Path of Sealing

Versatile Training

Your training in versatility finally pays off. At 3rd level, you gain proficiency in all types of weapons. Your melee and ranged weapons benefit from your martial arts feature.

Animal Covering

You have studied the art of mimicking animals, sealing the technique into a Small scroll. At 3rd level, you learn the Ninja Art: Animal Cloak technique. As an action, you unravel the scroll containing this technique and cover yourself in chakra. The chakra forms an aura around you, shaping itself into your chosen animal's form. You gain that animal's actions, features (such as a crab's Amphibious trait), skills, senses and movement speed (such as flight); you can choose to forgo any trait of the animal if yours are better. The creature's CR cannot be higher than 1/2 and must be an animal (or type of beast). You can only have 3 animal seals per scroll and can only have one animal cloak active at a time.

This technique costs 3 chakra, requires concentration and lasts until dispelled.

Scroll Specialist

You have dedicated your life to training in the unorthodox art of Fūinjutsu. At 7th level, you no longer have a total limit to the number of scroll seals you can draw, and the amount you can draw per long rest increases to your proficiency bonus x2.

Additionally, you must decide either the Covering Specialist or the Nature Sealing Technique ability as your own, disregarding the one not chosen.

Covering Specialist

Your understanding of the animal kingdom allows you to mimic stronger creatures.

The creature's CR is increased to 4 for the purposes of the Animal Covering jutsu.

Nature Sealing Technique

Your mastery of Fūinjutsu and further training in Ninjutsu enables you to seal Nature Elements into a scroll. The amount sealed cannot exceed twice the weight of the scroll.

Alternatively, you can seal jutsu using Nature Elements into your scrolls. For this sake, jutsus with a chakra cost of:

  • 15 or lower count as size small.
  • 30 or lower count as size medium.
  • 31 or higher count as size large.

You can release said Nature Element and Jutsu from the scroll, this counts as casting the jutsu and uses the same action, bonus action or reaction as the original jutsu.

Efficient Sealing Technique

At 10th level, your enhanced knowledge of Fūinjutsu has given you better insight in space–time ninjutsu, allowing you to work more efficiently and do more with your seals. Taking anything out of the scrolls no longer costs an object interaction, instead being done at will.

In addition, your mastery of space–time ninjutsu allows you to seal things more efficiently: the properties of each scroll type is altered as long as it contains your seal on it.

  • Small Scroll: Holds up to 5 small items or 1 medium item.

  • Medium Scroll: Holds up to 10 Small items or 2 medium items.

  • Large Scroll: Holds up to 15 small items or 3 medium items.

  • Weapon Scroll: Holds up to 30 Shuriken or 30 Kunai, these can be summoned to hand at will.

The Giant Scroll also changes at 13th level, while gaining the Scroll Upgrade:

  • Giant Scroll: This scroll can store 5 large items, 10 medium items or 30 small items that’s individual weights do not exceed 30 pounds or any large or smaller creatures. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Scroll Proficiency

Mocked, praised or trained. The path you took may have opened your eyes to different opinions, but you've persevered.

At 10th level, you may choose Manipulated Tools: Binding Meteor or Proficient Covering as your own; again disregarding the other option.

Manipulated Tools: Binding Meteor

At 10th level, you begin to develop a special summoning technique designed to disable opponents with a quick succession of weapon summonings.


As a bonus action, you quickly summon a 30ft chain with a weight attached to each end. This chain lasts for 1 minute or until dismissed as a bonus action. You are proficient with this weapon.


As an action, you can make a melee weapon attack with the chain, on a hit the target takes 2d8 bludgeoning damage and must succeed on a Strength saving throw or be restrained and fall prone.
You can only restrain 2 creatures at a time with the chain. If two creatures are already restrained, you cannot attack with the chain. Creatures of size Huge or larger are not restrained, but instead simply fall prone.


On a subsequent turn you can use your action to spend 10 chakra points and perform one of the two following deadly techniques onto a restrained creature:

  • You focus your chakra into your arms and throughout the chain, periodically reinforcing your strength and the chain's resilience. Make a Strength (Athletics) check contested by the targeted creature's Strength (Athletics) check. If you succeed, you lift the creature into the air and slam them back down onto the ground in a location within 30ft of you, dealing 10d8 bludgeoning damage.

  • You take advantage of your opponent's defencelessness and target them with a barrage of summoned weapons. Make a ranged weapon attack, on a hit the target takes 12d8 damage of your choice from bludgeoning, piercing or slashing as you throw countless weapons in quick succession. This ranged weapon attack does not suffer disadvantage due to the target being prone.

Proficient Covering

Your proficiency of the art of animal mimicry is outstanding.

The creature's CR is increased to 6 for the purposes of the Animal Covering jutsu.

Scroll Expertise

You've gotten this far, training through an underated and mostly mocked art of scrolls and seals. Choose between Unsealing Technique: Segmented Iron Dome and Expert Covering as your ability, disregarding the unchosen ability.

Unsealing Technique: Segmented Iron Dome

Throughout your adventures, you found or crafted a segmented dome with a design of your choosing. This dome is made of Iron, but with your DM's approval can instead be made of a different material.

At 15th level, this dome can be summoned from a seperate special scroll. The dome, when summoned, takes up a space of 15 by 15 feet.

As a reaction to taking damage, you can summon this dome in your space. It gives you and anyone else in range complete cover, potentially negating the damage recieved. No creature can go in or out of the dome by non-magical means. The dome is invulnerable to damage, and can be re-sealed by its summoner as a bonus action. It otherwise stays in its summoned spot permanently.

Expert Covering

You are considered an expert in the the animal kingdom, and are now able to mimic most if not all animals.

The creature's CR is increased to 10 for the purposes of Animal Covering. You now also gain proficiency in Nature and Animal Handling, or expertise if you already were already proficient in them. In addition, any checks made in relation to the same creature you are currently Chakra Covered in, is made with Advantage.

Scroll Mastery

At 20th level, you've perfected the art of Sealing and the manipulation of scrolls. Choose one ability:

Covering Prowess

The creature's CR is increased to 13 for the purposes of the Animal Covering jutsu. Activating the ability now takes either an action or a bonus action. The creature type is also no longer limited to Beasts.

Twin Rising Dragons

At 20th level, you've mastered the art of blending weapon fighting techniques together and invented a poweful technique that utilises everything you know.


As an action, you spend 30 ki points to enter the form of a deadly art known as the Twin Rising Dragons. You simultaneously open 2 scrolls that summon various weapons synchronously, the smoke that is generated from all of the summonings covers a 15ft radius around you.
You gain a flying speed of 60ft as you shoot towards the sky, surrounded by circling scrolls. This form lasts for 1 minute or until you dismiss it as a bonus action.


Additionally, you gain access to a number of simple weapons of your choice equal to 10 + your Intelligence modifier, these weapons float around you as long as the form is active.These weapons gain the thrown property for as long as the form is active if they did not already have it. While in this form you can use you action to perform one of the following actions. If the action is an attack, you can target a creature within 60ft of you:


  • You swing your arms forward, launching several weapons towards an opponent, choose how many of the weapons received from this form you use make a ranged weapon attack. On a hit, the creature takes 1d10 bludgeoning, piercing or slashing damage per weapon you threw. The thrown weapons do not return to you at the end of the attack.

  • You summon a pair of chains and launch them towards a creature within range. The creature must make a Strength saving throw against your spellsave DC or be restrained. A restrained creature can repeat the saving throw as an action on their turn, ending the condition on a success.

  • You place several explosive tags in your possession onto your weapons, the explosive weapons deal additional 2d8 fire damage per weapon you place a tag on. You must have prepared the tags previously to taking on this form, otherwise you cannot take this action.

  • You reel in all your thrown weapons using hidden strings attached to them. Any weapons used in previous attacks are now replenished and can be used again.

Custom Technique

Alternatively, discuss with your DM and create a custom ability of your choice fitting this subclass' theme.