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1
TENSEIGAN
Unlocking the power of the Tenseigan is a total anomaly.
Considered significantly rarer than even the Rinnegan
GAINING THE TENSEIGAN
Gaining the Tenseigan should be some form of surprise
and called the Reincarnation Eye or The Eye of the
and come with either a powerful struggle or through
Heavens, it is said that in times of Chaos, one who wields
trials and tribulations and should not be something that
the Tenseigan is to appear to wash away the sins of man
is planned for activation without some level of Story
and usher in a new age of prosperity under the watchful
contrivance.
eye of its wielder.
Only Hyuga’s or more specifically, those born with a
The Tenseigan is a tool that can be used for both plot &
Byakugan can access the Tenseigan as, the Celestial
Mechanical relevance. Both the DM and the Player can
Chakra forcibly magnifies their visual prowess, allowing
benefit from including this into the narrative. The
the holder to both see and understand how to
Tenseigan has been designed to fit into any story. The
consciously access Celestial Chakra.
Tenseigan is an early to late game class mod that if used
This advancement and power is not something that
should come with moderation and consideration for
should come easy, or should be planned for, this power
other players and keeping balance with power levels.
should only come as the result of a major traumatic
This can only be gained by characters who have achieved
event in the characters life. As there is no direct path to
Character level 5 and experienced exceptional training.
attaining it, the decision for when it’s unlocked is wholly
While this is a powerful Class Mod and should not be
in the hands of the DM and players as they build the
handed out freely without careful consideration into
world. While there are no hard-set rules around
enemy choice, team composition and Campaign power
unlocking it, it can prove difficult to come up with
levels, it is a powerful tool in the DM’s Toolkit to push a
something on the fly. There will be a few different
narrative forward.
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.)
1
Celestial Arts are extremely powerful, yet amplified
CLASS MOD FEATURES versions of existing Hyūga Clan Jutsu. You do not need to
know the Hyūga Clan Jutsu the Celestial Art originates
When you gain the Tenseigan Class Mod, you gain the
from to use it.
following class mod features.
You learn 2 Celestial Arts beginning at 1st level of this
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 As a bonus action, you coat your body in an emerald
Class mod Feature, you can see a person’s name as if green, golden yellow, or ashy white cloak of chakra (your
floating above their head, if they belong on this plane or choice).
dimension, and if they lie to you. You can also see if a You can remain in this form for one 1 minute, ending
creatures spirit have been reincarnated, you can see it as a bonus action. While in this form, you gain the
whom they were in different lives, if any, and you can following benefits;
see when the weave of your reality is damaged, or being • Your Taijutsu Ability Score becomes 24.
bent out of shape. • Your Speed is Doubled.
Additionally, you are granted the knowledge on how to • Celestial Arts you cast costs are reduced by -3.
use Celestial Energy to bend the rules of the world to • Celestial Arts you cast, have their strain reduced by -1.
your whim, granting you the power to command the
(Min 1.)
heavenly power of reincarnation.
• When you cast a Hyūga Clan Jutsu, using Celestial
As a Standard Action you can begin to collect Celestial
Chakra, you instead treat every 1 Celestial Chakra
Energy from around you, into a single point within you.
spent, as 3 Chakra Points spent.
This chakra causes your body to glow with a soft golden
• Hyūga Clan Jutsu you cast, using Celestial Chakra are
hue.
treated as if they were 1 Rank Higher.
For the next minute, at the end of each of your turns
• When you would benefit from a single Art
after activation, roll 1d10 + four times your Tenseigan
Magnification, you double the benefits.
level, record the results and add them to the previous
• Increase your Celestial Art Save DC by +2 and Attack
totals (if any). You can only collect an amount of
Bonus by +4.
Celestial Energy equal to your Maximum Celestial
Chakra. Beginning at 5th level of this class mod. Your Cloak is
As an action you may consume this energy, as it far more powerful. You gain the following benefits;
permeates throughout your body, granting you and • Your Taijutsu Ability Score Becomes 28
surrounding allies of your choice, within 60 feet of you, • You gain a flying speed equal to your movement speed.
temporary hit points equal to half the collected total. • Celestial Arts you cast costs are reduced by an
This feature then immediately ends, and you cannot use additional -1.
it again until you complete a long rest. • Celestial Arts you cast, have their strain reduced by -2,
Alternatively, if your hit points are reduced to 0 while instead of -1 (Min 1.)
this feature is still collecting Celestial Energy, your • When you cast a Hyūga Clan Jutsu, using Celestial
Reincarnation Eye immediately activates, preventing
Chakra, you instead treat every 1 Celestial Chakra
any further damage. You are then bathed in the collected
spent, as 5 Chakra Points spent.
celestial energy, as your body is both destroyed and • Instead, increase your Celestial Art Save DC by +3 and
reformed simultaneously, and you gain the total stored
Attack Bonus by +6.
Celestial Energy as Hit Points.
This feature ignores decapitation, disintegration, soul
theft, or removal allowing your body and soul to reform
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
• As an Action you may; Celestial Strain: +1
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
As a Reaction to being targeted for a melee attack or
back 45 feet on a failed save.
taking damage from a melee attack. Make a melee
o Spend 2 Orbs: Target a creature and coat them in
Celestial Art attack. If the result of your attack is higher
protective Celestial Chakra. Target Creature gain
than the triggering creatures attack, you nullify their
45 Temporary Hit points for 1 minute.
attack, canceling it by using your Celestial chakra disrupt
o Spend 3 Orbs: You break the orbs down into a
the attack. You then immediately make a number of
single compressed sphere of Celestial Chakra and
Unarmed attacks equal to your character level divided by
launch it at a space you can see within 120 feet of
4. (Rounded up) (Min 1).
you. The Orb explodes, filling a 90-foot sphere.
Art Magnification: You can magnify your art beyond
All creatures within the radius of the sphere must
what their base power is. By increasing the cost of this
succeed a Dexterity saving throw. On a failed save
are by 2, you make 1 additional unarmed attack.
creatures take 16d8 force damage and are unable
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
On a hit, you reduce the targets chakra by 4d8 + your result.
Taijutsu ability modifier. Creatures affected by this Art cannot mold chakra
If you strike a creature more than once with this art, at until they complete a long rest.
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.
Art Magnification: You can magnify your art beyond HEAVENLY ANGEL PALM
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
Origin: Mountain Crusher Duration: Concentration, up to 1 minute.
Classification: Celestial Art Components: M, CM
Casting Time: 1 Action Cost: 15 Celestial Chakra
Range: Self (60-foot Cone) Celestial Strain: +3
Duration: Instant Keywords: Hijutsu, Taijutsu
Components: M, CM Description: Celestial Chakra coats your palms and
Cost: 14 Celestial Chakra forearms in any design or shape of your choice. They
Celestial Strain: +2 glow with a fiery emerald green hue. You do not spend
Keywords: Hijutsu, Taijutsu additional celestial chakra to maintain concentration on
Description: You create a golden blade made of celestial this jutsu.
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
If affected creatures have 0 Chakra, you instead deal that provides a bonus to their AC or Temporary hit
Triple damage to their hit points, and no additional points, you treat them as if they are Vulnerable to your
damage to their chakra. unarmed attacks.
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
On a hit, you deal 7d10 force damage to a target unnamed damage + 10d6.
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
If you score a critical hit with this Art, you triple the amount of Chakra they lost. All surround creatures
damage die, and treat all rolls of 2 and below, as 3. except you, in a 30ft sphere centering on the target
A creature hit by this Art cannot regain hit points or creature, must succeed a Dexterity save, taking the
chakra points, until the end of your next turn. result as force damage on a failed save, or half on a
Art Magnification: You can magnify your art beyond successful one.
what their base power is. By increasing the cost of this Art Magnification: You can magnify your art beyond
are by 2, you increase the damage done by 3d10. what their base power is. By increasing the cost of this
are by 2, increase the chakra reduction by 3d6.
SILVER WHEEL BLADE OF JUDGEMENT
Origin: Vacuum Palm ULTIMATE DIVINE PROVIDENCE
Classification: Celestial Art Classification: Celestial Art
Casting Time: 1 Action Casting Time: 1 Full Turn Action
Range: 60 feet Range: Self
Duration: Instant. Duration: Concentration, up to 1 minute
Components: M, CM Components: CM
Cost: 8 Celestial Chakra Cost: 30 Celestial Chakra
Celestial Strain: +1 Celestial Strain: +10
Keywords: Hijutsu, Taijutsu, Clash Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: You fire a beam of celestial chakra that Description: You use Celestial Chakra and Fuinjutsu to
pierces directly through a creature’s physical body Conjure a divine construct. You manifest a giant
wreaking havoc on a creature’s spirit. construct, made of Celestial chakra, and the most
Make a two ranged Celestial Art attacks, targeting up abundant inorganic substance in your immediate
to two creatures you can see within range with each vicinity. The size of this construct is makes mountains
beam. look small. The description and design of it is of your
On a hit, you deal 8d8 force damage to the target while choice. This Celestial Art can be unsummoned as a bonus
also reducing their chakra points by half the result. action.
Additionally, all creatures in a 5-foot wide, 30-foot- The construct has the following Statistics, and acts in
long line directly behind them must make a Dexterity your place on your turn. You cannot act while this
saving throw, taking 8d8 force damage on a failed save, construct is active. It acts on your turn, being able to use
or half as much on a successful save. your Action, Bonus action, movement or reaction as you
Art Magnification: You can magnify your art beyond see fit. You are inside of this construct making you
what their base power is. By increasing the cost of this hidden to all other creatures, and unable to be targeted.
are by 2, you fire 1 additional beam. You conjure a Seven headed dragon which follow your
every command;
6
Multiattack. Providence can attack a number of times equal to the number
Gargantuan Construct
of heads it has with its Dragon maw.
Armor Class 17 + (Your Tenseigan Level) Dragons Maw. Melee Weapon Attack: + 13 to hit, Reach 120 ft., one target. Hit:
Hit Points 350 (26d12 + 180) 3d6+ Str Bludgeoning damage.
Speed 0 ft. Synchronous Assault. Melee Weapon Attack: +13 to hit, Reach 90ft, One target.
Hit: +4d8 Bludgeoning damage for each head it has.
STR DEX CON INT WIS CHA
Sacrificial Defense. As a reaction, to a creature you can see would take
28 (+9) 24 (+7) 28 (+9) 1 (-5) 10 (+0) 1 (-5)
damage, one of the heads, interposes the attack, taking the damage in place
of that creature.
Condition Immunities All
Senses Chakra Sight 120ft, Tremorsense 120ft, passive perception 30 Celestial Art: Subjugate. As an action, Providence attempts to restrain a
target and eat its chakra. Providence makes a grapple attempt. On a
success, the target must succeed a constitution saving throw vs your
Critical Defense. Critical hits made against Providence count as normal hits
Celestial Art Save DC. On a Failed save, their chakra begins to be eaten,
unless you are already bloodied.
losing 6d8 at the beginning of each of your turns, they remain grappled.
Immutable Form. Providence is immune to any Jutsu or effect that would
While grappling a creature, you cannot use one head to make attacks.
alter your form.
Too Big to Fail. Providence uses its summoners Proficiency + Its Constitution
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
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