Base Class: Monk
The Way of the Rinnegan is also known as the Deva Path. They are the rarest of monks who seek the power of Gods in order to bring true and lasting peace to the world. The monks who achieve this power have been through great pain and suffering, but yet still find the inner peace needed to awaken the Rinnegan. The moment that inner peace is achieved, the eyes of the monk turn purple with black ripples surrounding the pupil. These eyes are the symbols of their path, and with them comes the mysterious powers of gods. Though to fully unlock said powers, their bodies must go through strenuous training to use them.
Keen Sight
Starting at 3rd level, you gain advantage on ability checks that require sight.
Almighty Push-Universal Pull
Starting when you choose this Path at 3rd level, you learn to manipulate the gravitational forces surrounding objects and creatures.
By spending a ki point, as a bonus action on your turn you may attempt to push an object or creature of one class size larger than you or a creature smaller than you that is within 15 ft of you, up to 10 ft away from yourself, or pull them 10 ft towards yourself. The target must succeed a Strength Saving throw against your Ki save DC or be pushed/pulled. You must have at least one hand free in order to use this ability once per turn. the range of this attack and the pulling/pushing distance increases by 5 ft at 5th, 11th and 17th level for a maximum 35 ft away with a pulling/pushing distance of 30 ft
By using an action in place of your bonus action, your Almighty Push and Universal Pull deal your Martial Arts die in force damage.
Shinra Tensei
Also beginning at 3rd level, by focusing your ki you are able to nullify ranged weapons or spell attacks that are targeted at only you by using your Almighty Push. Using your reaction to a ranges weapon or spell attack that would hit you, make a Wisdom Saving Throw against an attack roll, if you roll higher the attack, the attack is nullified. Ammunition and spell slots are still expended by the target, but as the attack reaches you it is unable to penetrate your Almighty Push and ends.
The level of the spell you are able to attempt to nullify depends on how many ki points you use. At its base, 1 ki point, this technique can only deflect Cantrips. For every 2 additional Ki points used, you may attempt to deflect 1 spell level higher.
For example, it would take a total of 3 ki points to attempt to stop a 1st Level spell, 5 ki points to attempt to deflect a a spell of 2nd Level, etc. Your eyes have the ability to discern the level of the spell and the number of ki points needed to deflect it.
The maximum number of Ki points you can spend to deflect a spell in this way is determined by your monk level, as shown in the table below.
Monk Level Maximum Ki use Max Spell Level
3-5 3 Ki Points 1st Level
6-8 5 Ki Points 2nd Level
9-11 7 Ki Points 3rd Level
12-14 9 Ki Points 4th Level
15-18 11 Ki Points 5th Level
19-20 13 Ki Points 6th Level
Ki Chains
Beginning at 6th level, you gain the ability to use your ki to create chains used to bind your opponent. By spending 2 Ki points you can cause powerful magic chains to burst from the ground around an enemy. The target must succeed on a Strength or Dexterity saving throw against your Ki save DC or become grappled. Each subsequent turn the grappled target may make a Strength saving throw as an action to try and free themselves. These chains last for 1 minute or until you dismiss them as a bonus action. At the beginning of a grappled creature's turn, they take psychic damage equal to your Wisdom modifier.
Ningendo
Beginning at 11th level, when you grapple a creature or on a willing one you can enter the deepest reaches of their mind. When touching another creature, you may spend a ki point and cast the detect thoughts spell on them. The spell remains active until its duration is up, or the targeted creature succeeds a strength saving throw. The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. The Caster can also choose to deal 2 Martial Arts Die worth of psychic damage each turn he/she remains in contact with the creature as a bonus action.
Detect Thoughts: For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
Chibaku Tensei: Planetary Devasation
Beginning at 17th level, you can release a black sphere from your hands which acts as a center of gravity, drawing in everything in its surroundings to create an enormous satellite.
Expend 6 ki Points. A gravitational focal point forms 30 ft above you and up to 60 ft away from you at a point you can see. You can move the sphere up to 15 ft per turn. You are unable to attack while holding this technique and can only move at half your normal speed. If you are hit while this technique us in use you must succeed a Constitution saving throw or lose concentration and end the technique.
At the beginning of each creature's turn, if they are within 30 ft of the sphere, they must make a Dexterity saving throw against your Ki save DC. If a creature fails the roll, they lose their footing and take 35 (10d6) force damage as they collide with the sphere. A creature that collides with the sphere is restrained there until you release the technique, or until they succeed a Strength saving through against your Ki save DC, at which point they plummet back to the ground. A creature that plummets to the ground takes 3d6 bludgeoning damage and lands prone.
For each turn the sphere is active, all Dexterity saving throws, dexterity checks, and ranged weapon and spell attacks made within 30 ft of the sphere are made with disadvantage.
The sphere remains on the field for a number of turns equal to your Wisdom modifier, until your concentration is broken, or until you dismiss it as an action. When the sphere is dismissed, it also plummets to the ground. All creatures within 30 feet of where it crashes must make a DC 15 Dexterity saving throws or take 45 (10d8) bludgeoning damage, or half as much on a success.
Once the technique is finished, you fall prone and gain levels of exhaustion equal to the number of turns Chibaku Tensai was used, minimum of 1.
Previous Versions
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10/12/2022 2:33:26 AM
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10/12/2022 8:46:15 PM
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10/12/2022 9:06:11 PM
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