portal appear 100 feet above your childhood home.

Dimension. When you select a dimension as your target for the portal, it must be a dimension you have been in before, one you have directly seen, or you must possess an object created in that dimension to use as a focus. You cannot control the specific location of the portal, but it appears in an area where the terrain is safe, or at least as safe as it can be.

Multi-Impact Planetary Devastation

S-Rank Dojutsu

Casting Time: 1 Action

Range: 1 mile

Duration: Instantaneous

Chakra Point Cost: 8 points

Requirement: You must know the Planetary Devastation jutsu

You pull multiple spheres of earth from the heavens above and have them crash onto the ground below. You cast the Meteor Swarm spell at 9th level.

Planetary Devastation

S-Rank Dojutsu

Casting Time: 1 Action

Range: 150 feet

Duration: Concentration, up to 1 Hour

Chakra Point Cost: 5 points

You summon the mass of your strength into a condensed ball of gravitational energy, and you allow this energy to pull the ground up around you to form a sphere of stone and earth above you. As an action, Select a point within 150 feet of you. Any creature within a 60 foot radius sphere of that point must make a strength saving throw. On a failed save, a creature is pulled directly to the center of that point. The terrain in that sphere begins to tear and pull as the point begins to rise into the air. The terrain in that area becomes a crater as the ground is torn and pulled in, forming a sphere of stone, with a 60 foot radius, 200 feet up in the air. Creatures that failed their saving throw take 10d8 points of bludgeoning damage, and become restrained and incapacitated within the sphere. Being trapped within the sphere would be similar to being trapped underground. A creature that succeeds on their save against the jutsu is not pulled into the center, and they take half damage. The stone sphere remains aloft for 1 hour, or until you stop concentrating on the jutsu.

When this occurs, any creature within the sphere must make a strength saving throw as the sphere collides with the ground. On a failed save, a creature takes 6d8 bludgeoning damage, or half as much on a success. Creatures under the sphere must make a dexterity saving throw. A creature takes 8d8 bludgeoning damage on a failed save, or half as much on a success. The area in a 60 foot radius beneath the sphere becomes difficult terrain when it falls.

Rinne Rebirth

S-Rank Dojutsu

Casting Time: 1 Action

Range: Touch

Duration: Instantaneous

Chakra Point Cost: 5 points

Requirement: You must have a soul from a creature removed by the Soul Removal jutsu, which this jutsu consumes

By calling upon the energy of a removed soul, you heal a target of all impurities, including death. You use this technique as an action. You conjure a manifestation of the King of Hell and use a soul that you have obtained to cure a creature that you can touch. The target heals 70 hit points and has the blinded, deafened, paralyzed, or poisoned condition removed, and it has its level of exhaustion reduced by 1. The target has any missing limbs or organs restored.

If the target is a dead creature, you resurrect them with 1 hit point, restoring any missing limbs or organs.

You can return the soul taken from a creature using this technique. Doing so requires your action, but does not require you to be in direct contact with the target. When you use the technique in this way, the soul is released and will seek out the body it belongs to assuming it is still alive. If the original body is no longer alive, the soul passes on.

Six-Paths

S-Rank Dojutsu

Casting Time: 1 Hour

Range: 30 feet

Duration: Instantaneous

Chakra Point Cost: 5 points

Requirement: You must know the Black Receiver jutsu

You imbue life into a humanoid corpse using your black receivers. This Jutsu takes 1 hour to cast as you implant many black receivers into a corpse. After you complete the casting of the jutsu, you gain complete control over the corpse.

The creature is completely controlled by you and has no personality or thoughts of its own. The corpse has all the statistics it had in life, but it is considered undead. It has a number of hit points and hit dice equal to the amount that it had in life as well. If the creature had chakra and jutsu, it no longer does.

Any features or traits you have that use your chakra points can be used through the corpse. For example, the corpse can use your Flurry of Blows or Step of the Wind class features. When the corpse uses a feature that requires chakra points, the points are taken from your chakra point pool.

When you imbue the corpse, you impart it with one or more of your Rinnegan jutsu. The corpse can cast any jutsu you impart in this way utilizing your chakra points. While a corpse has a Rinnegan jutsu implanted within it, you cannot cast the Rinnegan jutsu.

You can see through the eyes of the corpse and hear through its ears. In combat, you command the corpse to act, requiring no action on your part. When the corpse enters combat, it rolls its own initiative and acts on its own turn. If the corpse is reduced to 0 hit points, it is killed. It can be revived through any method that would revive a creature from death. You can also dispel your control over a corpse as an action. When you do so, the chakra receivers in their body disintegrate and you regain use of the Rinnegan technique(s) you imparted to them.

You can have up to 6 corpses created in this way at a time. You and any corpse created by this jutsu share vision which can assist you in combat. If one or more of the corpses are within 30 feet of you or eachother, they gain a +2 bonus to their armor class.

Summon Gedo Statue

S-Rank Dojutsu

Casting Time: 1 Action

Range: 30 feet

Duration: Concentration, up to 10 Minutes

Chakra Point Cost: 8 points

You summon the mighty Gedo Statue to your aid. You conjure the Gedo Statue (see statistics) at a point within 30 feet of you. You have complete control over the statue, and can command it as a bonus action on your turn. The Gedo Statue acts directly after your turn in initiative. You can command it to take one of its actions using your bonus action. The statue can move without the use of your actions. If you do not command the Gedo Statue to take an action, it takes the dodge action. While the statue is under your control through this jutsu, it does not have access to its legendary actions.

The statue remains for 10 minutes, or until you lose concentration on the jutsu.

Soul Removal

S-Rank Dojutsu

Casting Time: 1 Action

Range: Touch

Duration: Instantaneous

Chakra Point Cost: 5 points

You attempt to tear the soul out of a creature. As an action, make a melee ninjutsu attack roll against a creature that has chakra. If you hit, that creature must make a charisma saving throw. On a failed save, the soul of the target is removed from their body. The creature’s body enters a catatonic state and is unusable until a soul is placed within it. The soul can be used in the Rinne Rebirth technique.

Tailed Beast Command

S-Rank Dojutsu

Casting Time: 1 Action

Range: 60 feet

Duration: Instantaneous

Chakra Point Cost: 5 points

You can invoke your control over one of the Tailed Beasts. Select a Tailed Beast within range. It must make a wisdom saving throw. On a failed save, the Tailed Beast is considered charmed by you, and will do anything you ask of it, even things that would directly put it in harm's way. The Tailed Beast remains charmed by you in this way indefinitely. The Tailed Beast can be freed by any method that would free a creature from a Genjutsu.

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