Rinnegan (5e Cursed Item)

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Rinnegan[edit]

The rinnegan is a sacred eye that only the blessed ones with the Uchiha blood can unlock it, or if you can grab it out of someone you may use it as a cursed item. Down below are a list of the ability's the Rinnegan possesses. The save spell-casting ability will be 10 + your proficiency bonus + your Wisdom (modifier)+ CON. If you have exceeded the number of uses for the Rinnegan you character begins to take 1d10 of psychic damage. (Amaterasu ignores immunities and resistance), In order to Obtain said Rinnegan you must have the Sharingan and have Dragonborn blood within you then the creature must have an emotional trauma to awaken the Rinnegan. Humans have 100 uses, Elf has 30 uses and Dragonborn has 200 uses. All other races have 20 uses. Note if you contain one of the cursed eyes you must subtract 20 uses, therefore elves would only have 10 uses instead of 30. This cursed item does not acquire attunement unless the creature rejects the eye. If an attempt is made to stab the eye the creature must make a Con save DC 12 so the eye may not be destroyed. If the Rinnegan is destroyed don't fear, Roll insight DC 19, upon rolling this after a long rest your eye can comeback. The creature can make this roll after every short rest. If you have one Rinnegan and another creature obtains the eye both creature may see through both eyes no matter the distance or plain.

Passive Abilites[edit]

  • You have Dark vision and can see up to 120 feet (Dark Areas)
  • Can decipher any language, cipher, and pattern
  • Read creature hit points and Armor class
  • Ability to read a creature's lips from 50 feet
  • Your vision cannot be impaired by anything
  • Gain an additional reaction
  • You are able to read a creature's feelings through its facial expression and posture
  • You can see spirits and all life energy
  • You have a 360 view meaning you cannot be surprised by incoming attacks behind you,

you can also make Dex saving throws against attacks behind you.

Spells(Requires 1 use)[edit]

Amaterasu

You may target up to 3 creatures all taking 4d6 fire damage for 2 full rounds. If one creature is targeted then they take 5d12 of fire damage for 2 full rounds. you may choose an object to light a flame but no one can hold it for 10 minutes, and whoever tries too hold the object take 1d8 of fire damage. Targets must make a Dex saving throw

Amenotejikara

You swap places with any object or creature, creature with creature or object and object within 45 feet with a bonus action or reaction.(does not require a save spell due to it being instantaneous).

Tsukuyomi

You may use this spell on one target, the Target sees any illusion the caster imagines and has -3 on all attack rolls and disadvantage when rolling too hit for 3 of their turns. Additionally the caster has an option to inflict 3d12 Psychic Damage. Another option is to control that players actions and the ability to see what they're seeing, you must within 60 feet and last as long as your WIS modifier (Minutes). You may also get information from creatures but is limited to 3 sentences, the target must tell the truth if they refuse via magical item/spell that restrains them, they must take 12d12 psychic damage.

Almighty push

As a reaction you can create a invisible shield of force 5ft around yourself, anything that tries to go through it will have it's damage reduced by 4d10, this can also be used as an attack action to deal 5d10 force damage. You can spend more turns charging with this shield, and for every turn you charge with the shield you add 5d10 to the force damage. If someone attacks you while charging the attack fails.

Izanagi

Instead of failing a death save or hitting 0 HP you may use Izanagi once per long rest giving you, your maximum HP or an ally.(Can only be used once per long rest)

Izanami

You may choose up to one target for this spell and can only be used once per long rest. The target sees repeating scenes for 1 one day has passed or until the spell caster decides to release him from this curse, This illusion cannot be undone by anyone else unless they have the Rinnegan or the day has passed.(does not require a save spell due to it being instantaneous)

Kamui

You may teleport to an object or teleport it to you. Also you may teleport to any creature you see, if anyone goes through the Kamui without the casters knowing they must roll a WIS saving throw, on fail they take 1d20 force damage, on success they take no damage and go through the portal swiftly.

Lost Memory

You may cause a creature to lose a memory of your choosing. The creature must Roll a history check and upon making the roll determines what they forget, for magical items that are bond to a creature can also be forgotten though upon obtaining it it must require attunement once again. If a creature forgets there spells they can be obtained upon reaching a level to remember it again. What if a player get's a NAT 20? well it isn't fun either, the creature loses mobility in their legs for 1 whole day. If a creatures rolls a 1 well they lose all mobility for 1 whole day but upon that the creature cannot speak for 1 whole month.

  • 1-10 (The creature will forget his entire background, name, creatures they met, and will drop 1 level in there class.)
  • 11-16 (The creature will simply forget another creature wether that is a real player or NPC, they will forget the adventures and relationship they shared)
  • 17-25 (The creature will forget any item including magical items or forget all their spells)


Kotoamatsukami

You control the actions of any creature without them noticing. This Genjustu last for 1 hour then, and can be used again after one long rest

Copy Cat

As a reaction or Bonus action, you may use a spell a creature used no matter the level, though on spells level 8 and above you take 1d4 force damage upon using the creatures spell/and or feature

Spells (Requires 10)[edit]

Planetary Devastation

You may throw one meteor that has a 50x50 on impact radius. Each creature in a 50 feet radius take 1d100, Creatures must make a WIS saving throw.

True Almighty push

You levitate in at least 100ft upwards, and every creature bellow you in a 300ft radius circle must make a Constitution saving throw, on a sucess they take half damage and are not knocked dowm, on a failure they take 100d10 Force Damage and are knocked dowm.

Amaterasu Hell Fire

You may cast a spell on a Target though anyone within 10 feet near this target is affected. The Target takes 5d10 fire damage and targets nearby take 4d8, Flames coming from the ground forcing the target too make a Dex Saving throw. The target can make the saving throw after the initial damage has been rolled, on fail he remains stuck and takes an additional 4d8 each time, on success the target leaves the area and the flames vanish.

Spell that don't require Uses[edit]

  • (Spacetime Ninjutsu) The caster must make a history check, upon doing this he may create a portal going to that area from wherever he stands. This portal is up for however long the casters WIS modifier (Minutes), they also have a chance of closing it.
  • (Precognition) after two rounds you have learned everyone's fighting style, Creatures must roll disadvantage when rolling to hit. Any creature in the fighter class get their damage halved, any Dex saving throws are also rolled with advantage. After 6 rounds creatures have -3 on all hit rolls and damage rolls, disadvantage rolls included and all damage gets halved.

Gedo Rinnei Rebirth[edit]

Using this spell causes you to deal 15d10 force damage, Upon using this spell anybody in a 400 feet distance around you can be brought to life that are considered your ally, everyone affected by this will notice this power and know you are the cause of it. Creatures who are alive gain perfect 20 stats, gain additional +10 to they're AC, Movement speed of 100, and +5 bonus damage (Including those who are brought to back to life). If you still have an Izanagi use remaining, you may use it though you won't cheat death until 1 whole day. Using this spell causes a massive strain, upon using your spells again, creatures have disadvantage against your Save DC. you must take 3 long rest, then again your Rinnegan will evolve turning golden, all damage on this cursed item now deal 2x the amount of damage and gain an additional +3 to your Save DC until you're character dies, also Rinnegan spells that once required a Long rest no longer require it

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