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1
TENSEIGAN
Unlocking the power of the Tenseigan is a total anomaly. GAINING THE TENSEIGAN
Considered significantly rarer than even the Rinnegan
and called the Reincarnation Eye or The Eye of the Gaining the Tenseigan should be some form of surprise
Heavens, it is said that in times of Chaos, one who wields and come with either a powerful struggle or through
the Tenseigan is to appear to wash away the sins of man trials and tribulations and should not be something that
and usher in a new age of prosperity under the watchful is planned for activation without some level of Story
eye of its wielder. contrivance.
The Tenseigan is a tool that can be used for both plot & Only Hyuga’s or more specifically, those born with a
Mechanical relevance. Both the DM and the Player can Byakugan can access the Tenseigan as, the Celestial
benefit from including this into the narrative. The Chakra forcibly magnifies their visual prowess, allowing
Tenseigan has been designed to fit into any story. The the holder to both see and understand how to
Tenseigan is an early to late game class mod that if used consciously access Celestial Chakra.
should come with moderation and consideration for
other players and keeping balance with power levels. This advancement and power is not something that
This can only be gained by characters who have achieved should come easy, or should be planned for, this power
Character level 5 and experienced exceptional training. should only come as the result of a major traumatic
event in the characters life. As there is no direct path to
While this is a powerful Class Mod and should not be attaining it, the decision for when it’s unlocked is wholly
handed out freely without careful consideration into in the hands of the DM and players as they build the
enemy choice, team composition and Campaign power world. While there are no hard-set rules around
levels, it is a powerful tool in the DM’s Toolkit to push a unlocking it, it can prove difficult to come up with
narrative forward. something on the fly. There will be a few different
options that can be set up by the DM. While this list will
Tenseigan bearers are usually captives of fate. Those include options, it should not be taken as the only
bound to a preordained destiny, controlled, or possible options. You may roll on the table to decide the
manipulated by those who play with the threads of combination of conditions that need to be set to unlock
mortal lives. (Or those who see themselves as above the the Tenseigan.
problems or rational of mere mortals.)
LEVELING UP THE TENSEIGAN
The use of Tenseigan introduces a powerful new
resource to the game in the form of Celestial Chakra. Leveling up the Tenseigan is a difficult task, unlike
Celestial chakra, while not something Canon to the normal shinobi classes that require the player to gain XP
normal Naruto Narrative, it was the best title I could to reach their next level, the Tenseigan requires the user
come up with for the Chakra used by Toneri, the only to master the abilities that come with it, while
user of the Tenseigan. confronting the extreme strain it puts on a human body.
Celestial Chakra. A powerful subtype of Nature chakra A holder of the Tenseigan, must use each of their
that under even the most perfect circumstances should known Celestial Arts 5 + 2d6 times, while in life
only exist on other Celestial Bodies due to the chakra threatening combat. (This is strictly counted as combat
noise that the Earth has. Celestial Chakra is chakra that against Adversaries of Standard or Higher Rank.) When
the user draws from the lifeforce of the celestial body you gain the Tenseigan, you or the DM rolls 2d6, adding
they are currently residing on. This Chakra is immensely 5 to it and recording the result. This result, is the
powerful and exceedingly rare due to the even smaller number of times you must use an Art before it is counted
pool of shinobi who would even be able to access the as Mastered.
Tenseigan. Those who are able to Access Celestial Chakra
are those who’s blood is much closer to the source of the When you first gain access to the Tenseigan, one eye
Tenseigan, the Ōtsutsuki, and once they activate the forms, and you develop 1 of the Tenseigan abilities,
Tenseigan for the first time, their fates are further taken granting you a portion of the Eye of Reincarnations
from their control. They have marked themselves as the power. These abilities can be used until their chakra
reincarnation of a long dead Ōtsutsuki who once was a costs exceed the amount of chakra you currently have.
resident of the Lunar Branch of the Ōtsutsuki Clan, who
escaped to the land below. Once arriving they either had
children with other humans or blended in with the
Hyūga clan to further their own plans or goals.
TENSEIGAN UNLOCK TABLE
Condition 1 Condition 2 Condition 3
Reach 0 Hit Points Experience blinding, irrational anger
Lose a Jutsu Clash that would reduce you to 0
Watch Ally reach 0 Hit Points Watched an ally die hit points.
Unlocked a Secret Seal Fail 2 Death saving throws Be infused with Celestial Chakra from an
Be marked by a Cursed Seal with Celestial Performed Secret Ritual to access Celestial Chakra Adversary
Chakra
Experience serious mental trauma Have your Hyūga Curse Mark forcibly removed
Experience unrivaled failure
Experienced Serious Physical Trauma Experience serious emotional Trauma
1
CLASS MOD FEATURES Celestial Arts are extremely powerful, yet amplified
versions of existing Hyūga Clan Jutsu. You do not need to
When you gain the Tenseigan Class Mod, you gain the know the Hyūga Clan Jutsu the Celestial Art originates
following class mod features. from to use it.
TENSEIGAN You learn 2 Celestial Arts beginning at 1st level of this
class mod, you learn an additional Celestial art each
Beginning at 1st level of this class mod, you have unlocked level.
the power of the Tenseigan. When the Tenseigan is
activated, the ordinarily featureless Byakugan gains blue Some Celestial arts may require an attack roll or
eyes filled with what resemble overlapping white flower Saving throw. To calculate your Celestial Art, Save DC
patterns. One of your Byakugan transforms into the and Attack Bonuses, do the following;
Tenseigan.
Celestial Art Save DC = 12 + Your Level in the Class
As a Bonus action, you can spend 10 chakra, to activate mod + Your Proficiency Bonus;
the Tenseigan. The Tenseigan remains active for 1 minute,
or until your chakra points or Celestial Chakra reach 0. Celestial Art Attack Bonus = Twice your Proficiency
While active, your Tenseigan counts as your Byakugan for bonus + Your level in this class mod.
any features or Jutsu that require it. You may deactivate the
Tenseigan as a bonus action on your turn. CELESTIAL STRAIN
For the duration of your Tenseigan, you gain access to Finally, at 1st level of this class mod, while unlocking
the following; Perfect Vision, Otherworldly Sight, Celestial this ancient and powerful power, you are faced with the
Oversight. extreme strain this evolved eye can bring. You gain
Celestial Strain in the following ways;
• Perfect Vision. You gain 120 feet of Truesight, your vision
can never be obscured and you are immune to the • For every 3 Celestial Chakra you spend, casting a single
Blinded Condition. Hyūga Clan jutsu, you gain 1 Rank of Celestial Strain.
• Otherworldly Sight. You are able to see the world in • Casting Celestial Arts as listed in their Art text.
between life and death. You can see the existence of
pocket dimensions, spatial distortions, and the souls of At the conclusion of a full rest, you reduce your
both living and dead creatures. Celestial Strain by 2. At the conclusion of 1 week of
Downtime spent recuperating, you reduce your Celestial
• Celestial Oversight. You have 1000 feet of Chakra sight, Strain by 5.
and can see through material up to 50 feet thick within
your chakra sight range. CELESTIAL STRAIN
Beginning at 2nd level of the Tenseigan Class Mod, you Rank(s) Effect
are able to call upon your eyes power for a much longer
time. Your Tenseigan envelops your second Byakugan, can 1+ Reduce your maximum Hit die by -1 for every 4 ranks of
remain active for up to 10 minutes. Celestial Strain you have.
CELESTIAL ARTS 5+ -2 Penalty to Wisdom Ability Checks and Saving throws.
Also, at 1st level of this class mod, you unlock a mote of 8+ -2 Penalty to Charisma Ability Checks and Saving throws.
power once held by the Ōtsutsuki. For the duration of your
Tenseigan Class Mod feature, you gain a pool of Celestial 11+ -2 Penalty to Constitution Ability Checks and Saving throws.
Chakra as listed on the Tenseigan Class Mod Table. Celestial
Chakra can only be used to power your Hyūga Clan jutsu 15+ For the duration your Tenseigan remains active, at the
and Celestial Arts. Celestial Chakra, once spent, only beginning of each of your turns, you take 1d6+1 Necrotic
recovers when you complete a rest. A Short Rest recovers damage that cannot be reduced by any means.
half of your Celestial Chakra. You can recover Celestial
chakra this way twice per long rest. A Long Rest recovers 20+ You must maintain Concentration on your Tenseigan while
all spent Celestial Chakra. You can only recover celestial active. This does not count against your Concentration
Chakra using a long rest, once per full rest. Limitation
If you use Celestial Chakra to cast a Hyūga Clan jutsu, you 25+ Reduce your maximum Hit die by -1 for every 2 ranks of
treat every 1 Celestial Chakra spent, as 2 Chakra Points Celestial Strain you have.
spent and the Jutsu is also treated as a Celestial Art, in
addition to a Hyūga Clan Jutsu. 30+ Your can only concentrate on 1 Jutsu or Art at any given
time. You also have disadvantage on Constitution (Chakra
Control) checks made to maintain concentration.
2
REINCARNATION EYE CELESTIAL CHAKRA MODE
When you reach the 2nd level of Tenseigan your eye Beginning at 3rd level of this Class mod, you have
sharpens allowing you to see the eb and flow of celestial learned to utilize the power Celestial Chakra within you
energy and granting you the power to see even more to great effects. Your Tenseigan has manifested the true
than ever thought possible, seeing through to the truth power of Celestial Chakra, the Celestial Chakra Mode.
of this very reality. For the duration of your Tenseigan
Class mod Feature, you can see a person’s name as if As a bonus action, you coat your body in an emerald
floating above their head, if they belong on this plane or green, golden yellow, or ashy white cloak of chakra (your
dimension, and if they lie to you. You can also see if a choice).
creatures spirit have been reincarnated, you can see
whom they were in different lives, if any, and you can You can remain in this form for one 1 minute, ending
see when the weave of your reality is damaged, or being it as a bonus action. While in this form, you gain the
bent out of shape. following benefits;
Additionally, you are granted the knowledge on how to • Your Taijutsu Ability Score becomes 24.
use Celestial Energy to bend the rules of the world to • Your Speed is Doubled.
your whim, granting you the power to command the • Celestial Arts you cast costs are reduced by -3.
heavenly power of reincarnation. • Celestial Arts you cast, have their strain reduced by -1.
As a Standard Action you can begin to collect Celestial (Min 1.)
Energy from around you, into a single point within you. • When you cast a Hyūga Clan Jutsu, using Celestial
This chakra causes your body to glow with a soft golden
hue. Chakra, you instead treat every 1 Celestial Chakra
spent, as 3 Chakra Points spent.
For the next minute, at the end of each of your turns • Hyūga Clan Jutsu you cast, using Celestial Chakra are
after activation, roll 1d10 + four times your Tenseigan treated as if they were 1 Rank Higher.
level, record the results and add them to the previous • When you would benefit from a single Art
totals (if any). You can only collect an amount of Magnification, you double the benefits.
Celestial Energy equal to your Maximum Celestial • Increase your Celestial Art Save DC by +2 and Attack
Chakra. Bonus by +4.
As an action you may consume this energy, as it Beginning at 5th level of this class mod. Your Cloak is
permeates throughout your body, granting you and far more powerful. You gain the following benefits;
surrounding allies of your choice, within 60 feet of you,
temporary hit points equal to half the collected total. • Your Taijutsu Ability Score Becomes 28
This feature then immediately ends, and you cannot use • You gain a flying speed equal to your movement speed.
it again until you complete a long rest. • Celestial Arts you cast costs are reduced by an
Alternatively, if your hit points are reduced to 0 while additional -1.
this feature is still collecting Celestial Energy, your • Celestial Arts you cast, have their strain reduced by -2,
Reincarnation Eye immediately activates, preventing
any further damage. You are then bathed in the collected instead of -1 (Min 1.)
celestial energy, as your body is both destroyed and • When you cast a Hyūga Clan Jutsu, using Celestial
reformed simultaneously, and you gain the total stored
Celestial Energy as Hit Points. Chakra, you instead treat every 1 Celestial Chakra
spent, as 5 Chakra Points spent.
This feature ignores decapitation, disintegration, soul • Instead, increase your Celestial Art Save DC by +3 and
theft, or removal allowing your body and soul to reform Attack Bonus by +6.
regardless of circumstance. If a Jutsu, ability or feature
calls for your soul to be used as apart of its cost or effect,
and this feature is active, the jutsu immediately ends and
is negated.
Alternatively, if a creature has been dead no longer
than 10 minutes, you may imbue them with your
collected Celestial Energy reincarnating them as if they
gained the benefits of this feature.
After either of this features alternative effects activate
you cannot use any effects this feature provides for 4d4
weeks.
3
CELESTIAL TRUTH ORBS CELESTIAL ARTS
Beginning at 4th level of this Class mod, you have Below are Celestial Arts, listed in alphabetical order.
learned to create crystalized orbs made of Celestial
chakra that orbits your body while benefiting from your CELESTIAL PALM OF PEACE
Celestial Chakra Mode.
Origin: Gentle Counter
You create 6 of these crystalized orbs that rotate Classification: Celestial Art
around you and only react to your mental commands Casting Time: 1 Reaction, which you take when targeted
when you enter your Celestial Chakra Mode. You can with a melee attack or would take damage from a melee
command your orbs to complete a series of activities and attack.
actions by spending them. You cannot recreate these Range: Self
Celestial Truth Orbs once used, until after a long rest. You Duration: Instant
can spend your Celestial Truth Orbs to complete the Components: M
following tasks; Cost: 8 Celestial Chakra
Celestial Strain: +1
• As an Action you may; Keywords: Hijutsu, Taijutsu
o Spend 1 Orb: Make a Ranged Celestial Art attack Description: You gently counter an enemy mid attack
on a creature you can see within 90 feet. On a hit, not only preventing them from attacking but also
the target creature takes 10d6 Force damage, attempting to prevent them from attacking any further
reduces their chakra by half the result and it must by bringing peace to this situation.
make a Strength saving throw, being knocked
back 45 feet on a failed save. As a Reaction to being targeted for a melee attack or
o Spend 2 Orbs: Target a creature and coat them in taking damage from a melee attack. Make a melee
protective Celestial Chakra. Target Creature gain Celestial Art attack. If the result of your attack is higher
45 Temporary Hit points for 1 minute. than the triggering creatures attack, you nullify their
o Spend 3 Orbs: You break the orbs down into a attack, canceling it by using your Celestial chakra disrupt
single compressed sphere of Celestial Chakra and the attack. You then immediately make a number of
launch it at a space you can see within 120 feet of Unarmed attacks equal to your character level divided by
you. The Orb explodes, filling a 90-foot sphere. 4. (Rounded up) (Min 1).
All creatures within the radius of the sphere must
succeed a Dexterity saving throw. On a failed save Art Magnification: You can magnify your art beyond
creatures take 16d8 force damage and are unable what their base power is. By increasing the cost of this
to mold chakra until they complete a short rest or are by 2, you make 1 additional unarmed attack.
half as much on a successful save. Creatures
who’s Hit points are reduced to 0 as a result of CELESTIAL PERFECT REVOLUTION
this feature are forcibly turned into Celestial
chakra as you consume them. You gain Temporary Origin: Palm Rotation
Celestial Chakra equal to the defeated creatures Classification: Celestial Art
Level. Temporary Celestial Chakra can stack. Casting Time: 1 Action, 1 Reaction, which you take when
you are targeted by an attack, or would take damage.
• As a Bonus Action you may; Range: Self (30-foot radius sphere)
o Spend 1 Orb: When you would use Art Duration: Instant
Magnification or upcast any Celestial art, you may Components: M, CM
spend 1 Orb as a bonus action as its cost instead of Cost: 11 Celestial Chakra
Chakra die. Celestial Strain: +3
o Spend 2+ Orbs: Spend a number of Celestial Truth Keywords: Hijutsu, Taijutsu, Clash
Orbs up to your current remaining amount. They Description: You spiral Celestial Chakra around your
spin around you protecting you and intercepting body, creating a vortex similar to the palm rotation. This
attacks. The next time you would take damage, spiraling chakra begins to suck surrounding creatures in
one orb intercepts, taking the damage for you, as the celestial chakra creates spirally blades on the
shattering. outside of the vortex.
• As a Reaction you may; As an Action; Select up to 5 creatures who are
o Spend 2 Orbs: If targeted or affected by a unaffected by this art. All other creatures and structures
Ninjutsu, Genjutsu, or Taijutsu, you immediately within range, must succeed a Strength saving throw.
Negate the triggering Jutsu, ending their effects.
o Spend 3 Orbs: If you are targeted or affected by a On a failed save, they are pulled towards your space
Ninjutsu or Genjutsu, you immediately absorb the and collide with the spiraling chakra, taking 8d8 force
triggering jutsu and release it back at the damage and being knocked back 30 feet in a straight line,
triggering creature as if you casted it, using your falling prone. No effect on a successful one. A creature
Celestial Attack Bonus or Save DC for calculations. who is knocked back, and would stop due to a structure
o Spend 4 Orbs: You collect 4 orbs around your blocking their movement (Like a wall, Tree etc.) the
palm. When you clash with a creature, so long as structure is destroyed, and they take an additional 4d8
you have the adequate number of Celestial Truth bludgeoning damage for every 5 feet they are pushed
orbs to spend. Add your Level to the result of your through.
Clash check. On a success the losing creature
suffers the effect of your Golden Wheel As a Reaction; You activate the Spiraling sphere to
Reincarnation Unlife Celestial Art, as if you cast it protect yourself. Reduce the damage you would take by
targeting only them and succeeded in both 12d8 + three times your Tenseigan Level.
attacks.
Art Magnification: You can magnify your art beyond
what their base power is. By increasing the cost of this
are by 2, you increase the damage done by 4d8 or
damage reduced by 3d8.
4
DIVINE NEEDLE INJECTION GOLDEN WHEEL REINCARNATION UNLIFE
Origin: Tenketsu Needle Origin: 8-Trigrams 64 Palms
Classification: Celestial Art Classification: Celestial Art
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 feet Range: Self (30-foot Sphere)
Duration: Instant. Duration: Instant
Components: M, CM Components: M, CM
Cost: 7 Celestial Chakra Cost: 15 Celestial Chakra
Celestial Strain: +1 Celestial Strain: +4
Keywords: Hijutsu, Taijutsu Keywords: Hijutsu, Taijutsu, Clash
Description: You create needles on the tips of your Description: You line your hands in golden celestial
fingers comprised of Celestial Chakra, as you jab them chakra and begin to strike the spiritual centers of each
into your opponents chakra network, causing them to creature with extreme prejudice.
then, immediately detonate.
Make 2 melee Celestial Art attacks against each
Make a three melee Celestial Art attacks, targeting up creature of your choice in a 30-foot sphere centering on
to three creatures you can see within range with each you. On each successful hit, you deal 16d8 force damage
beam. to the target creature and reduce their chakra by half the
result.
On a hit, you reduce the targets chakra by 4d8 + your
Taijutsu ability modifier. Creatures affected by this Art cannot mold chakra
until they complete a long rest.
If you strike a creature more than once with this art, at
the beginning of their next turn, they must succeed a Art Magnification: You can magnify your art beyond
constitution saving throw, taking 4d8 + your Taijutsu what their base power is. By increasing the cost of this
ability modifier in force damage for each successful hit, are by 2, you make an additional Taijutsu attack against
as your celestial chakra erupts from their bodies, or half each creature.
as much on a successful save.
HEAVENLY ANGEL PALM
Art Magnification: You can magnify your art beyond
what their base power is. By increasing the cost of this Origin: Lion Palm
are by 2, you make 1 additional attacks. Classification: Celestial Art
Casting Time: 1 Bonus Action
GOLDEN WHEEL CELESTIAL BLADE Range: Self
Duration: Concentration, up to 1 minute.
Origin: Mountain Crusher Components: M, CM
Classification: Celestial Art Cost: 15 Celestial Chakra
Casting Time: 1 Action Celestial Strain: +3
Range: Self (60-foot Cone) Keywords: Hijutsu, Taijutsu
Duration: Instant Description: Celestial Chakra coats your palms and
Components: M, CM forearms in any design or shape of your choice. They
Cost: 14 Celestial Chakra glow with a fiery emerald green hue. You do not spend
Celestial Strain: +2 additional celestial chakra to maintain concentration on
Keywords: Hijutsu, Taijutsu this jutsu.
Description: You create a golden blade made of celestial
chakra, extending from your hand. You swing this blade For the duration, while in the Gentle Fist taijutsu
in an extremely wide arc, with such speed that it passes stance, all unarmed attacks deal 4d12 + your Taijutsu
through all creatures in range before they can react Ability Modifier to a targets hit points and reduces their
physically, before they feel their spirits begin to rend. chakra points by the result.
All creatures in a 60-foot cone originating from you, Also, Hyūga Clan jutsu you cast for the duration, has
must succeed a constitution saving throw. On a failed their damage die become a d12, and ignore damage
save creatures take 12d10 force damage, reducing their reduction, resistance and immunities.
chakra points by half the result.
Finally, when you would deal damage to a creature
A creature who’s chakra point total reaches 0 as a using an unarmed attack, while this Art is active, if that
result of this Art becomes weakened for the next hour. creature is not benefiting from a Jutsu, Feature, or Art
that provides a bonus to their AC or Temporary hit
If affected creatures have 0 Chakra, you instead deal points, you treat them as if they are Vulnerable to your
Triple damage to their hit points, and no additional unarmed attacks.
damage to their chakra.
Art Magnification: You can magnify your art beyond
what their base power is. By increasing the cost of this
are by 2, you deal 2d8 additional damage.
5
HEAVENLY PALM OF UNBIRTH SILVER WHEEL CELESTIAL EXPLOSION
Origin: Palm Strike Origin: Vacuum Wall Palm
Classification: Celestial Art Classification: Celestial Art
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 Feet Range: 5 feet
Duration: Instant Duration: Instant.
Components: M Components: M, CM
Cost: 9 Celestial Chakra Cost: 14 Celestial Chakra
Celestial Strain: +2 Celestial Strain: +3
Keywords: Hijutsu, Taijutsu, Clash Keywords: Hijutsu, Taijutsu, Clash
Description: You collect Celestial chakra over your hand, Description: You create 8 spheres of celestial chakra that
causing it to glow a vibrant green. The power behind circles your palm right before you strike a creature
your strikes multiply and your Tenseigan homes in on causing them all to inject themselves into a creature
the spiritual center of your targets body as your attack causing the chakra inside the target to violently explode
strikes with a ruthless display of power. outwards.
Make a melee Celestial Art attack. This attack scores a Make a melee Celestial Art attack. On a hit, the target
critical on a roll of 18-20. creature reduces their chakra by three times your
unnamed damage + 10d6.
On a hit, you deal 7d10 force damage to a target
creature and reducing their Chakra Points by half of the The resulting loss of chakra causes a violent explosion
result. dealing force damage to the target creature equal to the
amount of Chakra they lost. All surround creatures
If you score a critical hit with this Art, you triple the except you, in a 30ft sphere centering on the target
damage die, and treat all rolls of 2 and below, as 3. creature, must succeed a Dexterity save, taking the
result as force damage on a failed save, or half on a
A creature hit by this Art cannot regain hit points or successful one.
chakra points, until the end of your next turn.
Art Magnification: You can magnify your art beyond
Art Magnification: You can magnify your art beyond what their base power is. By increasing the cost of this
what their base power is. By increasing the cost of this are by 2, increase the chakra reduction by 3d6.
are by 2, you increase the damage done by 3d10.
ULTIMATE DIVINE PROVIDENCE
SILVER WHEEL BLADE OF JUDGEMENT
Classification: Celestial Art
Origin: Vacuum Palm Casting Time: 1 Full Turn Action
Classification: Celestial Art Range: Self
Casting Time: 1 Action Duration: Concentration, up to 1 minute
Range: 60 feet Components: CM
Duration: Instant. Cost: 30 Celestial Chakra
Components: M, CM Celestial Strain: +10
Cost: 8 Celestial Chakra Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Celestial Strain: +1 Description: You use Celestial Chakra and Fuinjutsu to
Keywords: Hijutsu, Taijutsu, Clash Conjure a divine construct. You manifest a giant
Description: You fire a beam of celestial chakra that construct, made of Celestial chakra, and the most
pierces directly through a creature’s physical body abundant inorganic substance in your immediate
wreaking havoc on a creature’s spirit. vicinity. The size of this construct is makes mountains
look small. The description and design of it is of your
Make a two ranged Celestial Art attacks, targeting up choice. This Celestial Art can be unsummoned as a bonus
to two creatures you can see within range with each action.
beam.
The construct has the following Statistics, and acts in
On a hit, you deal 8d8 force damage to the target while your place on your turn. You cannot act while this
also reducing their chakra points by half the result. construct is active. It acts on your turn, being able to use
your Action, Bonus action, movement or reaction as you
Additionally, all creatures in a 5-foot wide, 30-foot- see fit. You are inside of this construct making you
long line directly behind them must make a Dexterity hidden to all other creatures, and unable to be targeted.
saving throw, taking 8d8 force damage on a failed save,
or half as much on a successful save. You conjure a Seven headed dragon which follow your
every command;
Art Magnification: You can magnify your art beyond
what their base power is. By increasing the cost of this
are by 2, you fire 1 additional beam.
6
Gargantuan Construct Multiattack. Providence can attack a number of times equal to the number
of heads it has with its Dragon maw.
Armor Class 17 + (Your Tenseigan Level)
Hit Points 350 (26d12 + 180) Dragons Maw. Melee Weapon Attack: + 13 to hit, Reach 120 ft., one target. Hit:
Speed 0 ft. 3d6+ Str Bludgeoning damage.
STR DEX CON INT WIS CHA Synchronous Assault. Melee Weapon Attack: +13 to hit, Reach 90ft, One target.
28 (+9) 24 (+7) 28 (+9) 1 (-5) 10 (+0) 1 (-5) Hit: +4d8 Bludgeoning damage for each head it has.
Condition Immunities All Sacrificial Defense. As a reaction, to a creature you can see would take
Senses Chakra Sight 120ft, Tremorsense 120ft, passive perception 30 damage, one of the heads, interposes the attack, taking the damage in place
of that creature.
Critical Defense. Critical hits made against Providence count as normal hits
unless you are already bloodied. Celestial Art: Subjugate. As an action, Providence attempts to restrain a
target and eat its chakra. Providence makes a grapple attempt. On a
Immutable Form. Providence is immune to any Jutsu or effect that would success, the target must succeed a constitution saving throw vs your
alter your form. Celestial Art Save DC. On a Failed save, their chakra begins to be eaten,
losing 6d8 at the beginning of each of your turns, they remain grappled.
Too Big to Fail. Providence uses its summoners Proficiency + Its Constitution While grappling a creature, you cannot use one head to make attacks.
Modifier for all saving throws.
One of Many. Providence has Seven heads, which it uses for all of its attacks.
For every 50 hit points it loses, one head is destroyed, reducing the
number of attacks, or damage it can deal based on the number of heads
remaining.
7
8
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