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Ancient Soul

Four figures stand in a destroyed clearing, one much older The Ancient Soul Class Mod is a powerful tool that can be
than the rest - a teacher - and another standing apart from the used for both plot & mechanical relevance. Both the DM and
group. There is awe in three of their faces, for what the fourth the Player can benefit from including this in the narrative,
has accomplished is as impossible as it is lethal for one so and the Ancient Soul Class Mod has been designed to fit into
young. Yet, he remains standing. Panting a little perhaps, and almost any story.
snugged by dirt, but otherwise no worse off than he'd been Ancient Soul is a very early to Late game class mod that if
before the seemingly unwinnable fight. "There is no way. provided to players should come with consideration for
That technique... It was lost over a thousand years ago. providing other players with a class mod as well to keep
How?!" But the isolated figure does not respond, eyes gazing balance within the party. Due to the amount of power a
off to the great horizon yet seeing nothing. Finally, the silence Ancient Soul provides it should not be handed out freely
grows too worrying, and one of them approaches the lone without careful consideration of enemy choice, team
hero, resting a hand on their shoulder. "Sora, is everything composition, and Campaign power levels.
alright? It's... okay, the fight is over now. You saved us all."
With it, the haze vanishes quickly, but the way their heart Gaining an Ancient Soul
beats at the breathtaking face, so close, is enough to leave Most possible ways to introduce an Ancient Soul might seem
them speechless for a moment. "O-oh! R-right, that was uninspiring, unimaginative, or even bland, as these special
nothing Haru. I'm just a little tired." A long pause, "Okay, but... people touched by fate tend to simply awaken into their past
ummm... Sora? who is Haru?" and with it, the face fades into
another. Captivatingly similar, with features far to alike to be power in moments of great stress and need, after long chains
a simple coincidence, but still that of an entirely different of mysterious dreams that hint of a greater destiny, or merely
person. Silence follows. by just waking up one day and understanding they are now
different.
—Yamato Sumitada However, while this may initially seem to be the case, that
The Endless War, Ch. 3 excerpt is because the reason an Ancient Soul exists as they are is
always connected to their past; either by virtue of how they
Few do not know of a cycle of reincarnation - The belief of lived their last life, grand horrifying rituals, or deals made in
new life after death, as a soul is reborn time and time again to the space between all, where godlike beings are known to
achieve enlightenment. But then some rare few don't need to reside. The mystery, if there is one, just needs to be
believe. Those who have been reborn countless times to play unraveled.
a great role in the world. Those tied to destiny and the fate of
the world itself. Or those souls utterly new to the world, first Leveling up your Ancient Soul
born in other worlds and times so entirely removed from this While each Ancient Soul exists for different reasons and
one they displaced drifters, utterly removed from fate's weave. operates differently, the path to recovering their old powers
The holder of each Ancient Soul is an entirely unique and making them their own is often similar. Unlike normal
entity, either intrinsically connect to the world by endlessly shinobi classes that require the player to gain XP to reach
reincarnating as key, mythological figures in its history or one their next level, leveling up the Ancient Soul requires being
whose soul has traversed the multiverse, living endless lives thrust into life-and-death situations, where the end is near
in incredible, distant worlds, or... perhaps... just a single one and the holder of an Ancient Soul finds themselves losing,
as a student in a thriving, modern country. Only to ultimately and their mind coming apart at the seams as the disharmony
meet their tragic and sudden end. in their soul brings each of the Ancient Soul's lives closer
Regardless of their origin, all Ancient Souls share a together.
connection to the world, a purpose, or an ascendant entity. Each level after the first level, the Ancient Soul must have
With it, they gain greater mystery and will than all others who accumulated a minimum amount of Past Life Wavelength
experience the cycle of reincarnation. But also a much Recollections over the course of their career. Additionally, per
greater danger, as the memories from their Soul didn't just each new level, the Ancient Soul must have also reached a
trickle in but threatened to entirely overwhelm their current certain total threshold value for their Wavelength Score value
personality and mind, overwriting it with another that left a at one time, according to the table below. This value is known
much grander impact and impression on their soul, for one as your Wavelength Synchronization Accumulation
reason or another. Proficiency, and for the purposes of leveling up this class
mod, resets to your current Wavelength Score when you gain
a level in this class mod.
Ancient Soul Advancement Requirements
Level Wavelength Synchronization Accumulation Proficiency Recollections
1st - -
2nd 30 2 Recollections
3rd 40 5 Recollections
4th 50 10 Recollections
5th 60 20 Recollections
2
Ancient Soul
Level Minimum Level Requirements Otherworldly Imbuements Features
1st Character Level 2 2 Otherworldly Imbuements, Past Life Wavelength
2nd Character Level 7 3 Perfect Vessel
3rd Character Level 11 4 Boon of Endless Luck and Skill
4th Character Level 14 5 Ancient Soul
5th Character Level 16 6 Chosen by Fate

Otherworldly Imbuements Perfect Vessel


Beginning at 1st level of this class mod, you have regained Beginning at 2nd level in this class mod, althought your body
slivers on your lost and once great power. You begin with 2 is still far from the strength your soul once reached, it still
Otherworldly Imbuements of your choice, reflecting the begins to take the shape of a mighty vessel, meant for so
otherworldly acomplisments of your past life or deals made much more. Both your Hit Dice and Chakra Die become
with beings far greater then you, upon your death. equal d12+1, retroactively changing your Hit Points and
Additionally, for each level gained in this class mod after the Chakra Points as if calculated using these values.
first, you gain an additional Otherworldly Imbuement. Additionally, you gain proficiency with 6 Skills, Tools, or
Weapons of your choice. You may spend 2 of these to become
Past Life Wavelength proficient in an Armor type instead.
Although your body may not remember, your soul carries the
weight and power of ancient memories and deeds, no longer Boon of Endless Luck and Skill
quite your own. Probably. At the start of each combat Beginning at 3nd level in this class mod, fate begins to guide
encounter, you must roll a flat 1d20 roll against your your steps, pushing you onto greater deeds worthy of your
Wavelength DC. On failure, you may only take a move action Ancient Soul, as you grow into new and old strength alike. At
during the first round of combat, as something about the the start combat encounter you gain an extra number of
conflict triggers a strong surge of hazy memories or emotions Temporary Wills of Fire equal to half your level in this class
from your past life. mod (rounded up), as things always seem to work out for you
Additionally, Whenever you are in combat and below 50% when push comes to shove. Any unspend Temporary Wills of
of your maximum HP, you must roll a flat 1d20 roll against Fire are lost at the end each Combat Encounter.
your Wavelength DC at the start of each of your turns, gaining Additionally, you gain a bonus to your AC, Saving Throws,
1d4 Wavelength Synchronization on a failure. Attack Rolls, Ability Checks, Skill Checks, and Saving Throw
Finally, although you have never experienced these events DCs equal to your level in this class mod.
yourself, your soul still carries an imprint of experiences that
helped shape its essence and power. Whenever you Ancient Soul
experience something that directly reminds you of a major
event important to your last life, you automatically gain 5 Beginning at 4th level, you've found some messure of peace
Wavelength Synchronization, and ask the DM to share what and balance without your most Ancient Soul. No longer are
you remembered. This event is called a Recollection. the impressions of your once great past too great to bear.
While it may come with more weight, burdens, and
Wavelength DC = 5 + Class Mod level difficulties then most, this life has left its imprint upon your
soul.
At the conclusion of each full rest, you reduce your You no longer must roll against your Wavelength DC at the
Wavelength Synchronization by 1. At the conclusion of 1 start of each combat encounter, and messure all penalties
week of Downtime spent enjoying your life and forming from Past Life Wavelength using the Actualized Wavelength
meaningful bonds, you reduce your Wavelength Synchronization table.
Synchronization by 1d6. Additionally, you become proficient in all Ability Checks,
Saving Throws, Tools, Weapons and Armor types, if you are
not already.

3
Chosen by Fate Past Life Wavelength
Beginning at 5th level, you have been perfected and now only Wavelength Synchronization
your destinty waits, be as a bringer of salvation, ruin, or
something entirely in between. Sync Penalty
Your base Strength, Dexterity, Constitution, Intelligence, +10 You become dazed until the end of your turn and
Wisdom, and Charisma ability scores are all set to 22 and gain one rank of the Dazzled Condition for the next
you gain Expertise in all Skills and Tools. hour, as brief, fleeting fragments of your last life
Whenever you would roll a 1 or 2 on an attack roll, saving flicker at the edges of your perception.
throw, or ability check, you may always choose to reroll until +20 You gain two permanent ranks of the Dazzled
you roll above a 2. Additionally, whenever a hostile creature condition until you can lower your Wavelength Score
would roll a 20 or 19 on an attack roll, saving throw, or ability below 20. For each rank of the Dazzled condition,
check against you, you may always choose to force them to lower your AC by 2 and your Save DCs by 1.
reroll until they roll below a 19. +30 You become Dazed for the next minute and gain two
permanent ranks of the Confused condition until you
can lower your Wavelength Score below 30.
Additionally, any penalties gained from the Confused
condition now apply to all Saving Throws and all
Ability Checks.
+40 You gain the Paralyzed Condition until the start of
your next turn, and gain an additional permanent rank
of the Dazzled and Confused condition until you
lower your Wavelength Score below 40.
+50 You gain the Maddened Condition for 10 minutes,
and regenerate 50% of your maximum HP and CP.
Afterwards, you gain one rank of the Weakened and
Slowed condition until you can finish a long rest.
You experience total Ego Death as the memories and
+60 experiences of your last life completely overwhelm
your own. All traces of your personality and
memories of your current life are permanently lost in
favor of theirs, and this new persona becomes a NPC
under the DMs control as they adjust to their new
body and perceived new chance at life.

       Actualized Wavelength
       Synchronization
Syn    Penalty
+10 You gain disavantage to your next save throw or
attack roll.
+20 You become dazed until the end of your turn.
+30 You gain one permanent rank of the Dazzled
condition until you can lower your Wavelength Score
below 30. For each rank of the Dazzled condition,
lower your AC by 2 and your Save DCs by 1.
+40 You become Dazed for the next 3 turns and gain one
permanent rank of the Confused condition until you
can lower your Wavelength Score below 40.
Additionally, any penalties gained from the Confused
condition now apply to all Saving Throws and all
ability checks.
+50 You gain the Stunned condition until the end of your
turn, and gain an additional permanent rank of the
Dazzled and Confused condition until you lower your
Wavelength Score below 50.
+60 You gain the Maddened Condition for 1 minute, and
regenerate 60% of your maximum HP and CP.
Afterwards, you gain one rank of the Weakened and
Slowed condition until you can finish a Rest.

4
Otherworldly Imbuements
Below are Otherworldly Imbuements, listed in Alphabetical Drifter of a Thousand Faces
order; You have become a shapeshifter, in the truest sense. You are
permanently under the effects of the Voice Change and
Bloodline Secrets Unravelled Transform Jutsu. These Jutsu do not count as chakra based
The hidden secrets of all Kekkei Genkai are laid bare before for any and all sensory effects, such as True Sight, and lose
you. While you may not remember it, your soul has touched all Keywords and Components, instead counting as feature
their origin long ago. You can learn any B rank or lower for all interactions and effects. You may change both your
Hijutsu. If this Jutsu requires a feature or stance, you count voice and appearance as a bonus action, on your turn.
as benefiting from said feature or stance. When you reach Starting at 2nd level in this class mod, you can form your
your 3rd level in this Class Mod, you now qualify for all Clan limbs into deadly melee weapons and back at will. You
Feats, regardless of prerequisites or features. When you immediately pick one weapon property and one damage type
reach your 5th level in this Class Mod, you gain 1 clan feat of between Bludgeoning, Slashing, or Piercing. This natural
your choice. weapon deals damage equal to 1d6 + your Strength or
You can take this Imbuement a second time to increase Dexterity modifier regardless of Form, and you may change
your limit to A rank or lower Hijutsu. Additionally, after its properties, damage type, and/or activate and deactivate it
taking this Imbuement a second time and reaching your 5th as a Bonus Action on your turn. This increases to two
level in this Class Mod, you may pick and gain a single Clan properties and 2d6 damage at level 3, and three properties
feature of your choice. You may change out this Clan Feature and 3d6 damage at level 5.
for another on any rest. Starting at 3rd level in this class mod, your movement
speed increases by 5 x your Class Mod level, and you gain a
Demon God Fist Swim and Climb speed equal to your movement speed.
Your hand beings to shine with an otherworldly, golden might Starting at 4th level in this class mod, you can cast the
whenever you strike a creature. Once per turn, when you Advanced Transformation Jutsu at will. This Jutsu does not
would deal unarmed damage with the attack action or a cost any chakra for you, does not count as chakra based for
Jutsu, you deal an additional amount of damage equal to all sensory effects, save for True Sight, and it loses all
Xd12 where X equals twice your Class Mod level, and the Keywords and Components, instead counting as feature for
target is knocked back a number of feet equal to 20 x your all interactions and effects.
Class Mod level at the conclusion of the action or Jutsu. Starting at 5th level in this class mod, you can cast the
If a creature collides against a structure, that Structure Invisibility Jutsu at will. This Jutsu do not count as chakra
takes 10 times the damage dealt from this Imbuement. based for all sensory effects, save for True Sight, and loses all
Additionally, any damage done directly to a Structure via this Keywords and Components, instead counting as feature for
Imbuement is multiplied by 10. all interactions and effects. Additionally, when out of combat,
this Jutsu does not cost any chakra and has its duration
Devil God Breaker Arm increased to one hour.
One of your arms morphs into a demonic, devilish, or
otherwise inhuman-looking appendage that is even more
stylish, cool, and awesome looking then it is unnerving. All
melee attacks gain a base reach of 15ft. Additionally, you gain
a bonus to all Melee Damage rolls equal to three times your
Class Mod level, and bonus to all Acrobatics, Athletics, and
Martial Arts Skill checks equal to twice your Class Mod level.
When you would make a grapple check, your reach instead
becomes 15ft x your Class Mod level. Finally, you gain an
additional, special bonus action you can use to either make a
grapple check at an advantage or a single melee attack.
Divine Intervention
You carry a connection to a otherworldly and perhaps even
godlike Entity, be it from a fated chance meeting, your direct
worship and faith in them, or as merely the butt of all their
jokes. As a Full Turn Action, describe the assistance you seek
from this Entity, roll 2d20, and take the lower Result. If you
roll a number equal to or lower than your class Mod Level,
the Entity intervenes on your behalf, in some fashion. The
DM chooses the nature of the intervention. If the Entity
intervenes, you can't use this feature again until you finish a
full rest. At level 5, you instead roll a 3d20 and take the lowest
result.

5
Endless Endurance, Stamina, and Vitality held weapon 3 Weapon Properties of your                        
You can heal at impossible rates, ignoring injuries that would choice and change its damage type between                 
have killed others without fail, and doing so with plenty of slashing, piercing, or bludgeoning at will.                            
energy to spare. While in combat, you regenerate 2 Chakra When you do, you may treat your unarmed                        
and Hit Points to at the start of each of your turns, plus an strikes as any weapon for the purposes of all                
additional 2 for each level you possess in this Class Mod after Features and Jutsu or your held weapon as an              
the first. While outside combat, you automatically maximize unarmed strike for the purposes of all                          
all rolls made using your Hit Dice and Chakra Dice. Features and Jutsu.
Immortality Infinite Jutsu Mastery
Your soul carries a single spark of eternity within it, The techniques dance at the edge of your                           
remembering the touch and laughter of a Pheonix. Increase mind, like an endless library begging to                                   
your Maximum Hit Points by 10 x your Class Mod level. be explored and used once more; You                                    
Additionally, once per long rest, when you fail all your death- only need to open the door. You                                         
saving throws or are killed instantly, you revive at the start of increase your Classes’ Known Jutsu                                     
your next turn, removing all maximum Hit Point damage and limit by 6 x your Class Mod level.                               
Conditions, and regaining all Hit Points up to your maximum Additionally, you may change out one Known Jutsu           
HP. from your class for another you can learn as part of a Rest. At
level 5, you can instead change out one known Jutsu for
Impervious Body another you can learn as a Action, on your Turn.
Rather it is from the imprint of an Artifact you once wielded,
the blessing of an Entity upon your essence, or rituals so Majestic Grand Signature Spell
powerful even death was not enough to dispel them, your It comes from deep within your soul - a passion like none
resilence speaks for itself. You gain Damage Reduction equal other, no matter how ready your body or the world is for it.
to 5 x your Class Mod level. Additionally, you gain the Pick a Single S or A rank Jutsu, ignoring all limitations. You
following abilities: immediately add the Jutsu to your known Jutsu list. All
creatures targeted by this Jutsu treat it as an Art. Additionally,
As a reaction, when you are dealt damage, you can double while casting this Jutsu, you gain the following benefits:
the Damage Reduction granted by this Imbuement until
the end of the Turn. At first level, so long as you have at least 1 Chakra
remaining, you may pay the remaining cost of this Jutsu
Impossible Fighting Style with your HP when it would bring it below 0 Chakra.
The instincts come to you as naturally as breathing, flowing Additionally, you can not automatically lose Clash checks
into one another into timeless, otherwordly styles of combat. made with this Jutsu and, if a creature would use an Art,
Yet the question remains: How much can your body handle? Jutsu, or Feature to negate or dispel this Jutsu, they must
There is not a single style you have not mastered before and pay double the cost.
will not master again. That or you just watched too many At second level, this Jutsu ignores all forms of Damage
Kung Fu movies. You immediately gain a number of Taijutsu Resistance, and does double damage to Structures,
or Bukijutsu Stances equal to your level in this class mod, Barriers, and Temp HP.
and an additional, special bonus action that can only be used At third level, if this Jutsu calls for an attack roll, you
to switch stances. Additionally, if a Jutsu has a known stance always roll 3d20 and take the best result. If this Jutsu calls
as part of its requirements, you automatically learn the Jutsu for a saving throw, everyone affected must always roll
and may add it to your known Jutsu list. 3d20 and take the worst result.
Beginning at 3nd level in this class mod, whenever you At fourth level, this Jutsu ignores Damage Immunity and
would benefit from a stance, you may benefit from two other Damage Reduction, and you automatically pass all
stances. Additionally, at 5th level, whenever you would benefit concentration checks.
from a stance, you may grant your unarmed strikes or one At fifth level, this Jutsu does an additional 10d12 damage
and this Jutsu may no longer be negated or dispelled by
any Feature, Jutsu, or Art. If the jutsu has multiple
instances of damage, the dice are spread out between
them.
Maximized Mana Efficiency
You naturally maximize the efficiency of all techniques,
instinctively using the least amount of chakra to enforce your
will upon the world. You reduce the chakra cost of all Jutsu by
2 after all other chakra cost reductions, plus an additional 1
for each level you possess in this Class Mod after the first.
For each point below 1 this would bring a Jutsu too, add 1d8
to the first instance of damage instead. Additionally, you count
as three separate creatures when casting a combination Jutsu
by yourself, for all intents and benefits, and further reduce the
base cost of each Combination Jutsu cast this way in half.

6
Memories of Infinite Mastery Regalia of Past Battles
The experience, each and every last one, all stayed with you. Though you might not recognize it, you can summon the
They are engraved upon your very being; you need only keep battle attire of one of your last lives, transforming your outfit
reaching for them. For each level in this class mod, you may with bursts of light, posing, and/or strange, otherworldly
pick and gain one of the following benefits: music. You can take a bonus action to gain a chakra cloak
once per rest. While Under the effects of this cloak, you gain
You can learn and use Jutsu with the Fire Release the following benefits for the next 10 minutes:
Keyword.
You can learn and use Jutsu with the Earth Release You gain 5 x your Class Mod level in Temp HP at the start
Keyword. of each of your turns, and can no longer fall unconscious
You can learn and use Jutsu with the Lightning Release when you reach 0 hit points. However, you must still roll
Keyword. Death Saving Throws as normal.
You can learn and use Jutsu with the Water Release You increase your Movement Speed by 15 x your Class
Keyword. Mod level and you can now jump a distance up to your
You can learn and use Jutsu with the Wind Release movement speed in any direction.
Keyword. You gain a bonus to all Charisma Ability Checks equal to
You can learn and use Jutsu with the Medical Release twice your level in this Class Mod.
Keyword.
Additionally, you permanently pick two of the following
Starting at level 2 in this Class Mod, you may also pick benefits the first time you gain this Otherworldly Imbuement:
from the following list of benefits:
You gain 1 x your Class Mod level in Temp CP at the start
You can use Strengh as your Ninjutsu or Genjutsu Ability of each of your turns.
Modifier. All creatures of your choice within a 10-foot radius of you
You can use Dexterity as your Ninjutsu, Genjutsu, or gain disadvantage on all attack rolls, Skill checks, and
Taijutsu Ability Modifier. saving throws.
You can use Constitution as your Ninjutsu or Genjutsu All creatures of your choice, excluding you, within a 60-
Ability Modifier. foot radius of you gain advantage on attack rolls, Skill
You can use Intelligence as your Genjtusu or Taijutsu checks, and saving throws.
Ability Modifier. Whenever you would make a Melee Attack roll against a
You can use Wisdom as your Ninjutsu or Taijutsu Ability single target, you may instead make it against all creatures
Modifier. of your choice in a 10 ft burst, 20 ft cone, or 30 ft long and
You can use Charisma as your Ninjutsu, Genjutsu, or 5ft wide line
Taijutsu Ability Modifier. All Jutsu you cast increases its AoE size by 20 ft, and if
ranged, its max range by 40 ft
No-Sell You require double the amount of failed Death Saving
When the cards are down and everything is on the line, your Throws to die, and can recover one failed Death Throw as
will and determination are sometimes enough to change a Bonus Action, on your turn.
reality in your favor, parting techniques and hazards around
you as if they were not even there. Whenever you would fail a
Saving Throw of any kind you can choose to re-roll it at
advantage. You can use this Imbuement a number of times
equal to your Class Mod level, per rest. When you reach your
3rd level in this Class Mod, you may instead roll 3d20 and
take the best result, ignoring all penalties otherwise placed
on this roll. Finally, beginning at 5th level, you never take
damage, conditions, or any harmful effects whenever you
pass a Saving Throw.
Omni-Skilled
With enough time, a Jack of all Trades can easily also  
become a Master of all Trades. Whenever you roll                   
a skill check, before the results are revealed,                         
you can instead choose to treat the roll as if you                 
rolled a natural 20. You may use this Imbuement                     
4 times per rest, plus an additional 2 for each level              
you possess in this Class Mod after the first.

7
Sealed Eye of Ultimate Ruin Treasures of Countless Ages
You can feel it. It's awesome, terrible power. You aren't sure Your treasures are truely endless, thought you might still not
how or why, but you know your eye contains a dark, great evil be ready to call upon them at will. You gain the Demiplane
desperate to break free. It must be kept covered, for its power Jutsu, ignoring all limitations. When you cast this Jutsu, you
can only be risked in the direst of situations. reduce all chakra costs 0 and multiply the available space of
You can uncover your Sealed Eye as a bonus action, the dimention by 10. However, you may only summon this
unleashing its terrible power. When you do, all Jutsu you cast specific Demiplane, and if destroyed, this space immediately
are automatically upcasted four ranks higher than your reforms and becomes accessible to you once more.
current limitations. If this would upcast a Jutsu above S- Additionally, you may summon any weapon you are proficient
Rank, or the casted Jutsu does not gain any bonuses from in as a bonus action. This weapon counts as Greater quality
being upcasted, you can increase either the Save DC by 1 or weapon, comes with seals of your choice, and adds your
add an additional 2d10 damage to one damage roll, once per Class Mod level to damage. At 3rd level, this weapon instead
each rank. Whenever a Jutsu is upcasted beyond S rank in counts as a Supreme quality weapon.
this way, all creatures targeted by the Jutsu treat it as an Art, While inside your Demiplane, you gain three additional,
for all Interactions and Effects. special bonus actions that can only be used to summon a
At the start of each of your turns, you must make a weapon. All weapons summoned inside your Demiplane are
Charisma Saving Throw versus your highest DC + 5 at treated as Mastercraft quality weapon, and while wielding
disadvantage. On a fail, you gain another action, controlled by one of these weapons you gain the following actions:
your DM and meant to bring nothing more than ruin to you
and those you care for. Action (18 chakra): You send a hail of weapons to attack
At level 3, you do not roll at disadvantage and no longer any creature within your line of sight, making 6 Taijutsu or
require a bonus action to uncover your Sealed Eye. At level 5, Ninjutsu ranged attacks, dealing double your weapon
you instead roll at advantage and, once per rest, you may damage on hit. Each attack must use a different ranged or
forcefully take control of the second action on a failure, using melee weapon.
it as you wish. Finally, once uncovered, you must spend a Full- Bonus Action (10 Chakra): You gain the benefits of the
Turn Action to deactivate your Sealed Eye. dash, disengage, and dodge actions. Additionally, you may
make 2 Taijutsu or Ninjutsu melee attacks, dealing double
Speed of the Fire Devil Hero your weapon damage on hit. Each attack must use a
You can move with demonic, inhuman speeds never before different ranged or melee weapon.
seen in this world. You can instantly add 10 miles (52800 Reaction (10 Chakra): When you damage from any source,
feet) of movement to any single one given move action or you may redirect to a single weapon you are holding,
dash action, after all modifiers and multipliers. When you do, reducing the damage by a maximum of 100 and
you gain the benefits of the Disengage Action. destroying the weapon in the process. When you use this
After benefiting from this Imbuement, you gain an ability, you gain an additional reaction.
additional +5 bonuse to Attack Rolls, AC, Dexterity Saving At level 5 of this class mod, you can pull yourself and all
Throws, and Saving Throw DCs until the start of your next creatures within 60 feet of you into your Demiplane as a Full
turn. Additionally, creatures can not benefit from the Turn Action for the 1 minute, twice per long rest.
Afterimage, Mirror Image Technique, or Phase Jutsu against
you. Untouchable
You can use this ability once per level in this class mod, and With a snap of your fingers or merely a glance, you unmake
regain all uses on a long rest. or ridirect dangers before they can ever reach you. Once per
round, when you would be dealt Damage or gain a Condition
Summoner From Another Time from a hostile creature or terrain interaction, can pay 5
You carry within one of the first, if not the very first, chakra to instead reduce the damage to 0 and avoid all
summoning contracts to be signed. So powerful, that even negative effects. At level 5, you                                           
unknowingly, it was passed on to you. You gain a summoning instead can use this ability                                                    
contract of your choice, and a second, special Bonus Action twice per round.
that can only be used to give commands to the Sage Creature
you summoned.
At level 3, you double the amount of Jutsu known by your
Summons, and add your Class Mod level to their Attack
Rolls, AC, Saving Throws, and Saving Throw DCs.
Additionally, they gain a number of extra Jutsu Slots equal to
your level in this Class Mod.
At level 5, all of your summons gain +6 to their maximum
and current stats and you can now use the Summoning
Technique Jutsu without spending any actions, once per
round.

8
Ultimate Battery Way of the Demi-God: Understanding
If chakra is a combination of Spiritual and Physical energy, You internalize Otherworldly Wisdom, far beyond all those
combined into one, then your reserves can truely be endless - around you. You are far more likely to feel calm and collected
your body need only catch up. You increase your maximum in situations others might panic in, and simply seem more
Chakra Points by 50 x your Class Mod level. Whenever you worldly than most. Increase your current and maximum
roll Chakra Dice as part of a short rest, you may add Wisdom ability score by 2, plus 1 for every level you have in
Profiency Bonus to the result. this class mod after the first. Additionally, you immediately
gain the Elite Awareness Feat.
Way of the Demi-God: Brawn
You attain Otherworldly Strength, far beyond all those Way of the Demi-God: Wit
around you. There is little you could not lift with ease, You exude Otherworldly Charm, far beyond all those around
regardless of your frame, and should you choose to put on you. You are far more likely to be seen as attractive or
muscle, they will certainly naturally gleam and shine in the desirable to others, regardless of how plain or average your
sunlight, for all to see. Increase your current and maximum appearance was before. Increase your current and maximum
Strength ability score by 2, plus 1 for every level you have in Charisma ability score by 2, plus 1 for every level you have in
this class mod after the first. Additionally, you immediately this class mod after the first. Additionally, you immediately
gain the Elite Power Feat. gain the Elite Presence Feat.
Way of the Demi-God: Dexterity Wayward Waywatcher of the Winding
You attain Otherworldly Alacrity, far beyond all those around Myriad Western Paths
you. You move with the graceful of the wind, making every What is reality and an Illusion can be difficult to distinguish.
step flow into the next and managing elegant feats of hand- For you, and infinitely more so for those you fight. When you
eye coordination that even those with far more training would cast a Genjutsu with the Visual, Auditory, Inhaled or Tactile
not be able to replicate. Increase your current and maximum keyword, you may switch the keyword to another. When you
Dexterity ability score by 2, plus 1 for every level you have in cast a Genjutsu that doesn’t have the Unaware keyword you
this class mod after the first. Additionally, you immediately may spend 10 Chakra to treat it as if it did.
gain the Elite Agility Feat. When you reach 3rd level in this Class Mod you may deal
additional Xd8 damage, where X equals twice your Class
Way of the Demi-God: Fortitude Mod level, once per turn. If the jutsu has multiple instances of
You exude Otherworldly Resilience, far beyond all those damage, the dice are spread out between them.
around you. You almost literally radiate good health, never At 5th level, whenever something passes one of your
seeming to get sick or tired no matter the circumstances and Genjutsu Save DCs, you may immediately spend the Jutsu’s
sometimes glowing with vitality, when no one is looking. cost to cast it again, once per turn.
Increase your current and maximum Constitution ability
score by 2, plus 1 for every level you have in this class mod Za Warudo
after the first. Additionally, you immediately gain the Elite Time bends to your will, extending what would be a single
Resilience Feat. moment in the wind into minutes. As a Full Turn Action on
your turn, you may spend 20 x your Class Mod level chakra
Way of the Demi-God: Intellect and Stop Time. When you do, you immediately gain 1d4
You internalize Otherworldly Knowledge, far beyond all those Actions, Move Actions, and Bonus Actions. No other
around you. Puzzles that were once beyond your grasp now creatures perceive you via any means unless they possess an
start to seem simple, and facts pop into your head nearly the active Kurugan or Tenseigan, and count as Paralyzed,
moment you start to feel curious about something. ignoring any and all Condition immunities. At level 3, you
Increase your current and maximum Intelligence instead gain 1d4+1 Actions, Move Actions, and Bonus
ability score by 2, plus 1 for every level you Actions. At 5th level, this increases to 1d4+2. You can use this
have in this class mod after the first. Imbuement once per Long Rest.
Additionally, you immediately gain
the Elite Intellect Feat.

9
Extra Imbuements
Below are Extra Otherworldly Imbuements, listed in Sword of the Holy King of Madness
Alphabetical order; A blade of Ruin. A blade of Savalvation. You do not remember
its origin, but even now it can not resist your call. You gain a
Heavenly Principles of the Green Beast spectral Tanto that deals 2d10 psychic damage. This
Every night you dream of Green Spandex and Orange Leg weapons immediately vanishes into a pocket dimention when
Warmers. You are permanenlty treated as if you where under it leaves your hand by any means and you may summon or
the effects of the First Heavenly Breath: Inhale Jutsu, for the unsummon it as an Object Interaction on your turn.
purposes of qualifiying for all Prequisites, save other Your Katana may hold number of seal slots equal to 5, plus
Heavenly Breaths. Addionally, you gain the following benefits: an additional 2 per level in this class mod after the first, and
all attacks made with this Spectral Tanto may use your
Starting at 2nd, you now count if benefiting from the Genjutsu modifier for its attack and damage rolls. Finally,
Second Heavenly Breath: Panting Justu. Bukijutsu you cast this blade are converted into Genjutsu,
Starting at 3rd, you now count if benefiting from the Third losing their Bukijutsu keywords and instead gaining the
Heavenly Breath: Breathe Justu. Genjutsu, Tactile and Visual keywords, and convert all
Starting at 4th, you now count if benefiting from the damage inflicted to Psychic damage.
Fourth Heavenly Breath: Wheeze Justu. At level 3, you may add your spectral Tanto's damage to all
Starting at 5th, you now count if benefiting from the Fifth Genjutsu that requires an attack roll or saving throw,
Heavenly Breath: Reprise Justu. regardless of their range, if doesn't already.
Starting at 5th level in this class mod, you can cast the
As a Bonus Action on your turn you may spend an amount Frenzy: Blade Jutsu at will. Additionally, Frenzy: Blade no
of chakra equal 8 x your Class Mod level to gain the full longer requires concentration, increases is duration to 10
benefits of all Heavenly Breaths granted by this Imbuement minutes, regenerates two blades per turn, and treats all
for the next minute. When you do, you now instead count as if Genjutsu as if it had the 'frenzy' prefix.
under the effects of the Seventh Heavenly Breath: Exhale
Jutsu for the purposes of qualifiying for all Prequisites. Talentless, the Absolute Zero
Finally, any Jutsu that would end the effects of a Jutsu with You are truely Talentless. Yet, there is power to be found in
the 'Heavenly Breath' sufix instead does not, and you are no this too - one that still lies at the very essence of your soul.
longer turned to dust after using the Night Guy Jutsu, instead You are permanently under the effects of Chakra Distortion
being left unconsious for the next week, at 1 HP and 0 CP. Field. While under the effects of this Imbuement you may no
Your HP and CP may not be raised above these values by any longer cast any Jutsu with the Ninjutsu, Genjutsu, Medical, or
means until you finish a Full Rest. Nature Release Keywords, nor any Jutsu with the Chakra
Molding Compoment.
Necronomicon Reliquary of the Invisible Starting at 3rd level in this Class Mod, whenever you would
Skeleton Overlord deal damage to a creature while they are inside your Chakra
Your mind is vast and sharp, a grant fortress and library at Distortion field, you also deal an additional amount of Chakra
once - A castle that has fought now a myriad thousand Damage equal to the total amount of damage done to their
battles. The throne simply lies without your soul, waiting. You Hit Points.
reduce the Concentration cost of all Jutsu to 0, may cast a Starting at 5rd level in this class mod, All Jutsu cast within
single D-rank Jutsu as part of rolling Initiative, and gain a 3rd your Chakra Distortion Field, excluding your own, has its cost
concentration Slot. tripled and whenever you hit a creature with a melee attack,
                                At 3rd level in this Class Mod you may you automatically cast the Sealing Art: Chakra Dispel Jutsu.
                                   now cast a single C-rank or lower Jutsu
                                      as part of rolling Initiative, and you may Wings of the lost Archangel
                                         no longer lose Concentration on a A beautiful, angelic wing grows from your back, enabling you
                                           Jutsu by any means. to sour to the skies with freedom your Soul has sorely
                                             At 5th level in this Class Mod you missed. Or, perhaps, multiple wings. You gain Fly speed equal
                                                 may now cast a single S-rank or to double your maximum movement speed, may hover, and
                                                 two B-rank or lower Jutsu as part may hold your breath indefinitely, no longer requiring oxygen
                                                of rolling Initiative. Additionally, to live.
                                                once per turn, you may cast any At level 3, you may protect yourself using your wings as
                                                  E-rank Jutsu you know without shield. As a Reaction, you may increase your AC by your
                                                      spending an Action, Bonus Taijutsu, Genjutsu, or Ninjutsu ability Modifier until the start
                                                         Action, or Reaction. of your next turn (Maximun 9). If you are subject to a Jutsu or
Art that requires you to make a Saving Throw while
benefiting from this reaction, you make the save at advantage.
At level 5, learn to use your wing in combat, weaving
sweaps and stabs in between strikes with with celestial
grace. Whenever you score a hit with a melee Attack Roll you
may spend an additional 10 chakra to add 6d4+25 force
damage to the attack.

10
God's Blessing on this Wonderful Soul
Mysterious Voice: Hello!? HELLO?! Is this thing even Gaining God's Blessing on this
working? Goddess, I knew I shouldn't have bought this cheap Wonderful Soul
hunk of junk from Godbay-- Uh... Oh most worthy of heroes, Gaining God's Blessing on this Wonderful Soul should only
fear not the dark, for you are not alone! Although all may happen when the end is near and seems insurmountable;
seem lost, there is yet hope for your world! For you and all when all power is spent and exhausted and all there is left to
those you hold dear! Hold strong even if the end seems near, do is go into the quiet, endless Dark. The player should either
for your prayers, hopes, and dreams have called me here, be in very real danger of dying, if not dead already, so each of
shining forth for all to see from the glimmering, pure beacon their lives may best flash before their eyes. While this power
that is your Soul. And so... just... like... figure it out or may stay with them, this is the final chapter of this journey
something. It says right here that the answer is already inside and story. There is no going back from this. This level of
you, but... oh... oops... h-h-here, take this p-push and don't tell power can only be gained if the character unlocking it is a 5th
anyone about any of t-this! Especially not my boss!" level Ancient Soul.
Attaining the power of God's Blessing on this Wonderful
Soul is not something one can learn, train, or even strive to
do. This power is locked behind the state of the world and is
a culmination of fate - Hundreds of lifetimes spent to reach
this very moment. God's Blessing is nothing short of an
apotheosis, elevating the Ancient Soul into one can treat in
the shadows of Godlike beings, and only shows it at grand
convergent points of fate, when all ability is spent, all hope is
nearly lost, but the will to strive for more still remains - a
candle in the wind.
Such power is usually only clasped at the cusp of defeat
and annihilation, likely after the Ancient Soul has fallen and
died once more, and it can only be accessed when a foe or
goal worthy of its power exists in the world. Be it defeating
the 10-Tails, a member of the Ōtsutsuki, a True Demon Lord,
or perhaps even worse.
God's Blessing on this Wonderful Soul is a powerful ability,
that can be used for both plot and mechanical relevance.
Both the DM and player can benefit from including this into
the narrative. God's Blessing on this Wonderful Soul has
been designed to fit into any story and should come at the
end of a campaign, with full knowledge that it is the only way
to overcome the challenge the player is facing.
Due to the power God's Blessing on this Wonderful Soul
provides, it should only be given to players level 18 or above.
Characters who gain this powerful class mod, should only do
so in preparation for the final battle or battles that are going
to take place.
The DM has full control over when this appears in the
campaign. There are no boxes to check, or requirements to
meet, outside of the tables plot or design. There is no
planning ahead, or planning for this.

Ancient Soul
Level Minimum Level Requirements Otherworldly Imbuements Features
1st Character Level 2 2 Otherworldly Imbuements, Past Life Wavelength
2nd Character Level 7 3 Perfect Vessel
3rd Character Level 11 4 Boon of Endless Luck and Skill
4th Character Level 14 5 Ancient Soul
5th Character Level 16 6 Chosen by Fate
6th Character Level 18 10 God's Blessing

11
God's Blessing on this Past Life Wavelength
Wonderful Soul Features Blessed Wavelength Synchronization
Sync Drive
When you unlock the Ancient Soul’s 6th level you gain the
following features +10 You roll 3d20 and take the best result for all rolls,
until the start of your next turn, as all your being
screams out, inspiring you to do the impossible.
God's Blessing
+20 You immediately gain a single extra Action, Move
Beginning at 6th level of this Class Mod, you have reached Action, and Bonus Action.
your destiny and the purpose for your Soul's existance. This
is it. No more second chances, ever again. +30 You Heal 30% of your max HP and CP, clear all
You regain all memories for each and every last one of your conditions, and increase your proficiency bonus by
+1 until your Wavelength Score is below 30.
past lives and become a complete being, unlocking your
ultimate and most pure potential. You immediately gain the +40 You Heal 40% of your max HP and CP, clear all
following benefits: conditions, and are considered to have taken a long
rest for the purposes of all Imbuements.
Your base Strength, Dexterity, Constitution, Intelligence, +50 You Heal 50% of your max HP and CP, clear all
Wisdom, and Charisma ability scores are all set to 27. conditions, and gain a second Bonus Action, Move
You gain Expertise in all Attack Rolls, Saving Throws, Action, and Reaction at the start of each of your
Death Saving Throws, Skills, Tools, Ability Checks, and turns until your Wavelength Score is below 50.
Flat D20 Rolls. Addionally, you add double your +60 You Heal 100% of your max HP and CP, clear all
proficiency bonus to AC and Saving Throw DCs, and conditions, are considered to have taken a Full Rest
quintuple your proficiency bonus to all Damage Rolls. for the purposes of all Imbuements, increase your
You gain 3 additional Otherworldly Imbuements of your proficiency bonus by +3, and gain a second Action at
choice, for a total of 10. the start of each of your turns, until your Wavelength
At the start of each Combat Encounter you now gain an Score is below 60.
extra number of Temporary Wills of Fire equal to twice
your level in this class mod.
Whenever you would roll a 1, 2, 3, or 4 on any d20 roll, you
may always choose to reroll until you roll above a 4.
Additionally, whenever a hostile creature would roll a 20,
19, 18, or 17, on any d20 roll, you may always choose to
force them to reroll until they roll below a 17.
You ignore the HS Component on all Jutsu.
You can longer age or die of old age unless you choose to.
Your current Wavelength Score is reduced to zero. You
now automatically gain 10 Wavelength Synchronization at
the start of your turn while below 50% hp, and reduce
your Wavelength score to 0 on a rest.
You now measure all effects from Past Life Wavelength
using the Blessed Wavelength Synchronization table.
Excluding the Immortality Otherworldly Imbuement,   
you can not be revived by any means on death,       
ignoring all Jutsu, Arts, Features, and Abilities that        
say otherwise. You will not reincarnate again.
The effects of God's Blessing are permanent, and            
can not be lost or go away by any means. No matter       
where you find yourself in life and death. This is who          
you are now.

12
CREDITS
• If playing in a game with extremely powerful Class Mods
Copyright Holder: Masashi Kishimoto, Shueisha, Viz Media, and you find the Ancient Soul struggling to keep up, consider
Shonen Jump and all affiliated partners.
Cover Illustrator: Shirotaka, Mushoku Tensei allowing your Ancient Soul Player to gain the Ultimate
Backcover Illustrator: Kurone Mishima, Konosuba Battery and Immortality Imbuements for free, granting them
System Creator: Kingsare4ever (Tommie) both extra resources to keep up and potentially freeing up 1
Designer: StrangerKun (Andrew) or 2 of their precious Otherworldly Imbuement Slots for
Editor: StrangerKun (Andrew)
Special Thanks: Blasteroid, for sitting down with me, other unique powers.
looking throught my class mod, and cringing at every single
last ability and Imbuement. The loudest ones where
suprisingly useful in deciding what to tweak, nerf, or clarify.

Class Mod Considerations


Many players and DMs with poor taste want to include grand
tales of destiny, gods, reincarnation, and yes, Isekai. In either Alternative Rules
path, there lies a genuine potential for awesome ways to have
fun and tell grand stories at a table, but there are also a few Below is small list of alternative rules to use with the Ancient
traps and pitfalls that can trap both a player and DM in this Soul class mod. While not recomended by default, some
regard when using this Class Mod. players and DMs might enjoy a more pure Isekai experience,
or indeed wish they simply had more options.
• While intentionally broad in scope and choice to fit as
many game worlds as possible and allow Players and DMs to True Isekai Adventure
create any kind of grant story involving either the Isekai While Past Life Wavelength has its place as both a balancing
Genre or most classical reincarnation stories, this Class Mod and storytelling device, it's also true that some players and
is still not meant for every game. A DM should never be DMs may want a much more pure Isekai experience.
afraid to ban or remove certain Otherworld Imbuements, Achieving such a thing might seem difficult at first, but in
both from a balancing and story standpoint, or even ban this actuality, it mostly boils down to a matter of presentation.
Class Mod as a whole. With a side of addition and subtraction, of course. While
• Do not be afraid to impose additional penalties on players using this alternative rule, apply the following changes to the
who attempt on manipulate and abuse this Class Mod. If class mod:
there happens to be an issue, do not hesitate to reach out to The Ancient Soul no longer accumulates a Wavelength
StrangerKun#5014 about any questions you may have. Synchronization Score, from levels 1 throught 5.
• Players with this class mod will be extremely flexible and At 4th level, the Ancient Soul may pick 1 additional
adaptable to their environment, likely succeeding in social Imbuement.
and exploration encounters more so than all other players,
even those with class mods of their own. And... that's it. Yes, in essence, this does mostly boil down
• While the Past Life Wavelength feature might be a to the complete removal of this class mods downside, but
powerful device for storytelling and keeping the Ancient Soul there is still plenty of room for narrative repercussions.
from being to powerful in play, it also renders the player Either the PC begins his journy being summoned into the
extremely vulnerable to accumulating penalties faster than world dirrectly, reincarnates into the body of a baby as its
they can ever hope to deal with. More so they every other only occupant, or takes over the very young to middle aged
class mod out there, a PC's avoidance of permanent body of an Ancient Soul that has just experienced total Ego
character deletion and ability to perform in combat is almost Death. Depending on the setting, one or all may be
completely up to DM. Should they wish, any level 1 to 3 appropriate and can each bring unique complications and
Ancient Soul can be killed off at a whim, with merely a dozen obstacles into the narrative.
back-to-back recollections. But resorting to such measures is After all, no one wants to wake up in the body of a noble
strongly discouraged in favor of communication between all child, only days, weeks, or months away from a bloody civil
parties to create a fun, friendly, and mature environment. war without any memories of what would be their current
• A DM’s goal with this Class Mod is much the same as life. This is especially so the case if their parents are
normal, albeit while possing the occasional Recollection at dangerous and important people, embroiled in grand
the appropriate points within a story, both to potentially machinations or intrigue.
enhance the intrigue of the narrative and to add more stakes All this, of course, before the Entity, God, or Goddess that
as the player must struggle with losing themselves more and Isekai'd them into this world begins meddling into their life
more while dealing with the greater issues at hand. and making requests or even demands.

13

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