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HYAKUGOU SEAL LEVELING UP THE HYAKUGOU SEAL

In order to level up the Hyakugou Seal you must gain


better control of your chakra, you must meet the
The Hyakugou Seal was created to give a way for
minimum level requirement and succeed another Chakra
characters that don’t come from a prestigious family or
Control Check, the DC of which is indicated by the
don’t know the right people to keep up. This class mod is
Chakra Control column of the class mod table.
based “loosely” off the power that both Sakura and
You gain a +1 bonus to this check for each instance of
Tsunade used throughout the end of Shippuden. Giving
25 Stored Chakra you have spent. This bonus resets when
players the ability to stay active in combat for far longer
you gain a level in this class mod.
than normal.

GAINING THE HYAKUGOU


SEAL
Gaining the Hyakugou Seal should be a feat of
persistence and will power, gaining the seal is no easy
task as one must first discover its existence. The
Hyakugou Seal is an ancient technique from the era of
the sage of six paths. Much is unknown about the
technique and there are very few who practice it. A
character must find a master who can teach them the
seal or locate an ancient scroll detailing its intricacies.
To learn how the technique works requires time spent
studying, if you are being taught by a master you must
spend 3 weeks learning the basics of the seal before you
may attempt to learn the technique. If you are trying to
learn from a scroll you must instead spend 5 weeks
studying before attempting to learn the seal and the DC
of the training process increases by 2.
After learning the basics of the seal, you must begin to
train your chakra control, you must succeed a DC 40
Chakra Control check in order to begin to put chakra into
the seal. You must spend downtime attempting to put
chakra into the seal. You may attempt this check 3 times
per week of downtime spent. On a failed check you
expend 50 Chakra harmlessly and gain a +1 to your next
chakra control check in relation to the Hyakugou Seal,
these bonuses stack with each failed check as long as you
keep training towards unlocking the seal.
On a successful check you store 25 Chakra into the seal
and gain the first level of this class mod.

STORING CHAKRA
Once you have completed the seal you can begin to store
chakra daily into the seal, each day you may spend
chakra up to your level times 5 storing it into the seal for
later use. At first level of this class mod, you can have up
to 200 Store Chakra, this amount increases as you level
up in this class mod.
At 5th level of this class mod:
HYAKUGOU SEAL • When you heal yourself or someone else as a Bonus
The Hyakugou Seal allows you to build a large reserve of Action using Stored Chakra, they regain hit points
chakra stored in a seal located on your body. At 1st level, equal to twice the amount of Stored Chakra spent.
you can store up to 200 chakra into this seal, which • When you would spend Stored Chakra to remove
becomes Stored Chakra. You can use Stored Charka to conditions, you can spend 20 Stored Chakra to remove
pay for any jutsu or feature that cost chakra, but must one rank of Exhaustion.
pay double the chakra cost in Stored Chakra. • When you would reach 0 Hit Points, you can instead
As a Bonus Action, you can activate the Hyakugou Seal. spend any amount of Stored Chakra regaining hit
While active you gain the following benefits in addition points equal to twice the amount spent.
to your Seal Type benefits:
• Your Strength score becomes 20 unless it would
POWER SEAL
While under the effects of your Hyakugou Seal you gain
already be 20 or higher in which case it increases by +2
the following benefits:
• You can use Stored Chakra as if it were regular chakra
• You deal an additional die of damage with Unarmed • Your Strength score increases by +2.
Attacks • You can grapple creatures that are size Huge or
• Taijutsu you cast have their damage die increased by 1 smaller.
step • While grappling a creature you may move them using
• Your movement speed increases by 30 feet. your full speed, additionally you may attempt to throw
• You regenerate 1d10 + your Constitution modifier hit a creature you are grappling, as an action make a
points at the start of your turn. contested Strength (Athletics) on a success you throw
the creature a number of feet in any direction equal to
You must pay 25 Stored Chakra a turn to maintain the
your strength score.
Hyakugou Seal. Your seal lasts until you run out of Stored
Chakra or until you deactivate it as a Bonus Action. Beginning at 3rd Level in this class mod:
• Your Strength score increases by an additional +2.
SEAL TYPE • You can now grapple creatures that are Gargantuan or

At 1st level of this class mod, you must choose a Seal smaller.
Type. Your Seal Type will determine the benefits you • You cannot be moved against your will.

gain while under the effect of you Hyakugou Seal. • Your unarmed, weapon, and taijutsu attacks deal
double damage to structures.
HEALTH SEAL • When you attempt to throw a creature, you can now
While under the effects of your Hyakugou Seal you gain throw them a number of feet equal to twice your
the following benefits: Strength Score.
• You regenerate an additional 2d10 hit points at the At 5th level of this class mod:
start of your turn. • Your Strength Score increases by an additional +6
• You may as a Bonus Action spend any amount of
• You can temporarily boost your strength to
Stored Chakra in order to heal yourself. You regain 1
tremendous numbers, as a Bonus Action, you can
hit point for each Stored Chakra spent in this way.
double your strength score. When you do this the cost
• As a Bonus Action, you can spend 10 Stored Chakra to
to maintain the Hyakugou Seal increases to 50 per
remove all ranks of any one Elemental or Physical round and you double the amount of Cellular Decay
condition (Excluding Exhaustion). you receive from the rounds this ability is active. You
Beginning at 3rd Level in this class mod: may deactivate this ability as a free action on your
turn.
• You can now regenerate any lost limbs at the start of
• When you attempt to throw a creature, you can now
your turn by paying 15 Stored Chakra.
throw them a number of feet equal to 3 times your
• As a Bonus Action, you can heal a creature you are
Strength Score.
touching by spending Stored Chakra, they regain a
number of hit points equal to the Stored Chakra spent.
SPEED SEAL COMBAT SEAL
While under the effects of your Hyakugou Seal you gain While under the effects of your Hyakugou Seal you gain
the following benefits: the following benefits:
• Your movement speed is doubled, this can stack with • You unarmed damage becomes 3d8.
other speed multipliers. • When you make a melee weapon attack, you can
• You ignore difficult terrain. replace the damage die of the weapon with your
• Your movement speed cannot be reduced by hostile unarmed damage.
creatures or effects. • You gain a +1 to attack and damage rolls with
• You do not provoke opportunity attacks. unarmed, melee weapon, and taijutsu attacks for each
level in this class mod.
Beginning at 3rd Level in this class mod:
• Your movement speed is now instead multiplied by 5, Beginning at 3rd Level in this class mod:
this can stack with other speed multipliers. • Your critical threat range with unarmed, melee
• When you take the dodge action, creatures roll an weapon, and taijutsu attacks becomes 18-20, if it
additional d20 and take the lowest result. would already be better, then it instead increases by 1,
• You add your level in this class mod to your AC. to a maximum of 15-20.
• As a Bonus Action, you can change to a defensive
At 5th level of this class mod:
stance, The bonus you gain to attack and damage from
• You can temporarily increase your speed to incredible this class mod instead applies to your AC. You may
amounts. As a Bonus Action, you can multiply your revert back into an offensive stance as a bonus action.
current movement speed by 10. When you do this, you
At 5th level of this class mod:
increase the cost to maintain the Hyakugou Seal to 30
per round. You may deactivate this ability as a free • Your unarmed damage becomes 3d10.
action on your turn. • You can temporarily boost your combat prowess by an
• When you take the attack action you may make an obscene amount. As a Bonus Action, you can increase
additional attack. your unarmed damage to 6d10. When you do this the
• When you take the dodge action, creatures roll an cost to maintain the Hyakugou Seal increases to 50 per
additional 2d20 and take the lowest result. round and you double the amount of Cellular Decay
you receive from the rounds this ability is active. You
CHAKRA SEAL may deactivate this ability as a free action on your
While under the effects of your Hyakugou Seal you gain turn.
the following benefits: • Your critical threat range with unarmed, melee

• When using Stored Chakra to fuel a jutsu you reduce weapon, and taijutsu attacks becomes 16-20, if it
the cost by an amount equal to its rank. (D-Rank = 1, would already be better, then it instead increases by 1,
C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank = 5) ignoring critical threat range maximums.
• You have advantage on Chakra Control checks to
maintain concentration on jutsu. ELEMENTAL SEAL
While under the effects of your Hyakugou Seal you gain
Beginning at 3rd Level in this class mod: the following benefits:
• You can concentrate on an additional jutsu. • When you cast a jutsu with an Elemental keyword you
• When using Stored Chakra to fuel a jutsu you reduce deal an additional die of damage for each level you
the cost by twice the rank of the jutsu. (D-Rank = 2, C- have in this class mod.
Rank = 4, B-Rank = 6, A-Rank = 8, S-Rank = 10) • You ignore resistance to Cold, Lightning, Fire, Earth,

At 5th level of this class mod: and Wind damage.

• When using Stored Chakra to fuel a jutsu you reduce Beginning at 3rd Level in this class mod:
the cost by three times the rank of the jutsu. (D-Rank • You treat immunity to Cold, Lightning, Fire, Earth,
= 3, C-Rank = 6, B-Rank = 9, A-Rank = 12, S-Rank = and Wind damage as resistance.
15) • When you cast a jutsu with a nature release keyword
• When you cast a jutsu, you may spend increments of you may spend increments of 10 Stored Chakra to
10 Stored Chakra to increase the rank of the jutsu by increase the Save DC by 1 or it’s damage dice by 2. You
one, if you would attempt to upcast an S-Rank jutsu may do this a number of times equal to the relative
that deals damage or restores hit points, its rank modifier.
remains S-Rank, but it increases by 3 damage/healing
At 5th level of this class mod:
die or its Save DC by +3. You may upcast a jutsu a
number of times equal to the relevant casting • If someone is Vulnerable to damage you inflict with
modifier. Cold, Lightning, Fire, Earth, or Wind damage they take
• When you are forced to make a Chakra Control check triple damage instead of double.
to maintain concentration on a jutsu you may spend • You may spend 10 Stored Chakra to change the nature
20 Stored Chakra to pass the check. release keyword a jutsu has to another. When you do
the damage type changes to the corresponding type.
OVERLOAD SEAL DEFENSIVE SEAL
While under the effects of your Hyakugou Seal you gain While under the effects of your Hyakugou Seal you gain
the following benefits: the following benefits:
• You gain the ability to overload ninjutsu and genjutsu, • You gain immunity to Non-Chakra Enhanced
when you cast a ninjutsu or genjutsu you may spend Bludgeoning, Piercing and Slashing damage
an amount of stored chakra equal to the rank of the • When a creature within 10 feet of you is targeted by an
jutsu to overload it. attack you can choose to instead move to intercept the
attack, becoming its new target.
Rank Cost • If a creature within 10 ft. of you is forced to make a
D-Rank 5 Stored Chakra Strength or Dexterity saving throw from a Line, Cone
C-Rank 10 Stored Chakra or Radius jutsu, you can choose to move in between
them and the jutsu, making the saving throw in their
B-Rank 15 Stored Chakra
place.
A-Rank 20 Stored Chakra
Beginning at 3rd Level in this class mod:
S-Rank 25 Stored Chakra
• You add your level in this class mod to all saving
• When you overload a jutsu, the jutsu gains an throws.
additional damage/healing die, a +1 to Save DC, and a • When you would gain a rank of any condition besides
+3 to attack rolls and may use your Heavenly Art Save exhaustion, you can spend 20 Stored Chakra per rank
DC and Attack Bonus. gained to negate it.
• You may choose one Jutsu of C-Rank or lower you
At 5th level of this class mod:
know. This jutsu counts as overloaded whenever you
cast it without having to spend extra chakra, you • You gain 25 Damage Reduction against all damage
cannot overload it again for more benefits. types except for psychic.
• You gain resistance to all damage, excluding psychic.
Beginning at 3rd Level in this class mod:
• When you overload a jutsu the bonus increases to +3 HEAVENLY ENHANCEMENTS
additional damage/healing die, a +2 to Save DC, and a
Finally at 1st level, due to the immense amount of chakra
+5 to attack rolls.
stored, your body has become refined, granting you
• You may choose an additional Jutsu of B-Rank or
power others would have to work tremendously hard to
lower to always count as overloaded when cast.
obtain. You gain 1 Heavenly Enhancement; these are
At 5th level of this class mod: passive benefits you gain while your Hyakugou Seal is
• When you overload a jutsu the bonus increases to +5 active. You gain an additional Heavenly Enhancement at
additional damage/healing die, a +3 to save DC, and a 3rd and 5th level of this class mod.
+7 to attack rolls Beginning at 5th level, you no longer need to have
• You may choose an additional Jutsu of A-Rank or your Hyakugou Seal active to gain the benefits of your
lower to always count as overloaded when cast. Heavenly Enhancements.

MIND SEAL HEAVENLY ARTS


While under the effects of your Hyakugou Seal you gain At 2nd level in this class mod, you gain access to
the following benefits: powerful jutsu called Heavenly Arts. These techniques
• When you cast a Genjutsu with the Visual, Auditory, are only possible because of your immense chakra pool.
Inhaled or Tactile keyword, you may switch the You start with 2 Heavenly Arts and learn more as you
keyword to another. progress in this class mod as indicated by the class mod
• You ignore resistance to Psychic damage. table. Heavenly Arts are fueled by Stored Chakra. Some
Heavenly Arts may have certain prerequisites that you
Beginning at 3rd Level in this class mod: must meet in order to take the Art, however you ignore
• When you cast a genjutsu that only targets a single any keyword requirements.
creature you may spend 10 Stored Chakra to target Some Arts may require an attack roll or saving throw,
additional creatures up to your level in this class mod. to calculate your Heavenly Art Attack Bonus and Save DC
• You treat immunity to Psychic damage as resistance. do the following:
Heavenly Art Save DC = 12 + your level in this class
At 5th level of this class mod:
mod + your Proficiency Bonus.
• When you cast a Genjutsu that doesn’t have the Heavenly Art Attack Bonus = Twice your Proficiency
Unaware keyword you may spend 10 Stored Chakra to Bonus + your level in this class mod.
treat it as if it did.
• You ignore immunity to Psychic damage. When you
cast a Genjutsu that deals Psychic damage, you may
spend 25 Stored Chakra to treat the creature as
vulnerable to the damage.
MINOR SEAL TYPE C ELLULAR D ECAY
At 3rd level in this class mod, you have gained a minor Amount Effect
seal type. Choose one seal type you didn’t select at 1st
20+ Your body is slightly stressed from your
level; you gain the 1st level benefits for this seal type.
use of the Hyakugou Seal, you take a -1

CELLULAR DECAY
to Strength and Dexterity skill checks.
40+ You take a -3 to all Strength and
When you use the Hyakugou Seal it puts a strain on your Dexterity skill checks.
body physically, at the conclusion of your Hyakugou Seal
60+ Your Strength, Dexterity and
you gain an amount of Cellular Decay equal to the twice
Constitution scores are reduced by 4.
the number of rounds the Seal was active for.
Additionally, when your Hyakugou Seal ends you must 80+ Your maximum health is reduced by the
make a Constitution ability check against your Cellular amount of Cellular Decay you have.
Backlash DC. On a failed check you gain an additional Additionally, you increase the amount
amount of Cellular Decay equal to 1/4th of the Stored of Cellular Decay you gain when your
Chakra you spent while your Seal was active (rounded Hyakugou Seal ends by +1 per round.
up). 100+ Your Strength, Dexterity and
As you incur Cellular Decay you suffer effects as listed Constitution scores are reduced by 6
on the Cellular Decay table. When you complete a long 120+ Your maximum chakra is reduced by the
rest without using this class mod you heal 1d4 cellular amount of Cellular Decay you have.
strain. Additionally, you can spend 1 week of downtime Additionally, you further increase the
to heal 1d4 + your constitution modifier strain. amount of Cellular Decay you gain when
Beginning at 4th level in this class mod, you have your Hyakugou Seal ends by +1 per
begun to be able to rely on the seal without risking your round.
own safety as much. If you fail a Cellular Backlash you
140+ You take a -10 to all Strength and
instead only gain an amount of Decay equal to 1/6th of
Dexterity dice rolls.
the Stored Chakra you spent.
Cellular Backlash DC = 12 + the number of rounds your 160+ Your Strength, Dexterity, and
Hyakugou Seal was active – Your level in this class mod Constitution scores are reduced by 8
180+ Your overuse of the seal has caused your
body to begin to crumble, you rapidly
age 100 years. While you may still be
alive you are unable to continue your
life as a shinobi. You have a -15 to all
dice rolls. You are able to live for up to
1d12 years after you reach this point
before you succumb to your age. You
can no longer heal Cellular Decay.
HEAVENLY ARTS HEAVENLY ART: CLARITY
Classification: Heavenly Art
HEAVENLY ART: BLINDING SPEED Casting Time: 1 Bonus Action
Classification: Heavenly Art Range: Self
Casting Time: 1 Bonus Action Duration: 1 Minute
Range: Self Components: CM
Duration: Concentration, up to 1 Minute Cost: 200 Stored Chakra
Components: M Keywords: Medical, Ninjutsu
Cost: 50 Stored Chakra Description: Your body rapidly heals to stay standing
Keywords: Taijutsu and in the fight. For the duration of this art, you are
Description: You pump chakra into your muscles giving immune to the following conditions:
you a significant boost in speed. While this art is active • Bleeding
your speed is doubled, and your AC becomes 14 + twice • Blinded
your dexterity modifier+ your proficiency bonus. • Chilled
Additionally, you cannot have your AC reduced by hostile • Dazed
features or jutsu for the duration of this art. • Deafened
• Envenomed
HEAVENLY ART: BLOWBACK COUNTER • Paralyzed
Classification: Heavenly Art • Poisoned
Casting Time: 1 Reaction, which you take when you • Shocked
suffer damage from a melee attack. • Slowed
Range: 5 feet • Unconscious
Duration: Instantaneous • Weakened
Components: M
Cost: Special HEAVENLY ART: ELEMENTAL WAVE
Keywords: Taijutsu Classification: Heavenly Art
Description: When you are hit by an attack you brace Casting Time: Action
your body with an immense amount of chakra. As a Range: Self (240-foot Cone)
reaction to taking damage you spend an amount of Duration: Instantaneous
stored chakra equal to the damage taken then expel it Components: CM
outward negating the damage. The creature who dealt Cost: 25 Stored Chakra
the damage takes 10d10 Force damage and must succeed Keywords: Ninjutsu
a strength saving throw at disadvantage or be pushed Description: You must know at least one Nature Release
back a number of feet equal to twice the damage negated. to cast this art. You unleash a massive wave of chakra
If they collide with an object, they take damage as if they infused with your nature release. Choose one elemental
had fallen the full distance. keyword you know, Creatures in range must succeed a
Dexterity saving throw or take 20d8 damage of the
HEAVENLY ART: BOUNCE BACK corresponding damage type (Water = Cold) and suffer
Classification: Heavenly Art the effects of the chosen element, you can pay an extra
Casting Time: 1 Reaction, which you take when you are 25 Stored Chakra to apply a second elemental keyword to
targeted by a ranged jutsu/art or forced to make a saving this Art, if you do the damage counts as both for the
throw as a result of a Cone, Line or Radius jutsu/art. purpose of overcoming resistances and immunity.
Range: 5 feet Wind- Each creature must make a Strength saving
Duration: Instantaneous throw, on a failed save they are knocked back 30 feet and
Components: M gain 15 ranks of bleeding.
Cost: 25 Stored Chakra Fire – Each creature must make a Constitution saving
Keywords: Taijutsu throw, gaining 10 ranks of burned on a failed save.
Description: When you are targeted or force to make a Earth – The area becomes difficult terrain and each
saving throw you charge your fist with an immense creature must succeed a Dexterity Saving throw or be
amount of chakra, planning to intercept and return the restrained, a creature can use its action to make the
attack. Make a Heavenly attack vs the Attack Roll or DC saving throw again on its turn.
of the intercepted attack. On a success you send the Lighting – Each creature must make a Constitution
attack back towards its origin and the original caster saving throw becoming stunned for 1d4+1 turns on a
becomes the new target. failed save.
Water – This jutsu creates 100 gallons of water that can
HEAVENLY ART: CHAKRA SAP be used as a sufficient water source for 10 jutsu. Each
Classification: Heavenly Art
creature in range must make a Strength saving throw,
Casting Time: 1 Action
being pushed back to the edge of the cone on a failed
Range: Touch
save.
Duration: Instant
Components: CM
Cost: 25 Stored Chakra
Keywords: Medical, Ninjutsu
Description: You strike a creature in range with a hand
coated in an immense amount of medical chakra. Make a
Heavenly melee attack, on a hit you deal 20d8 Chakra
Damage and regain half as many chakra points, with any
excess being added into your Stored Chakra.
HEAVENLY ART: HANDS OF HEAVEN AND Dexterity saving throw or take 15d6 Force damage as
HELL they are hit by the shockwave of your punch. Creatures
Classification: Heavenly Art who succeed a saving throw take only half damage and
Casting Time: 1 Bonus Action suffer no additional effects.
Range: Self
Duration: Concentration, up to 1 minute HEAVENLY ART: OASIS OF CHAKRA
Components: CM Classification: Heavenly Art
Cost: 50 Stored Chakra Casting Time: 1 Bonus Action
Keywords: Ninjutsu, Medical Range: 60 feet
Description: You coat your hands in medical chakra Duration: Instantaneous
ready to heal or destroy the cellular composition of a Components: CM
creature. For the duration of this art, you may use your Cost: Special
Heavenly Art attack bonus when making unarmed Keywords: Ninjutsu, Medical
attacks and when you would deal damage with an Description: As a bonus action on your turn, you release
unarmed attack you gain hit points equal to half the a wave of chakra, spend any amount of Stored Chakra,
amount of damage dealt and you also reduce the each creature of your choice within range gains an
creature’s maximum hit points by the same amount amount of temporary chakra and hit points equal to the
until they finish a full rest or are healed by a medical amount spent. Additionally, when you cast this art and a
jutsu of S-Rank. You may also for the duration of this art creature that benefits from it is paying concentration
heal one creature within 5 feet of you as an action, when costs on a jutsu you may instead pay those costs as long
you do, they regain a number of hit points equal to three as they still have the temporary hit points or chakra
times your unarmed damage. (minimum 1d4) granted by this art. While you are paying the chakra
costs for another creature’s concentration the creature
HEAVENLY ART: LIFE DRAIN cannot lose concentration on that jutsu as a result of
Classification: Heavenly Art taking damage.
Casting Time: 1 Action
Range: 5 feet HEAVENLY ART: OTHERWORLDLY REVIVAL
Duration: Special Classification: Heavenly Art
Components: M Casting Time: 1 Action
Cost: 25 Stored Chakra Range: Self (60-foot Radius)
Keywords: Taijutsu, Medical Duration: Instantaneous
Description: You grab a creature by the throat and begin Components: CM
the drain their body of its life force. Make a Heavenly Cost: 200 Stored Chakra
attack roll on one creature in range. On a success they Keywords: Ninjutsu, Medical
are grappled and take 20d10 Necrotic damage with you Description: You release a wave of healing chakra. Each
regaining half the damage dealt at the beginning of each living creature of your choice within range has their hit
of your turns. Each turn you must spend your action to points and chakra points restored to full and are healed
maintain this grapple. The creature you have grappled of any conditions affecting them. If a creature
can attempt a strength saving throw at disadvantage as within range has been dead for no more than 10 minutes
an action on its turn breaking the grapple on a success. and are mostly whole, then they come back to life with
half their hit points and chakra points restored.
HEAVENLY ART: MASTER COMBATANT
Classification: Heavenly Art
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: M
Cost: 50 Stored Chakra
Keywords: Taijutsu
Description: You ready your mind and body for combat.
For the duration of this art your unarmed damage
becomes 4d6, when you cast a taijutsu you increase
its damage die by 2 sizes, and your unarmed damage
bypasses 5 Damage Reduction.

HEAVENLY ART: METEOR IMPACT


Classification: Heavenly Art
Casting Time: 1 Action
Range: Self (120-foot Radius)
Duration: Instantaneous
Components: M
Cost: 25 Stored Chakra
Keywords: Taijutsu
Description: You coat your fist with an immense
amount of chakra before slamming it into the ground.
Each creature within range must succeed a Strength
saving throw or take 20d12 Bludgeoning damage and be
pushed back 50 feet. Creatures within a 200-foot radius
outside the range of this jutsu must also make a
HEAVENLY ENHANCEMENTS HEAVENLY ENHANCEMENT: DIVINE
KNOWLEDGE
HEAVENLY ENHANCEMENT: DIVINE The amount of chakra coursing through your body
STRENGTH allows your brain to work overtime granting you
Your immense chakra, has provided you great physical tremendous mental ability. While your Hyakugou Seal is
strength. While your Hyakugou Seal is active you gain active you gain the following benefits;
the following benefits; • Your Intelligence score becomes 24.
• You have advantage on Intelligence saving throws.
• Your Strength score becomes 24.
• Your Heavenly Art Save DC and Attack bonus increase
• You have advantage on Strength Saving Throws.
• You cannot be grappled, restrained or moved against by +2.
• You gain a 1d8 Bonus to any Intelligence based skill
your will.
• You gain a +5 to Strength (Athletics) rolls while check
• You gain resistance to psychic damage.
attempting to initiate or maintain a grapple with

HEAVENLY ENHANCEMENT: DIVINE WILL


another creature.

HEAVENLY ENHANCEMENT: DIVINE The chakra coursing through your eyes lets you see what

REFLEXES others cannot. While your Hyakugou Seal is active you


gain the following benefits;
The chakra pumping through your legs grants you
amazing speed and reflexes. While your Hyakugou Seal • Your Wisdom score becomes 24.
is active you gain the following benefits; • You have advantage on Wisdom Saving Throws.
• You gain a +10 to Perception and Insight.
• Your Dexterity score becomes 24.
• You gain Chakra Sight out to a mile.
• You have advantage on Dexterity saving throws.

HEAVENLY ENHANCEMENT: DIVINE


• You can take an additional reaction per round.

PRESCENCE
• When you would be unable to take reactions due to a
jutsu or feature, you can spend 20 Stored Chakra to
Your immense chakra pool gives off a strong presences
regain the ability to use your reaction.
and others can feel you are not to be trifled with. While
HEAVENLY ENHANCEMENT: DIVINE your Hyakugou Seal is active you gain the following

ENDURANCE benefits;
Due to the amount of chakra flowing through your body, • Your Charisma score becomes 24.
you can shrug off blows that others cannot. While your • You have advantage on Charisma Saving Throws.
Hyakugou Seal is active you gain the following benefits; • You gain a +5 to Intimidation rolls.
• You add half your Intimidation bonus to all attack and
• Your Constitution score becomes 24.
• You have advantage on Constitution saving throws. damage rolls against creatures who have ranks of fear
• Your maximum and current Hit Points increase by 1o
against you.
times your level in this class mod.
• Your maximum Hit Points cannot be reduced by
hostile creatures or effects.
SEAL OF HEAVEN GAINING THE SEAL OF
HEAVEN
Mysterious Voice: “Look at you, holding so much power Gaining the Seal of Heaven should only happen when the
and unable to use more than a fraction of it. If you keep player and party are in very real danger of dying, when
this up you will surely perish along with everyone you they are beaten and broken and desperately need a way
swore to protect. Shame, so much potential gone to waste. out. Players should be aware that accepting this power
Perhaps I will help you break your limits, although I can’t will result in their death. They will lose the ability to
say you’ll enjoy the consequences.” activate their seal 8 hours after gaining it, and their body
will begin to wither, slowly leading to their deaths
Unlocking the power of the Seal of Heaven is not
within the next 24 hours. Giving them a short time to say
something that a mere mortal has ever obtained, so
goodbye. The Seal of Heaven can only be gained if the
much is unknown about the Hyakugou Seal although
character is at level 5 of the Hyakugou Seal.
some believe it is related to the Ōtsutsuki and their
immense power. The Seal of Heaven cannot be obtained
by normal training, and may only be unlocked in a state
of desperation, when your internal cries for help reach
the ears of someone most would call divine. Hearing her
tells you everything you need to know. She isn’t here to
help you survive, she is here to fuel the fire in your heart,
and make you into something even gods would fear, with
little concern over your wellbeing.
When you are at your lowest, when you feel like you
are sure to die and nothing you do could possibly change
the tide in your favor. She will reach out.
Once she does you have little choice but to accept her
help in unlocking that which lies dormant within your
Seal, granting you the Seal of Heaven and all the
tremendous power that comes with it.
The Seal of heaven 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. The Seal of Heaven has been designed to fit
into any story.
The Seal of Heaven is an end game class mod, that
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 the Seal of Heaven provides, it
should only be given to players level 18 or above.
Characters who gain this powerful class mod should
know that doing so ensures their demise, and fully
accept that fact.
The DM as always has full control over when this
appears in a campaign, and due the power and
consequences, it should only be brought into the story
when it needs to, and should not be handed out unless
the character is facing the penultimate threat and is
willing to give up their life to save others.
SEAL OF HEAVEN FEATURES HEAVENLY CHAKRA
When you unlock the Hyakugou Seal’s 6th level you gain Once you gain access to the Heavenly Seal, you begin to
the following features. rapidly swell with an overflowing amount of chakra,
stronger than anything you have ever felt, this chakra is
HEAVENLY SEAL called Heavenly Chakra, the amount of Heavenly Chakra
Beginning at 6th level of this class mod, you have flowing through you is indescribable. While your
unlocked the full potential of your Hyakugou Seal, Heavenly Seal is active, you have the maximum amount
granting you the Heavenly Seal. You gain the following of Chakra and Stored Chakra possible. You do not need to
benefits instead of your normal and minor seal type, spend chakra to cast jutsu or arts, cannot lose the ability
while your Heavenly Seal is active: to mold chakra, and are immune to chakra damage from
any source.
• All your Ability Scores become 30 unless they would be
higher.
• You gain expertise in all saving throws.
HEAVENLY FORM
• You regenerate 10d10 Hit Points at the start of your Due to the immense amount of Heavenly Chakra swirling
turn. in your body, you have reached the true peak of the
• Your Maximum Hit Points cannot be reduced in any human form. When you reach 0 Hit Points you do not fall
way. unconscious; However, you must still make death saving
• You can grapple creatures of any size, and ignore throws as normal. You need to fail 10 death saving
immunity to the grappled condition. throws in order to be killed, and you remove all failed
• While grappling a creature you may move them using death saves once you regain hit points. If you lose any
your full speed, additionally you may attempt to throw limbs while under the effect of your Heavenly Seal, they
are fully regenerated, and any physical damage you
a creature you are grappling, as an action make a
endure such as scrapes, cuts, and bruises instantly heal
contested Strength (Athletics) check, on a success
your throw the creature a number of feet equal to 5 at the beginning of your turns, as your bodies natural
times your Strength score. regeneration is overclocked to an extreme amount.
• In addition, you gain expertise in all skills relating to
You cannot be moved against your will.

Strength, Dexterity and Constitution.
Your unarmed and weapon attacks deal 5 times
damage to structures.
• Your Movement Speed is multiplied by 10.
• You ignore difficult terrain, your movement speed
cannot be reduced, and you do not provoke attacks of
opportunity.
• You add twice your level in this class mod to your AC.
• When you take the attack action, you may make an
additional 3 attacks.
• You cannot fail Concentration checks.
• Jutsu you cast are immediately upcasted to S-Rank,
and may use your Heavenly Art Attack Bonus and Save
DC.
• Your unarmed damage becomes 8d12.
• When you make a melee weapon attack, you can
replace the damage die of the weapon with your
unarmed damage.
• Your unarmed, melee weapon, and taijutsu attacks
score a critical hit on a result of 14-20.
• You ignore resistance to damage, and treat immunity
as resistance.
• If someone is Vulnerable to damage you deal, they
instead take 5 times damage.
• Jutsu you cast deal an additional 5 damage/healing die.
• You gain immunity to Bludgeoning, Piercing and
slashing damage, and resistance to all other damage
types.
• You gain 30 Damage Reduction against all damage
types.
Your Heavenly Seal remains active for 8 hours or until
you deactivate it as a free action. At the conclusion of
your Heavenly Seal, you immediately gain 100 Cellular
Decay, and your body begins to wither away. You have 24
hours before you are reduced to dust.

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