Heavenly Gates: Eight Gates & Seven Heavens

Before You Read

Disclaimers

Heavenly Gates is just an abbreviated version of Seven Heaven's Breathing Techniques and the Eight Gates. It is not a unique thing nor is it a combined version of Gates and the Heavenly Breaths. Don't worry. I just found it a lot easier to refer to both of them as Heavenly Gates rather than both of their full names. Plus, its catchy. Also, if you use this class mod then I highly recommend not allowing players or NPCs to use any jutsu in Jiraiya's document which require the Eight gates or Seven heavens as prerequisites to cast. Also, obviously, you should disable the eight gates feature and the seven heavens jutsu. This class mod covers everything that those features and jutsu aimed to do, and more.

Once a player gets to around the 7th Gate or the 6th Heavenly Breath (known as 6th activation), they will likely have an attack bonus or save DC that exceeds even the highest possible attack bonus and save DC of a level 5 sage with all passive arts. It is possible that this could even be reached at the 6th Gate or 5th Activation. I understand why this can be very alarming to DMs, but this class mod has several built-in detriments that can keep this from being a regular thing and punish players whenever they get to this level of power.

Firstly, unlike any other class mod, players do not immediately get access to the full power of this class mod upon activating it. For example, when a level 5 Sage, Mangekyou Sharingan, or even Curse Mark user activates their class mod, they can use every art, passive, and ability immediately. However Heavenly Gates users, even at level 5, do not gain access to this class mod's full power upon activating it. They must spend time, hit/chakra die, and action economy to build up their power. This gives DMs and adversaries a window of opportunity to kill the PC, prepare, disrupt the PC's action economy, escape, etcetera. If a player gets to their full power with this class mod, they most certainly worked their ass off for it, as long as you force them to.

Secondly, this class mod requires a lot to obtain, and even more to level up. It is very downtime heavy, so don't go out of your way to keep your players from actually using it. Thirdly, this class mod punishes players every single time they use it. Every time they cast an art, they take damage. There are some techniques and abilities in this class mod which damage PCs, and after they exit their gates or heavenly breaths, they take damage and gain debilitating conditions that increase in lethality the further they went. Lastly, they have to spend hit or chakra die to use this class mod, meaning they are nerfing their future ability for the sake of defeating an enemy now. The power they gain from this class mod absolutely comes at a big cost.

Design Philosophy

I created this class mod because I, along with many other people in the community, strongly believe that Gates and the Heavenly Breaths deserved to be a class mod. In my mind, it checked all of the boxes for what a Class mod needed. However when creating this class mod I quickly discovered a major flaw that likely kept King from making gates into a class mod: It did not have a unique chakra source. Every other official class mod, and a lot of homebrew ones, all have unique chakra sources which serve as a major balancing tool for the class mods. Gates, unlike everything else, doesn't pull from any outside chakra source or magical eyes or whatnot, it was a tool that every person could theoretically gain access too, meaning it drew from normal chakra.

If this was the reason why King decided not to make gates a class mod, then I completely understand. Now, I believe I have come up with a reasonable solution that stays true to the canon nature of gates and seven heavens while also maintaining the same balance. I decided to have gates stages draw upon the PC's chakra die to activate them, and seven heavens draw upon their hit die to activate each stage. So, while heavenly gates arts still use chakra (an easily replenishable resource), PCs cannot (to my knowledge) spam the 7th gate or 6th activation twice in a single day since they cannot replenish hit and chakra die fast enough. Also, since arts and the stages themselves damage the user, being able to cast more arts with more chakra does not necessarily mean they can get more out of the class mod.

Now creating gates was a relatively easy task, since King had already done a good job at making gates as well as gates-based jutsu. The problem was with making the Seven Heavens, since there is no source material past the 3rd activation and most of the seven heaven's jutsu in the main document are just gates' original jutsu. I knew that I wanted to make Seven Heavens and Eight gates distinct, so that players would actually have a real choice between the two.

I noticed how many of gate's jutsu were inspired off of animals or japanese shinto mythology. So, I decided to base Seven Heaven's arts and whatnot around buddhist mythology. I did this because of the common trope in anime and japanese media of the battle between buddhist gods and shinto beasts, such as Luffy (who resembles buddhist gods in his 4th and 5th gears) vs Kaido (who resembles a eastern dragon). With this in mind, I leaned into gates being more like a feral beast taijutsu style that prioritizes speed and damage to end enemies as soon as possible (which is what most beasts do in combat), and seven heavens being more like a mighty god/humanoid who has incredible stamina and is able to take blows and dish out even heavier ones.

Thus, for the Seven Heavenly Breaths, I drew a lot of inspiration from a variety of sources, including but not limited to Hunter x Hunter, Dragon Ball, Street Fighter, My Hero Acadamia, and even Ashura's Wrath. This made things interesting, as a dynamic had formed between Gates and the Breaths where Gates was a lot more straightforward, much like an animal's combat tactics, where the Breaths were a bit more complex and varied, much like a human's combat tactics. The main struggle was then to balance the two to make sure that neither one of them was clearly meta. I believe that I have done so but I am absolutely open to balancing feedback, I want the two paths to be as equal in overall power as possible.

Heavenly Gates

Unlocking the power of either the Eight Gates or the Seven Heavenly Breaths (put together in the name "Heavenly Gates" to refer to both of them at once) is thought of to be an impossible task. These techniques have the user meet and even exceed their bodily limits, allowing them to perform superhuman feats. Unlike other class mods, this one doesn't have the user's obtain any special version of chakra or gain any kind of power from outside sources. Everything obtained within this class mod must come from the user and the user alone.

This power is one of unlimited potential. It is the pinnacle of hard work, and it is made to overcome all obstacles. However, like all class mods, this power comes at a cost. In exchange for increasing one's physical prowess, their body breaks down greatly. This is called the "ultimate self-sacrifice" jutsu. In exchange for a huge temporary boost in power, the user's body will break down in various ways.

Gaining the Heavenly Gates

Gaining Heavenly Gates should be from a series of trials and tribulations in which players have to work themselves halfway to death in order to achieve a fraction of the power. This should not be something that is planned for during character creation, nor should it be handwaved with a second-hand explanation. Power of this magnitude should always come as the result of a long period of pure hard work. No exceptions.

Gaining Heavenly Gates is one that comes directly from character choice, and cannot be given by any outside force. However, the process of obtaining this power can be initiated by a character, either PC or NPC, who already possesses at least half of the gates/breaths (rounded down) themselves. There are a few steps between learning the existance of Heavenly Gates and accessing the power of it.

This process works similarly to the process of obtaining sage mode, where there are several steps that must be completed (in no particular order) for a certain amount of downtime. You must first select one skill to focus on for the downtime requirement. Be sure the skill selected is the skill you wish to focus on because once selected, you cannot go back and change this selection.

Once selected, you must make the select Ability check five times, and of these five checks, you must succeed at least 3 times. For each step in the process, you can cast one jutsu of your choice, once, to help you succeed in one of these five checks. If you don't think that even a jutsu can assist you, you can spend ryo to buy protien-filled meals which can either speed up your recovery process, allowing you to try again faster, or increase your output and thus assist your training. The might guy's guide to healthy eating table shows how food will effect your recovery or your training. If you fail any of the steps, your shinobi suffers the listed condition.

  • Athletics: You undergo weight training to prepare your body for the strain of the Heavenly Gates. After failing to succeed the physically taxing portion of the special training, you find yourself broken, battered, and bruised, possessing multiple bone fractures all across your body. You require 1 week of downtime to recover (scales with downtime used for this step). If you end your recovery early, until you complete your remaining downtime, you permanently gain a number of ranks of the weakened and bruised conditions equal to the level of this class mod you were trying to obtain.

  • Acrobatics: You train your muscles in order to move quickly, learning how to stretch them and increase flexibility to keep them from getting too sore when overexerting them. After failing to correctly stretch your body to achieve the required flexibility, your body gets sore from the torn ligaments and knotted tendons, causing internal damage that inhibits your body's ability. You require 1 week of downtime (scales with downtime used for this step) to recover. If you end your recovery early, until you complete your remaining downtime, you permanently gain ranks of the slowed condition equal to the level of this class mod you were trying to achieve.

  • Martial Arts: You train yourself in how to move with enhanced speed and power. You spend your time learning how to use your newfound speed and strength efficiently and effectively. After failing to grasp this concept, your mentor instructs you to take a break to recouperate. You cannot attempt to practice the Heavenly Gates for the same amount of weeks spent to attempt this step.

  • Chakra Control: You train yourself to contain the extreme amount of chakra that your body is outputting. You practice controlling your chakra and bending it to your will, rather than letting it move with extreme volatility and no control. After failing to succeed this portion of your training, your chakra will not only leave your body in large amounts, but it will damage your tenketsu permanently, lowering your maximum chakra pool down by 25%. You will need to spend twice the amount of time you spent attempting this task to recover.

Heavenly Gates Learning DC's
Skill Check Ability DC Downtime Requirement
Athletics 20 1 Week
Acrobatics 20 1 Week
Martial Arts 20 1 Week
Chakra Control 25 1 Week
Heavenly Gates
Level Minimum Level Requirements Heavenly/Gates Arts Known Heavenly Breaths/Gates Known Features
1st Character Level 4 2 1st & 2nd HB/1st & 2nd G Forbidden Taijutsu, Advanced Conditioning, Heavenly Gates: Release!, Heavenly/Beastly Arts
2nd Character Level 7 4 3rd & 4th HB/ 3rd & 4th G Heavenly Gates: Release! (2), Superhuman Affinity
3rd Character Level 10 6 5th HB/5th & 6th G Heavenly Gates: Release! (3), Hardened Physique
4th Character Level 13 8 6th HB/7th G Heavenly Gates: Release! (4), Superhuman Affinity (2)
5th Character Level 16 10 7th HB/8th G Heavenly Gates: Release! (5), Limitless Beast/Enlightened Human
Might Guy's Guide to Healthy Eating
Food Quality Ryo Cost/day Recovery Effect Training Effect
Poor 5 Ryo Lowers recovery by 1 week (Min 1) No effect
Decent 15 Ryo Lowers recovery by 1 week (Min 1) and adds +1 to all checks for the next attempt Adds +1 to checks
Good 25 Ryo Lowers recovery by 2 weeks (Min 1) Adds +2 to checks
Great 45 Ryo Lowers recovery by 2 weeks (Min 1) and adds +2 to all checks for the next attempt Adds +3 to checks
Fine Dining 60 Ryo Lowers recovery by 3 weeks (Min 1) Gives advantage for checks

Leveling up Heavenly Gates

Both the ability DCs and downtime requirements for each step increase depending on the level of this class mod that players are seeking to obtain. Players must achieve levels in this class mod in order from 1-5. For every level above 1 that the player is attempting to obtain, the ability DC and downtime requirement increases by 1 (in weeks for the downtime).

Leveling up Heavenly Gates is a difficult and time-consuming process. Unlike normal shinobi classes that require the player to gain XP to reach their next level, the heavenly gates require the user to consistently use the form and abilities that come with in in both combat and during downtime training. But to do this, a person would need to assume the risks of potentially failing such a training process.

At character levels 7th, 10th, 13th, and 16th, you must further your training to ascend to the next level or Heavenly Gates. Return to your mentor and/or training space. When you do, you must redo steps 1-4. but reduce the number of checks by 1. If the number of checks made would fall under the number of successes needed, you must instead succeed all checks made.

Class Mod Features

When you finally gain the Heavenly Gates Class Mod, you gain the following class features.

Forbidden Taijutsu

Beginning at the first level of the Heavenly gates class mod, you can choose your path for how you plan to enhance your taijuttsu. Will your taijutsu mimic the ferocity of a monstrous beast? Or will it resemble the destructive power of the gods? This choice will greatly dictate how your character will interact with the rest of this class mod, since Eight Gates and Seven Heavens focus more on different aspects of taijutsu.

The Unstoppable Force: Eight Gates

Every single person, shinobi or not, possesses eight gates within their body. These gates serve as limiters that prevent humans from using any more than 20% of their full strength, for pushing past that could cause serious harm to the body. Shinobi who follow this path train their minds and bodies to temporarily remove these limiters, often referred to as "opening" the gates.

The Eight Gates form of taijutsu focuses primarily on strength and dexterity. Practicioners of this taijutsu form typically opt for a DPS type of play style: get in, hit hard, get out. When these shinobi unleash their gates, it means that they are ready to end the fight as soon as possible. Upon following this path, you gain the following benefits:

  • You roll with advantage to resist the weakened and slowed condition from any source other than this class mod
  • Increase your movement speed by 20ft
  • Twice per short rest, you can add 1d8 to strength and/or dexterity skill checks and saving throws

The Immovable Object: Seven Heavenly Breaths

When one breaths in, they inhale oxygen, which when reacted with the various molecules in one's body, helps their cells absorb energy from nutrients. When done during physically demanding tasks such as tough labor, exercising, or even fighting, it can allow for humans to perform explosive movements. Effective breathing can even increase the user's longevity in terms of completing the task at hand. Users of the Seven Heavens Breathing Method have learned how to maximize oxygen intake to bolster their bodies, bringing them and their taijutsu to new heights.

The Seven Heavens form of taijutsu focuses primarily on strength and constitution. Practicioners of this taijutsu form typically opt for a tank type of playstyle: Tank a lot of damage, dish out even more. When these shinobi begin these breathing techniques, it means that they are ready for a long fight, and they intend to win whether they have to knock you out or outlast you. Upon following this path, you gain the following benefits:

  • You roll with advantage to resist the exhausted and incapacitated (does not apply to paralyzation or stuns) conditions from any source other than this class mod.
  • When taking a short rest, you can gain the maximum value of one of the hit die spent during the rest. You can do this twice per long rest.
  • Twice per short rest, you can add 1d8 to strength and/or constitution skill checks and saving throws.

Advanced Conditioning

In your training to obtain as well as progress this power, you have conditioned your body and/or mind in a way that has turned you into a superhuman without your realizing it. This conditioning has passive effects that boost the user both before and after they've released the Heavenly gates. Choose one of the following passives. Begining at the 3rd level of this class mod, you can choose a second one. You cannot choose passives that do not correlate to the path you have chosen in the previous feature. You also cannot change these passives after you have chosen them.

Weight Training

Pre-requisite: Eight Gates Path/Seven Heavens Path

Your master has practically forced you to wear weights every second of every day, making even the most mundane tasks challenging. However. as a result of this intensive training, you have built up a well of power within your muscles, passively increasing your strength tremendously. You gain the following benefits:

  • Your strength score increases by +2, and your strength score maximum becomes 22.
  • You gain the "Training Weights" ninja tool

Heavenly Gates Amplification:

  • You roll with advantage on strength saving throws and ability checks. If you already have something that grants this feature, you instead roll 1d4 and add it to the roll.
  • You treat immunity to bludgeoning damage as resitance, and ignore resistance to bludgeoning damage.

Quick Wit

Pre-requisite: Eight Gates Path/Seven Heavens Path

Who said that all taijutsu users are dumb brutes? Your master has taught you the value of having knowledge, and letting it guide you in battle. For gates users, this means training their brain to catch up with the speed of their body, and for seven heavens users, this means internally directing the oxygen flow to their brains to increase brain activity. You gain the following benefits:

  • Your intelligence score increases by +2, and your intelligence score maximum becomes 22.
  • You gain proficiency in Ninshou. If you already have proficiency in this skill, you instead add 1d4 to ninshou checks.

Eight Gates Amplification:

  • You roll with advantage on intelligence saving throws and ability checks. If you already have something that grants this feature, you instead roll 1d4 and att it to the roll.
  • When a hostile creature would cast a ninjutsu that can damage and/or impose a condition on you, you can, as a reaction, roll a ninshou check, with advantage if you have seen the jutsu before, and gain advantage on the following saving throw or give the creature disadvantage on hitting you with said jutsu.

Student-Teacher Bonding

Pre-requisite: Eight Gates Path

Your training with your master has further strengthened your bond with them, as well as with those you fight for. Your master has advised you to only unleash the power of Heavenly Gates when you need it to protect someone or something you care about. You have gained increased compassion and you are not afraid to show it. You gain the following benefits:

  • Your charisma score increases by +2, and your charisma score maximum becomes 22.
  • You can choose to gain proficiency in either the the persuasion or performance skill. If you already have proficiency in the skill you chose, you then gain expertise in the skill.

Eight Gates Amplification:

  • You roll with advantage on charisma saving throws and ability checks. If you already have something that grants this feature, you instead roll 1d4 and add it to the roll.
  • When an ally would drop to 0 hp while you have 3 or less of the eight gates or the seven heavens activated (including when none of them are active), you can reduce the amount of time it takes to open the next gate by 1 step (Action > Bonus action > Reaction > Free action). This lasts for 1 minute or until you activate the next gate/breath.

Superhuman Reflexes

Pre-requisite: Eight Gates Path

Your master had made a habit of attacking you from anywhere, at anytime, with anything. This constant awareness needed to survive such training has been ingrained into your mind, passively increasing your reflexes. These reflexes have also transferred over to your awareness while moving at extreme speeds, allowing you to always be aware of your surroundings, even when you are moving faster than light and sound. You gain the following benefits:

  • Your dexterity score increases by +2, and your dexterity score maximum becomes 22.
  • Twice per long rest, you can add 1d4 to your initiative roll. Alternatively, you can add 2d4 to one initiative roll once per long rest.

Eight Gates Amplification:

  • You roll with advantage on dexterity saving throws and ability checks. If you already have something that grants this feature, you instead roll 1d4 and add it to the roll.
  • When you miss a target with an attack, you can swiftly redirect the trajectory of it in the middle of your attack. As a reaction, you can add your dexterity modifier to the attack roll, even if it already uses your dexterity modifier, and add it to the previous attack roll. You can do this after knowing whether or not the initial attack hits, but before you know if this addition will make it hit.

A Sound Mind

Pre-requisite: Seven Heavens Path

Your master has taught you the importance of wisdom and how it correlates to martial arts. You have been taught patience, decision making, and more. You have learned that martial arts is all about protecting the people and things important to you, not destroying the people and/or things you hate. You gain the following benefits:

  • Your wisdom score increases by +2, and your wisdom score maximum becomes 22.
  • You gain the "Release" genjutsu. If you already have this, you instead gain the "Mental Barrier" Genjutsu at 2nd level of this class mod. If you have both, you instead roll 1d4 and add it to your genjutsu release rolls.

Seven Heavens Amplification:

  • You roll with advantage on wisdom saving throws and ability checks. If you already have something that grants this feature you instead roll 1d4 and add it to the roll.
  • You gain resistance to psychic damage. At 4th level in this class mod, you gain immunity to the berserk condition.

A Sound Body

Pre-requisite: Seven Heavens Path

Your master has taught you the importance of maintaining a healthy physique, and you have internalized this training both mentally and physically. You have went out of your way to always stay healthy, whether it meant getting up to run every morning, eating healthy, etcetera. You gain the following benefits:

  • Your constitution score increases by +2, and your constitution score maximum becomes 22.
  • Once per long rest, you can choose to take the average of all the hit die you spend during a short rest (plus your constitution modifier for each die spent), even after seeing the result you gain from the short rest.

Seven Heavens Amplification:

  • You roll with advantage on constitution saving throws and ability checks. If you already have something that grants this feature, you instead roll 1d4 and add it to the roll.
  • For the duration that you are using the seven heavens breathing method, you gain resistance to poison and acid damage, but gain vulnerability to bleeding damage. At 3rd level in this class mod, you lose this vulnerability as you learn to control how your blood flows through your body.

Heavenly Gates: Release!

This is the result of your tireless training, the display of what you worked so hard for. Releasing (often called opening) heavenly gates unlocks one's hidden potential. Unlike other class mods, this doesn't gain power from any other source than one's own mental and physical prowess. As such, releasing Heavenly Gates means unleashing most or even all of the power hidden within oneself. Depending on which taijutsu path you chose, your release will grant differing effects. Also, these effects can vary and/or amplify depending on the stage you are in. Each gate will ask you to spend hit and/or chakra die to activate it. If you do not have enough remaining hit or chakra die, you cannot access the next gate/activation. There are also detriments to casting heavenly gates arts while benefitting from Heavenly Gates: Release! You cannot concentrate on any ninjutsu or genjutsu outside of those granted by affinities in this class mod while under the effects of Heavenly Gates: Release. You will take unresistable and unreducable necrotic damage every time you cast an art, and it grows in lethality the further you go. This damage is taken as soon as the art is cast. The downsides of each stage are in bold.

Eight Gates

For each gate you open, you break open a limiter on either your physical body or mental conscious. In removing these limits, your chakra will flow much more rapidly and ferociously through your body all at once. For each gate that you open, you immediately spend 1 chakra die and add your constitution modifier to the result, just as you would during a short rest. If the amount you obtain would exceed your maximum chakra limit, you gain the rest as temporary chakra. Temporary chakra gained this way will disperse after you turn off gates or fall unconscious. Some gates will have you take damage upon de-activating this form, and this damage cannot be reduced or resisted in any way. When you activate a gate, it lasts for 1 minute or until you fall unconscious. Every additional gate you activate resets this time back to 1 minute. Additionally, depending on the gate you open, you gain the following benefits (all benefits and downsides stack, downsides only apply after user ends gates or falls unconscious):

Gate of Opening (開門, Kaimon) | 1 Bonus Action

This gate removes the user's mental inhibitions, allowing them to begin pushing past their limits.

  • Removes strength & dexterity ability score cap
  • Str +2
  • Dex +2 (AC +1)
  • Speed + 10
  • 1d4 necrotic damage per art

Gate of Healing (休門, Kyūmon) | 1 Action

This gate physically enhances the body, re-energizing it, and providing a healing effect upon activation.

  • Dex +2 (AC +1)
  • Str + 2
  • Speed + 15
  • Spend 2 hit die and add twice your constitution modifier to the result. If this puts you over your max hp, gain the rest as temporary hp
  • Upon activation, remove 1 of the following conditions (all ranks), if inflicted: Bleeding, Blinded, Burned, Chilled, Corroded, Deafened, Envenomed, Poisoned, Shocked, Slowed, Exhaustion
  • 1 rank of weakened
  • 1d4 necrotic damage per art

Gate of Life (生門, Seimon) | 1 Action

This gate is located in one's upper spine, and upon activation it causes their skin to go red, gain bulging veins that appear all over the body, their hair begins to raise up, and their pupils disappear.

  • Release a moderate wind 5ft around the user instantly upon activation, stays until turned off (free action) or gates wears off
  • Str +4
  • Dex +2 (AC +1)
  • Speed +10
  • 1d12 + 3 necrotic damage
  • 1d6 necrotic damage per art

Gate of Pain (傷門, Shōmon) | 1 Bonus Action

This gate is located in the middle of the spinal cord, and increases one's speed tremendously, but causes their muscles to begin to tear as their body is starting to wear out from the immense stress placed upon it.

  • Dex +4 (AC +2)
  • Str +2
  • Speed + 20
  • Gain another bonus action upon activation only
  • Take 1d12 + 4 necrotic damage upon activation only
  • 1d12 + 4 necrotic damage, 1 rank of slowed
  • 1d6 necrotic damage per art

Gate of Limit (杜門, Tomon) | 1 Bonus Action

This gate is located in the abdomen, and this increases one's strength by a large margin. It is often used to power up a finishing blow.

  • Str +4
  • Dex +2 (AC +1)
  • Speed +10
  • Gain an additional action
  • 1d12 + 5 necrotic damage, 1 rank of weakened
  • 1d8 necrotic damage per art

Gate of View (景門 , Keimon) | 1 Action

This gate is located in the stomach, and it vastly increases one's abilities. It also gives the user a prominent aura.

  • Dex +4 (AC +2)
  • Str +4
  • Speed +20
  • Spend an additional chakra die upon activation of this gate and every one thereafter, add constitution mod to each die spent
  • Gain resistance to fire and water damage
  • Exhude a strong wind (10ft sphere), immune to drowning for duration of gates
  • 2d12 + 6 necrotic damage, 1 rank of exhaustion
  • 1d8 necrotic damage per art

Gate of Wonder (驚門, Kyōmon) | 1 Action

This gate is located below the stomach, and causes the user to secrete copious amounts of blue sweat, which immediately evaporates and creates a blue aura around the user.

  • Str +6
  • Dex +4 (AC +2)
  • Gain an additional bonus action and reaction
  • Vulnerability to all damage after de-activation for 1 minute
  • 2d12 + 7 necrotic damage, 1 rank of weakened, 1 rank of slowed
  • 1d10 necrotic damage per art

Gate of Death (死門, Shimon) | 1 Action

This gate is located at the user's heart, and is activated by puncturing one's chest and directing their chakra to their heart. The heart then accelerates rapidly, vastly increasing blood flow, and in turn pushing the user far beyond the limits of any human, superhuman, or even god.

  • Str +6
  • Dex +6 (AC +3)
  • Triple Speed
  • Gain an additional action
  • Immunity to fire and water damage, ignore resistance and immunity to bludgeoning damage
  • Bludgeoning damage deals an additional 2 damage die in fire damage twice per round
  • Upon deactivation, you die instantly, being reduced to nothing but ash. You cannot be revived by any means, including class mod revival
  • 1d12 necrotic damage per art

Seven Heavenly Breaths

For each breathing technique you employ, you increase your lung capacity and size, along with your oxygen flow. This allows your body to perform its functions faster, such as recovery of health and extended stamina. In doing so, you bulk up and can fight a longer fight without tiring out. For each breathing technique you use, you immediately spend 1 hit die and add your constitution modifier to the result, just as you would during a short rest. If the amount you obtain would exceed your maximum hp limit, you gain the rest as temporary hp. Temporary hp gained this way will disperse after you stop this form of breathing or fall unconscious. When you unleash an activation, it lasts for 1 minute or until you fall unconscious. Every additional activation you activate resets this time back to 1 minute. Additionally, depending on stage of breathing you are performing, you gain the following benefits:

The First Heavenly Breath: Inhale (第一活性, Daiichi Kassei) | 1 Bonus Action

You begin to breath in controlled patterns, increasing your oxygen intake with each breath as well as your lung capacity twofold.

  • Removes strength & constitution ability score cap
  • Str +2
  • Con +2
  • Speed +5
  • Lower the cost of 1 taijutsu cast by 2 chakra once per round
  • 1d4 necrotic damage per art

The Second Heavenly Breath: Panting (第二活性, Daini Kassei) | 1 Action

You slow your breathing but, in turn, increase your oxygen intake and lung capacity fourfold. Your body expands slightly from the increased freeflowing oxygen and blood. This, in turn, relaxes your body, allowing you to exhale the various toxins and adverse effects plaguing your body.

  • Con +2
  • Str +2
  • Speed +10
  • Upon activation, remove 2 of the following conditions (all ranks), if inflicted: Bleeding, Blinded, Burned, Chilled, Corroded, Deafened, Envenomed, Poisoned, Shocked, Slowed, Weakened, Exhaustion
  • 1 rank of weakened
  • 1d4 necrotic damage per art

The Third Heavenly Breath: Breathe (第三活性, Daisan Kassei) | 1 Bonus Action

You then begin to breath more rapidly, expanding your oxygen intake and lungs eightfold. Your blood vessels, heart, and lungs begin to swell, giving your skin a red pigment and bolstering your muscles.

  • Release a moderate wind 5ft around the user instantly upon activation, stays until turned off (free action) or this form wears off
  • Str +4
  • Con +2
  • Speed +5
  • Lower the cost of 1 additional taijutsu cast by 2 chakra once per round, alternatively you can lower the cost of 1 taijutsu cast by 4 chakra once per round
  • 2d12 Necrotic damage, 1 rank of exhaustion
  • 1d6 necrotic damage per art

The Fourth Heavenly Breath: Wheeze (第四の性, Daiyon Kassei) | 1 Action

You switch your breathing pattern, shortening the gap between inhaling and exhaling, thus increasing your lung capacity and oxygen intake sixteenfold. Your body gives off a light yellow aura, and your muscles expand further.

  • Str +4
  • Con +4
  • Speed +10
  • Gain an additional bonus action upon activation only
  • Lower the cost of 1 additional taijutsu cast by 2 chakra once per round, alternatively you can either lower the cost of 1 taijutsu by 4 and another by 2, or lower 1 taijutsu by 6, once per round.
  • 2d12 Necrotic damage, 1 rank of weakened, 1 rank of exhaustion
  • 1d6 necrotic damage per art



The Fifth Heavenly Breath: Respire (第五の性, Daigo Kassei) | 1 Action

Your breathing pattern slightly changes, with you now alternating between short and deep breaths. The sizes of your veins, arteries, and heart grow, increasing your bloodflow twentyfold. Your aura glows more prominently and rotates around you.

  • Str +6
  • Con +4
  • Speed +15
  • Spend and additional hit die upon activation of this breath and every one thereafter, add constitution mod to each die spent
  • Gain an additional action
  • Gain resistance to bludgeoning and earth damage
  • Exhude a strong wind (10ft sphere), immune to drowning for duration of breaths
  • Immediately take 1d12 Necrotic damage upon activation. This ignores temporary hit points gained by any source, including this class mod
  • 2d12 Necrotic damage, Vulnerability to bleeding damage, 1 rank of bleeding
  • 1d8 necrotic damage per art

The Sixth Heavenly Breath: Gasp (第六の性, Dairoku Kassei) | 1 Action

You begin to breath in cycles, both inhaling and exhaling simultaneously, establishing a rapid and constant intake of oxygen. your master over your body has allowed you to pump your heart faster, and as such your heart and lung size double. This increases your body's ability to filter poisons and provide nutrition to your cells. Your aura's intensity doubles, turning into a golden color, and it revolves around you in a storm-like formation.

  • Str +6
  • Con +6
  • Speed +20
  • Gain an additional bonus action
  • Immediately take 1d20 Necrotic damage upon activation. This ignores temporary hit points gained by any source, including this class mod
  • Gain vulnerability to all damage immediately after de-activation for 1 minute
  • 2 ranks of bleeding, 2d12 Necrotic damage. 1 rank of exhaustion
  • 1d10 necrotic damage per art

The Seventh Heavenly Breath: Exhale (第匕の性, Dainana Kassei) | 1 Action

You reach the ultimate stage of nirvana and enlightenment, allowing you to, temporarily, completely remove your body's natural limiters. You coat two of your thumbs in chakra, puncturing one into your head and one into your chest. Your chakra will then line your brain and lungs, allowing them to operate at maximum efficiency. Your lungs begin to pump an unquantifiable amount of oxygen throughout your body, your breaths flow out of your body in the form of a golden mist, and your aura glows in a white and yellow color, lighting up the area around you and giving you the appearance of a divine being. You have transcended humanity, reaching the ultimate stage, and with your newfound power, you are ready to bring down divine justice.

  • Str +6
  • Con +6
  • Double Speed
  • Gain an additional action and bonus action
  • Can lower the cost of 1 taijutsu cast by half once per round
  • Immunity to poison and acid damage, convert all bludgeoning damage to force damage for the purposes of bypassing resistance and immunity to bludgeoning damage
  • Bludgeoning damage deals an additional 2 damage die in wind damage twice per round
  • Upon deactivation, your heart and lungs explode in your chest, your blood vessels burst due to the irrepairable damage due to them being overworked in a short period of time. Your blood boils and exits your body through all openings, and your body dries up and crumbles to dust over the course of a minute, unable to be revived by any means.
  • 1d12 necrotic damage per art


Hardened Physique

At 3rd level of this class mod, your body has gotten used to the toll that the heavenly gates has on it, allowing you to resist and even ignore some of the repercussions after de-activating heavenly gates. When you de-activate your form, you gain resistance to the necrotic damage inflicted upon you from this class mod. This resistance only affects half of the gates/breaths (rounded down) you were in. At 5th level of this class mod, this affects up to the 7th gate and 6th heavenly breath.

Superhuman Affinity

At second level of this class mod, while benefitting from heavenly gates release, your taijutsu has begun to take the form of either a feral beast or mighty god depending on the path you chose at level 1. In order to adopt the fighting style of a certain beast, your DM may force you to spend downtime amongst the beasts you seek to imitate. In order to adopt the fighting style of a certain god, you will need to have access to the elemental release associated with that god. If you have no elemental release, then you must take the Buddha Affinity. The names of the gods listed are derived from actual buddhist gods, but you can work with your DM to create different names for these gods that fit the campaign you're in. You can select one of these affinities to have at 2nd level, and each affinity has amplified effects at 4th level. This cannot be changed later.

Amphibian Style

Pre-requisite: Gates Path

You have spent much of your time training with and studying various amphibian species, such as frogs and salamanders. You have decided to adapt your fighting style to mimic theirs, aiming for fewer, quicker strikes and swifter movement, deriving your power from your speed. You gain the following benefits while under the effects of any of the 8 Inner Gates;

  • You can remain underwater for an amount of rounds equal to twice your constitution modifier before beginning to drown.

  • When casting a taijutsu or art that has you make more than 1 attack, you can forgo half (rounded down) of the attacks, instead focusing the damage from the forgone attacks into the remaining attacks (split as evenly if possible, otherwise make sure that the difference in damage dice between attacks is no more than 1)

  • Long jump increased to 12 + Str score and High jump increased to 7 + str score.

  • When you would gain a boost in your strength ability score from the Heavenly Gates: Release! feature, you instead gain a boost in your dexterity ability score. When you would gain a boost in dexterity from said feature, you instead gain a boost in strength.

Beginning at 4th level in this class mod;

  • If you use some of your movement to perform a long or high jump right before attacking a creature, your attack, jutsu, or art deals additional damage in fall damage equal to 1/10th the amount of distance you travelled in feet.

  • Long jump increased to 15 + Str score and High jump increased to 10 + str score.

  • You can remain underwater for an amount of rounds equal to thrice your constitution modifier before beginning to drown.

Avian Style

Pre-requisite: Gates Path

You have spent much of your time training with and studying various avian species, such as crows, vultures, and eagles. You have decided to adapt your fighting style to mimic theirs, aiming for speed and precision. You gain the following benefits while under the effects of any of the 8 Inner Gates;

  • You are always under the effects of the Feather Fall wind release jutsu.

  • When casting a taijutsu or art that has you jump into the air or move throughout the air, you gain an additional bonus to hit equal to your level in this class mod or the target gains a penalty equal to your level in this class mod as you have mastered how to maneuver throughout the air.

  • Long jump increased to 12 + Str score and High jump increased to 7 + str score.

  • When you would gain a boost in your strength ability score from the Heavenly Gates: Release! feature, you instead gain a boost in your dexterity ability score. When you would gain a boost in dexterity from said feature, you instead gain a boost in strength.

Beginning at 4th level in this class mod;

  • You are always under the effect of the Zephyr Strike wind release jutsu.

  • You instead gain advantage to hit attacks, taijutsu, or arts that require you to jump into the air. If you already have advantage, you instead gain a +2 bonus. The reverse happens should the attack, jutsu, or art force your target to make a saving throw.

  • You gain a +15 bonus to perception checks and roll with advantage to resist the blinded condition.

Carnivoran Style

Pre-requisite: Gates Path

You have spent much of your time training with and studying various carnivoran species, such as crows, vultures, and eagles. You have decided to adapt your fighting style to mimic theirs, aiming for powerful strikes at your opponent's weak points. You gain the following benefits while under the effects of any of the 8 Inner Gates;

  • You are always under the effects of the Lions Roar wind release jutsu.

  • When casting a taijutsu or art that mimics or takes the image of a carnivoran beast (DMs discretion), it forced affected creatures to make a constitution saving throw, gaining 2 ranks of bleeding on a failed save.

  • Advantage on survival and perception checks to find any creatures within 120ft that have the bleeding condition.

Beginning at 4th level in this class mod;

  • You are always under the effect of the Lions Presence part of the Sealing Art: Gift of the Apex jutsu. While under these effects, you cannot benefit from the Gift of the Apex jutsu.

  • You instead give targets 2 ranks of lacerated on a failed save from taijutsu and arts that mimic carnivorian beasts.

  • You are treated as having blindsight when searching for creatures under the bleeding and/or lacerated conditions.

Dragon Style

Pre-requisite: Gates Path

You have spent much of your time training with and studying the dragons which were believed to only exist in myths and legends. You have decided to adapt your fighting style to mimic theirs, aiming to overpower your enemies with immense power, such as striking with fists that move so fast that they ignite the air around them. You gain the following benefits while under the effects of any of the 8 Inner Gates;

  • You can spend 5 chakra while taking the attack action or casting a taijutsu or art to add your elemental release to your strikes. When done so, your unarmed strikes deal an additional die of your corresponding element's damage.

  • You can cast the taijutsu Elementania at half the original cost twice for the duration of your Gates.

  • Creatures suffering from elemental conditions that deal any kind of damage take the average value of the dice involved in damage if the result on the dice is lower than the average (for example, if they are burned they take 5 damage).

Beginning at 4th level in this class mod;

  • You can spend 7 chakra while taking the attack action or casting a taijutsu or art to add your elemental release to your strikes. When dodne so, your unarmed strikes, in addition to dealing an additional die in elemental damage, also forces the affected creature to make a constitution saving throw, otherwise gaining 1 rank of your element's corresponding condition. This can be done up to two times per round.

  • When casting the Night Guy art, you roll with advantage on the art's damage roll.

  • When you inflict an elemental condition that deals any kind of damage on a hostile creature as the result of a taijutsu or art you cast whilst in any of the 8 Inner gates, the condition always deals the maximum damage for the duration of your Heavenly Gates: Release.

Insectoid Style

Pre-requisite: Gates Path

You have spent much of your time training with and studying various insect species, such as beetles, butterflies, and ants. You have decided to adapt your fighting style to mimic theirs, aiming for speed, debilitation and destroying your opponent from the inside. You gain the following benefits while under the effects of any of the 8 Inner Gates;

  • You can spend your action performing a distracting dance and releasing chakra, creating a colorful array that when combined with the inticing dance, can cause foes to be caught off guard. You can cast the genjutsu color spray at no cost twice per short rest, and half the cost thereafter.

  • When casting a taijutsu or art that forces one or more creatures to make a constitution saving throw, they gain a penalty equal to your level in this class mod as you have mastered how to target specific organs to disrupt normal bodily functions.

  • When attacking a creature with the poisoned condition, you gain a bonus to hit equal to your level in this class mod. When attacking a creature with any amount of ranks of envenomed, they immediately roll their envenomed damage take half of it from your attack as you open their body's pathways allowing the poison to flow through much smoother.

  • When you would gain a boost in your strength ability score from the Heavenly Gates: Release! feature, you instead gain a boost in your dexterity ability score. When you would gain a boost in dexterity from said feature, you instead gain a boost in strength.

Beginning at 4th level in this class mod;

  • You are always under the effect of the Poison Weapon technique ninjutsu, it applies to your hands and feet now. However, instead of dealing an extra 2d4 poison damage, it deals an extra 1d4.

  • You instead gain advantage to hit attacks, taijutsu, or arts against creatures with the poisoned condition. If you already have advantage, you instead gain a +2 bonus. Additionally, when you hit a creature suffering from any amount of ranks of the envenomed condition, they immediately roll their envenomed dice and take the full damage.

  • When you would force a creature to make a constitution saving throw as a part of a taijutsu or art you cast, they roll with disadvantage on the save.

Primate Style

Pre-requisite: Gates Path

You have spent much of your time training with and studying various primate species, such as chimpanzees, monkeys, and apes. You have decided to adapt your fighting style to mimic theirs, aiming for high mobility, improvisation, and powerful blows. You gain the following benefits while under the effects of any of the 8 Inner Gates;

  • Your taijutsu specialist weapons are always under the effects of the Monkey King's Weight bukijutsu.

  • You can cast Heavenly Gates Arts using taijutsu specialist weapons, using the weapons damage in place of unarmed damage.

  • Your movement speed cannot be reduced by any means, and you ignore difficult terrain.

  • When you would gain a boost in your strength ability score from the Heavenly Gates: Release! feature, you can choose to instead gain a boost in your dexterity ability score. When you would gain a boost in dexterity from said feature, you can choose to instead gain a boost in strength. You cannot increase the same ability score twice with a single gate opening.

Beginning at 4th level in this class mod;

  • When you cast a bukijutsu with the Monkey King's prefix, you can choose to either gain advantage on the attack roll, damage roll, or give the target(s) disadvantage on the saves caused by the jutsu.

  • When casting a heavenly gates art with taijutsu specialist weapons, you can use your unarmed damage in place of the weapon's damage when applicable.

  • You instead double your speed when you are within an area of difficult terrain.

Reptilian Style

Pre-requisite: Gates Path

You have spent much of your time training with and studying various reptile species, such as lizards, snakes, and alligators. You have decided to adapt your fighting style to mimic theirs, aiming for high stealth, deadly blows, and debilitating effects. You gain the following benefits while under the effects of any of the 8 Inner Gates;

  • Your taijutsu specialist weapons are always under the effects of the Silent Form taijutsu.

  • When casting a taijutsu, bukijutsu, or art against a creature suffering from the poisoned and/or envenomed conditions, it gains a +1 to its critical threat range.

  • If you do not use any movement before attacking, you gain a bonus to hit your next melee attack equal to your level in this class mod.

  • When you would gain a boost in your strength ability score from the Heaven;y Gates: Release! feature, you can choose to instead gain a boost in your dexterity ability score. When you would gain a boost in dexterity from said feature, you can choose to instead gain a boost in strength. You cannot increase the same ability score twice with a single gate opening.

Beginning at 4th level in this class mod;

  • When casting a taijutsu, bukijutsu, or art against a creature suffering from the poisoned and/or envenomed conditions, it gains a +2 to its critical threat range.

  • If you do not use any movement before attacking, you gain advantage on your next melee attack. If you already have advantage, you instead gain +2 bonus.

  • If you successfully land an attack against a creature from stealth, you deal the maximum possible damage. This can only happen twice per short rest.

Rodent Style

Pre-requisite: Gates Path

You have spent much of your time training with and studying various rodent species, such as rats, squirrels, and beavers. You have decided to adapt your fighting style to mimic theirs, aiming for blinding speed and quick reflexes. You gain the following benefits while under the effects of any of the 8 Inner Gates;

  • You are always under the effects of the disengage action. You can also take the dash action as a bonus action if you couldn't already.

  • You are always under the effects of the Silent Movement taijutsu.

  • When attacking a creature with a taijutsu or art, you can spend a bonus action or reaction to disarm the creature as a part of the same attack.

  • When you would gain a boost in your strength ability score from the Heavenly Gates: Release! feature, you instead gain a boost in your dexterity ability score. When you would gain a boost in dexterity from said feature, you instead gain a boost in strength.

Beginning at 4th level in this class mod;

  • Whenever a creature misses you as a result of a reaction you cast, you can immediately make a number of unarmed strikes equal to your level in this class mod as a part of the same reaction.

  • You are always under the effects of the Nondetection ninjutsu.

  • Your speed cannot be reduced by any means and you are immune to difficult terrain and the slowed condition.

Dharaṇī Style

Pre-requisite: Heavenly Breaths Path

You have spent much of your time training with and studying the earth and earth release jutsu. You have decided to adapt your fighting style to mimic the god of the earth, Dharaṇī, aiming for stiff movement, rigid yet powerful blows, and unbreakable defenses. You gain the following benefits while under the effects of any of the 7 Heavenly Breaths;

  • You are always under the effects of the Calicite: Might earth release jutsu.

  • When casting a taijutsu or art that grants the bruised condition on a failed save, the affected creature(s) reduce their saves by an amount equal to your level in this class mod.

  • Gain tremorsense of 60ft.

  • When you would gain a boost in your strength ability score from the Heavenly Gates: Release! feature, you can choose to instead gain a boost in your constitution ability score. When you would gain a boost in constitution from said feature, you can choose to instead gain a boost in strength. You cannot gain a boost in the same ability score twice upon activating a single breath.

Beginning at 4th level in this class mod;

  • You can, as a bonus action, temporarily end the effects of Calicite: Might until the beginning of your next turn to force your fist into the ground and gain the benefits of Stone Fist for the next taijutsu or art you cast, ignoring the restrictions of the jutsu.

  • You instead give targets 2 ranks of bruised on a failed save from taijutsu and arts that grant that condition.

  • You gain a tremorsense of 120ft.

Agni Style

Pre-requisite: Heavenly Breaths Path

You have spent much of your time training with and studying flames and fire release jutsu. You have decided to adapt your fighting style to mimic the god of the fire, Agni, aiming for a passionate fighting style that sees you punch and kick with such speed that you ignite the air around your arms and legs. You gain the following benefits while under the effects of any of the 7 Heavenly Breaths;

  • Your fists and feet are always under the effects of the Flame Coat fire release jutsu.

  • When casting a taijutsu or art you can spend 3 chakra to strike even faster, giving yourself 1 rank of the burned condition but also forcing the enemy to make a constitution saving throw, gaining 1 rank of the burned condition for every hit you landed as a part of the taijutsu or art. They make this save with a penalty equal to your level in this class mod.

  • Take reduced fire damage equal to your level in this class mod. This applies to each instance of fire damage you take.

Beginning at 4th level in this class mod;

  • Your can instead choose to always be under the effects of the Flame Armor fire release jutsu.

  • When you attack a creature suffering from the burned condition, they immediately take damage from that condition. This can only trigger once per round.

  • Once per round when you would take fire damage, you gain temporary hit points equal to half the damage result.

Indra Style

Pre-requisite: Heavenly Breaths Path

You have spent much of your time training with and studying lightning and lightning release jutsu. You have decided to adapt your fighting style to mimic the god of the lightning, Indra, aiming for a fighting style that prioritizes speed and deadly blows. You gain the following benefits while under the effects of any of the 7 Heavenly Breaths;

  • Your fists and feet are always under the effects of the Lightning Speed lightning release jutsu.

  • When casting a taijutsu, ninjutsu or art with the mobility keyword, you can choose to either gain a bonus to hit equal to your level in this class mod, or force your target(s) to make their save(s) with a penalty equal to your level in this class mod.

  • Take reduced lightning damage equal to your level in this class mod. This applies to each instance of lightning damage you take.

  • When you would gain a boost in your constitution ability score from the Heaven;y Gates: Release! feature, you can choose to instead gain a boost in your dexterity ability score.

Beginning at 4th level in this class mod;

  • Your can instead choose to always be under the effects of the Electromagnetic Field lightning release jutsu.

  • When you attack a creature suffering from the shocked condition, they immediately take the maximum damage from the shocked condition.

  • Once per round when you would take lightning damage, you gain temporary chakra points equal to half the damage result as the lightning recharges you.

Varuna Style

Pre-requisite: Heavenly Breaths Path

You have spent much of your time training with and studying the sea, rivers, lakes, and ponds as well as water release jutsu. You have decided to adapt your fighting style to mimic the god of the water, Varuna, aiming for stiff movement, rigid yet powerful blows, and unbreakable defenses. You gain the following benefits while under the effects of any of the 7 Heavenly Breaths;

  • You are always under the effects of the Water Shield water release jutsu.

  • When casting a taijutsu or art near a sufficient source of water, you can reduce the cost by 2.

  • When fully submerged in water, your aura regains 10 temporary hit points at the start of each of your turns. It cannot gain additional temporary hit points past the maximum this way.

  • When you would gain a boost in your strength ability score from the Heavenly Gates: Release! feature, you can choose to instead gain a boost in your constitution ability score. When you would gain a boost in constitution from said feature, you can choose to instead gain a boost in strength. You cannot gain a boost in the same ability score twice upon activating a single breath.

Beginning at 4th level in this class mod;

  • You are always under the effects of the Water Shield water release jutsu cast at B-rank.

  • When casting a taijutsu or art near a sufficient source of water, you reduce the cost by 4.

  • When fully submerged in water, you gain a swim speed equal to your run speed and you gain advantage on all taijutsu or art attacks. If you already have advantage, you gain an additonal +2 bonus.

Vāyu Style

Pre-requisite: Heavenly Breaths Path

You have spent much of your time training with and studying airways and wind release jutsu. You have decided to adapt your fighting style to mimic the god of the lightning, Indra, aiming for a fighting style that prioritizes speed and deadly blows. You gain the following benefits while under the effects of any of the 7 Heavenly Breaths;

  • You are always under the effects of the Wind Friction Shatter wind release jutsu.

  • When casting a wind release ninjutsu or art with the medical keyword, you increase the die involved by an amount equal to your level in this class mod.

  • You can ignore difficult terrain and are immune to the slowed condition.

  • When you would gain a boost in your constitution ability score from the Heavenly Gates: Release! feature, you can choose to instead gain a boost in your dexterity ability score.

Beginning at 4th level in this class mod;

  • Once per turn, your taijutsu and arts are under the effects of the Zephyr Strike wind release jutsu. It always applies to the first attack made.

  • When you cast Second Wind, you also regain temporary hit points equal to the result. This cannot be used to increase temporary hit points beyond the maximum.

  • When you cast a taijutsu or art that has a knockback effect, increase the knockback by 20ft for each instance.

Buddha Style

Pre-requisite: Heavenly Breaths Path

You have spent much of your time training and studying to go down the path of enlightenment. You have decided to adapt your fighting style to mimic the god of the enlightenment, Buddha, aiming for a fighting style that prioritizes speed and deadly blows. You gain the following benefits while under the effects of any of the 7 Heavenly Breaths;

  • You are able to cast the Arms of Buddha ninjutsu, even if it is not among your jutsu known. When cast, it increases its damage dice by your level in this class mod.

  • When casting a taijutsu, ninjutsu or art you can choose to deal force or radiant damage in place of its normal damage type. Undead are treated as vulnerable to radiant damage you deal.

  • When rolling to resist any mental condition aside from the slowed condition, you add your level in this class mod to the save.

  • When you would gain a boost in your constitution ability score from the Heavenly Gates: Release! feature, you can choose to instead gain a boost in your wisdom ability score.

Beginning at 4th level in this class mod;

  • You are always under the effects of the Thousand-Armed Murder ninjutsu.

  • When you a creature is beneffiting from the Bless jutsu cast by you, they can, once per round, choose to add your level in this class mod to their attack roll, ability check, or saving throw.

  • You can add your wisdom modifier to your AC as you learn to see attacks coming before they land.

Limitless Beast/Enlightened Human

At 5th level of this class mod, you have adapted your mind and body to reach a level beyond humanity. For those walking the gates path, this means that you have permanently removed the limiters in your mind, allowing you to passively use 40% of your body's strength rather than the usual 20%. Like a beast, you can operate purely off of instinct. For those walking the seven heavens path, that means that you have honed your five senses, and have reached a state of pure nirvana. Breathing in controlled patterns has become as easy as regular breathing to you. When you gain this feature, you obtain the following benefit:

For Gates Users:

  • You now have the 2nd gate open passively, and do not suffer the repercussions for it until you fall unconscious. This does not require you to concentrate on it, and it cannot be turned off due to damage, however it can be turned off as a bonus action.
  • While in this state, after every long rest you can roll 2 chakra die and add your constitution modifier to both rolls. If this goes over your max chakra, you gain the rest as temporary chakra.
  • When rolling chakra die after opening the gates past the 2nd, if the roll is under the average of the die, then you instead take the average and add your constitution modifier.
  • Any features you had that would have increased your strength or dexterity ability scores past the max before obtaining this feature do not change your ability scores, however those you gain after obtaining this feature do raise them.

For Seven Heavens Users:

  • You now have the 2nd breath activated passively, and do not suffer the repercussions for it until you fall unconscious. This does not require you to concentrate on it, and it cannot be turned off due to damage, however it can be turned off as a bonus action.
  • While in this state, after every long rest you can roll 2 hit die and add your constitution modifier to both rolls. If this goes over your max hp, you gain the rest as temporary hp.
  • When rolling hit die after opening the gates past the 2nd, if the roll is under the average of the die, then you instead take the average and add your constitution modifier.
  • Any features you had that would have increased your strength or constitution ability scores past the max before obtaining this feature do not change your ability scores, however those you gain after obtaining this feature do raise them.

Heavenly Gates Arts: Abilities

Hand Cannons

Pre-requisite(s): Eight Gates or Seven Heavens, 2nd Gate/2nd Activation

The removal of your body's natural limiters or increased energy due to greater oxygen flow have allowed you to fight with explosive impact, transforming even your basic punches and kicks into deadly blows akin to cannonfire.

While under the effects of Heven's Gate: Release, you can spend a bonus action and 15 chakra to increase the damage die of your unarmed damage by half your level rounded up (Min. 1) in this class mod for the duration of the heavenly gates.

Self-Sacrificing Taijutsu

Pre-requisite(s): Eight Gates or Seven Heavens, 3rd gate/3rd activation

You are willing to sacrifice even your most prized posession: your body, for the sake of your goals and aspirations. This mindset is reflected in your taijutsu, allowing you to increase your damage output at the cost of your own health.

When you hit a creature with either the attack action or a taijutsu/heavenly art, you can choose to increase the largest damage die involved by half your proficiency bonus, but in exchange, you take half the result as necrotic damage which ignores all temporary HP and cannot be reduced, resisted, or ignored by any means.

Alternatively, you can choose to instead deal the maximum possible damage, however you will take a third of the damage as necrotic damage which also bypasses temporary hp and cannot be resisted, reduced, or ignored by any means.

Unbreakable Will

Pre-requisite(s): Eight Gates or Seven Heavens

You have honed not only your body, but also your mind, to reist harmful effects that could influence your actions and/or will in a fight.

While under the effects of Heavenly Gates: Release, you can spend a bonus action and 5 chakra to remove 1 rank of charmed or frightened that you may have. You can remove up to 3 ranks at once per round.

Alternatively, you can spend a will of fire point to gain immunity to the charmed/frightened condition, and roll with advantage to resist the maddened condition, for 1 minute or the duration of your heavenly gates, whichever comes first.

Alternatively, as a reaction to taking psychic damage, you can spend 10 chakra to gain resistance to psychic damage until the beginning of your next turn.

Plus Ultra

Pre-requisite(s): Eight Gates or Seven Heavens, 3rd gate/3rd Activation

The rigorous training you have endured has given you the ability to go further beyond, far exceeding the capabilities that you or anyone else has expected of you. For a single attack, art, or taijutsu, you bypass all your limits. For the duration of your Heavenly Gates, you can spend two will of fire points to do any of the following (only one can be used per round):

  • Treat a normal hit with all unarmed attacks, including flurry of blows as a product of the attack action, or taijutsu/heavenly arts (except finishers) as criticals. This cannot be used to automatically hit, as it can only be applied after landing a hit.
  • Deal double the maximum possible damage with finishers
  • Half the chakra cost of all taijutsu/heavenly gates arts for 1 turn (doesn't include anything that requires concentration)
  • Gain advantage on all attack rolls for the current turn

Hard Work Beats Natural Talent

Pre-requisite(s): Eight Gates or Seven Heavens, 4th gate/4th Activation

You have trained excessively, with one of your main driving factors being your innate desire to prove to not only everyone else, but most importantly to yourself, that hard work can trump natural talent. As a result, you have not only closed the gap between you and those talented few, but you have instead turned the tables, becoming the one in th lead.

At the beginning of your turn, you can spend 15 chakra to cause all taijutsu/heavenly gates arts you cast to temporarily ignore reactions from features, jutsu, or arts, as well as passive AC boosts, that stem directly from any clan (with the exception of non-clan) and/or class mod until the end of your current turn.

However, this does not cover every class mod. It only is effective against class mods that are obtained through any means outside of hard work (DM Discretion). For example, this ability's effective range includes but is not limited to: Sealed Beast, Mangekyou Sharingan, Rinnegan, Tenseigan, Light/Dark Release & Cursed Seal. On the other hand, this ability is entirely ineffective against class mods such as Senjutsu (Sage Mode), Heavenly Gates & Chakra Storage Technique. It is important to note that even if the class mod requires hard work to progress through, it can still be ignored if it can be obtained without the need for hard work.

Measure Once, Strike Twice

Pre-requisite: Seven Heavens, 3rd Activation

Your training has led you to adopt a fighting style mimicking that of the gods, temporarily giving you the appearance of possessing multiple arms.

As an action, you can spend 10 chakra to focus your movement, adopting this fighting style by rapidly moving your arms back and forth, thus "growing" two additional arms. While you do have to pay the concentration cost to maintain this style, you cannot lose focus of it as a result of damage.

While benefitting from this ability, when casting any taijutsu or art that has you make more than one taijutsu attack, you can make an additional attack at no extra cost, and this attack still benefits from the additional affects and such from the jutsu or art.

At 3rd level in this class mod, you gain two additional arms, being able to attack two additional times instead of once.

Shock Resistance

Pre-requisite: Seven Heavens

You have underwent special training with your sensei, conditioning your body to resist or endure even the heaviest of blows. You can do one or more of the following with this ability:

  • After activating any of the Seven Heavenly Breaths, you can spend a bonus action and 12 chakra to passively treat criticals from bludgeoning damage as normal damage for the duration of your breaths.
  • For the duration of your breaths, when you would take critical damage from any damage type besides psychic (or necrotic caused by this class mod), you can spend your reaction and 10 chakra to treat it as normal damage. After using this feature twice, you cannot use it again until you have completed a full rest.
  • The first time you would take damage that would bring you to 0 hp while you are still under the effects of any of the heavenly breaths, you can spend 15 chakra. For the next 3 rounds, you add your constitution modifier to your death saving throws. If you succeed 3 death saves in a row, you get up with 1 hp and twice your level in this class mod temporary hp.


Aura Manifestation

Pre-requisite: Seven Heavens, 2nd Activation

Your training has allowed you to achieve inner peace, or at the very least, become one with your inner demons. This has given you the ability to allow your mind, body, and spirit to become one temporarily, thus granting you the ability to allow your spirit to complete the actions your body cannot. For the duration that you are under any of your Seven heavenly breaths, you may do any of the following:

  • You can spend 1.5x the chakra cost (replaces the original cost) to remove the mobility component of your taijutsu or heavenly art, and extend its range by your half your speed x your level in this class mod. This changes your attack roll into a ranged attack roll.
  • You can spend 1.25x the chakra cost to convert the damage of your taijutsu or art into force damage, as your aura manifests and attacks for you.
  • As a reaction to falling under the effects of a genjutsu without the unaware keyword, you can immediately cast genjutsu release at 5x the original chakra cost (10 chakra), using your martial arts bonus instead of illusions, as your aura instinctively floods your mind and disperses the foreign chakra.

God Hand

Pre-requisite: Seven Heavens, 3rd Activation

Your actions, and reactions have reached a temporary state of divinity. As such, you are able to commit acts of divine intervention. You have a literal and metaphorical aura that protects and inspires the people around you, raising their morale as they come to the realization that yes, god is on their side. You can do the any of the following with this ability:

  • Divine Intervention: You temporarily manifest your aura into the hand of the god you are mimicking, and use it to protect and ally from any outside damage aside from conditions already inflicted on the ally (such as burn or poison damage from the burned and envenomed conditions). As a reaction to an ally taking damage from these sources, you can spend 15 chakra, and your ally immediately gains full cover, with the hand instead taking the damage. The hand has an HP of your level in this class mod x twice your constitution modifier.

  • Prayer: As a bonus action, you can spend 8 chakra to focus your mind, praying for the well being of you and your allies. Until the beginning of your next turn, you and all your allies within 60ft of you fall under the effects of bless casted at S-rank.

Ashura's Rage

Pre-requisite: Seven Heavens, 4th Activation

Instead of focusing on protecting your allies, you have opted to focus on destroying your enemies. "I mean, they technically are protected if theres no one left alive to hurt 'em!" While under the effects of any of the heavenly breaths, as a bonus action, you can enter a mental state known to friends and foes alike as Ashura's Rage. While under the effects of Ashura's rage, you gain the following:

  • You immediately enter the berserk condition, however instead of attacking the nearest people to you, you can only attack the nearest hostile creatures unless a jutsu or feature alters your perception of friend and foe. If there are multiple enemies that are the same distance from you, each round you roll a dice to determine which enemy you focus on attacking that round.

  • You can reduce damage from all sources aside from force and psychic by your heavenly breath stage + twice your constitution modifier while under the effects of this mode.

  • You roll all damage dice with advantage.

  • When you are brought to 0 HP, you can make a constitution saving throw vs the remaining damage to instead bring yourself to 1 hp. When you are kept up this way, you record the total remaining damage, and take half of it as soon as you end this form. This damage cannot be resisted or reduced in any way but it does go through your remaining temporary hp first.

  • This can be ended either when every enemy within 100ft of you is dead or out of sight, you exit seven heavens, 1 minute has passed, or as a bonus action with a DC 20 - Your level in this class mod wisdom saving throw.

Cheetah's Agility

Pre-requisite: Eight Gates, 2nd Gate

Your master has taught you that movement and positioning is the key to controlling the fight. As such, when fighting, you adopt the hunting style of the cheetah: Huge bursts of movement in short amounts of time. While under the effects of any of the gates, you can do any of the following:

  • As a reaction to being forced to make a dexterity saving throw, you can spend 3 chakra to take half damage on a fail and no damage on a success.

  • You can spend 8 chakra to roll with advantage to resist the restrained condition and ignore difficult terrain for the duration of your gates.

  • You can immediately spend 2 chakra to make an opportunity attack without spending a reaction an amount of times equal to your level in this class mod per round (resets at the start of your turn).

  • Before attacking, you can instead choose to circle your opponent. Your target will be forced to make a perception check to keep track of your speed, vs your acrobatics. For every 40ft you spend doing this, you gain a +1 bonus to your check. If you succeed, you gain a bonus to your next attack roll equal to the difference between the two checks, as you attack your opponent from an angle they don't anticipate.

Rhino's Force

Pre-requisite: Eight Gates, 2nd Gate

Your master has taught you that with enough force behind your blows, you won't need to hit as many times. As such, when fighting, you adopt the fighting style of the rhino: Less hits, bigger blows. While under the effects of any of the gates, you can do any of the following:

  • As a reaction to being forced to make a strength saving throw, you can spend 3 chakra to take half damage on a fail and no damage on a success.

  • You can spend 8 chakra to roll with advantage to resist the restrained and grappled conditions.

  • You can immediately spend 2 chakra while attacking with the attack action or casting a taijutsu/heavenly art to knock the enemy back by 10x feet where x is equal to your strength modifier. Creatures knocked back this way that would hit a structure that would stop their movement take 2x fall damage for every 10ft of movement they didn't go. This does stack with other knockback moves.

  • Instead of attacking, you can choose to charge directly at your opponent and attempt to grapple them. Your target will be forced to make an athletics or acrobatics check vs your athletics to resist the grapple. For every 30ft you spend doing this, you gain a +1 bonus to your check. If you succeed, you can then charge your opponent into any solid structure, dealing twice your unarmed damage + xd6 fall damage where x is equal to the amount of feet of movement you have left (you can spend any amount you have left) divided by 10. After this attack, the creature must make a strength saving throw, being grappled by the structure on a failed save.

Superhuman Bruiser

Pre-requisite: Eight Gates, 3rd Gate

Your sensei has taught you the importance of debilitating your enemy before delivering the final blow. As such, you have learned of all the ways to cripple an opponent swiftly, in order to pack a greater punch with your finisher.

Once per round, after hitting an enemy with an attack, you can spend 5 chakra, 1 chakra die or 1 hit die to amplify the condition they are inflicted with as a result of a failed saving throw from your attack. If your attack does not inflict any conditions, then instead you inflict 2 ranks of bruised upon them. All conditions work as normal unless it is specified that something is changed or added on.

  • Bruised: Target instead takes +4 bonus damage from bludgeoning and earth damage, as well as a -2 penalty to strength or dexterity based attack rolls and ability checks for each rank of bruised they gain from this jutsu
  • Dazed: Target instead can only either move or take a bonus action, not both. The target also cannot take a reaction.
  • Grappled: Target cannot form handsigns, and you gain advantage on attacking the grappled creature
  • Paralyzed: Target also takes critical damage from strength or dexterity saving throws you subject them to for the duration of this condition, in addition to the criticals from melee attack rolls already given by the paralyzed condition
  • Prone: Target instead must use their entire movement to get up from this condition, and has an additional -2 penalty to melee and ranged attack rolls.
  • Restrained: Target instead automatically fails dexterity saving throws for the duration of this condition.
  • Stunned: Target suffers this condition for an additional round
  • Weakened: Target instead reduces melee attack damage by -4, and has an additional -2 penalty to strength, dexterity and constitution ability and skill checks and saving throws with each rank applied by this jutsu.

Grizzly's Ferocity

Pre-requisite: Eight Gates, 2nd Gate

Your master has taught you that movement and positioning is the key to controlling the fight. As such, when fighting, you adopt the hunting style of the cheetah: Huge bursts of movement in short amounts of time. While under the effects of any of the gates, you can do any of the following:

  • As a reaction to being targetted by a melee attack, you can choose to let the attack hit (this must be decided before you know if it hits or not). After the attack concludes, you clutch the muscles around the last body part hit, trapping the fist, blade, or whatever that hit you in place, forcing the opponent into a grapple check vs you. On a success, the next taijutsu or art you cast with the casting time of an action or bonus action. On a hit, you deal the maximum possible damage.

  • If you are bloodied, you can spend double the additional upcast cost (6 chakra) to upcast taijutsu up to two ranks past your limit.

  • Once per round, as a part of the same action used to cast a taijutsu or art, you can spend half the original cost to increase the damage die by 1 stage (d4 > d6 > d8 > d10 > d12). When you are under the effects of the 5th gate or above, you can increase it by 2 stages instead.

  • If you would reduce an enemy to 0 hp, you can spend half the cost of the jutsu you used to do so to give the enemy 1 failed death save automatically. When this art is used at the 5th gate or above, you can give them 2 failed death saves by instead spending the same chakra cost used to cast the jutsu or art that recuded them to 0 hp.

Fight or Flight

Pre-requisite: Eight Gates, 4th Gate

"Beware of driving men to desperation. Even a cornered rat is dangerous." When you or an ally you can see is brought to 20% of your/their maximum hp, you can spend 16 chakra and a bonus action or reaction to enter your Fight or flight mode. While in this mode, you gain the following benefits:

  • Increase your critical threat range by half of your level in this class mod (Min. 1). Additionally, when you land a critical, increase the additional damage die by half your level in this class mod (Min. 1).

  • When you would be reduced to 0 HP, you can intentionally fail 1 death saving throw to instead be reduced to 1 HP and stay conscious. When you would do so, you fight back harder, increasing your critical threat range by 1. When you would be at 3 failed death saving throws, you can still activate this, but you will die immediately after your turn is over.

  • You are always under the effect of the dash and disengage actions. Also, when dragging one person, instead of halving your speed, you instead keep only 75% of your original movement speed.

  • You gain an additional reaction which can only be used to either take the dodge action or jump infront of an attack targetting your ally as long as they are within your movement speed. You can choose this reaction to take half of the damage that your ally would take from a failed dexterity or strength saving throw If this save was initiated by an AoE jutsu and you failed, you would still take the original damage meant for you in addition to the damage for your ally.

Heavenly Gates Arts: Techniques

Whenever you cast an heavenly gates technique that has a further beyond part while you are two gates or activations above the required gate/activation, you automatically upcast it by 1 stage without the additional chakra cost.

Black Lily


  • Classification: Gates Art
  • Release: 1st Gate
  • Casting Time: 1 Bonus Action
  • Range: 5ft
  • Duration: Instant
  • Components: M
  • Cost: 10 Chakra
  • Keywords: Taijutsu, Combo
  • Description: As part of the requirements of this jutsu, you must the 1st Gate of Opening or any of the gates thereafter active. You charge forward with a brilliant burst of speed, cracking the ground beneath you and kicking up a small mist of dust in your wake. Right before you deliver a full frontal attack, you move in an entirely new direction at a faster speed, disappearing from sight. Target creature must make wisdom saving throw as dust blocks their vision and gets into their eyes. On a failed save, they become blinded until the end of your current turn. Make a melee taijutsu attack, dealing your unarmed damage + 4d8 bludgeoning damage, launching them into the air an amount of feet equal to 5x where x is your strength modifier, and granting them 1 rank of the bruised condition.

Until the end of your current turn, you can target the same creature with a jutsu or art with the Finisher keyword as an action or reaction, regardless of the range or casting time.

Further Beyond: For each gate you cast this art above the 1st Gate, you can increase the cost of this art by 3 and the amount of attacks by 1 as you kick them further into the air, increasing the total height by 10ft for each kick. These kicks do not apply extra bruises until cast at the 5th Gate where it applies 1 extra rank of bruised for every 2 successful kicks.

Soul Shatter


  • Classification: Breaths Art
  • Release: 1st Activation
  • Casting Time: 1 Action
  • Range: 5ft
  • Duration: Instant
  • Components: M
  • Cost: Special
  • Keywords: Taijutsu
  • Description: You quickly move behind your opponent, anchor your foot into the ground and strike a vital point on their spine with both your fist and elbow simultaneously. While doing so, you force your chakra into their body, disrupting their physical and chakra network simultaneously. Make a melee taijutsu attack, dealing your unarmed damage + 8d4 bludgeoning damage. On a hit, the target must also make a constitution saving throw, and the more chakra you put into their body, the more devastating the effects.

9 chakra: Cannot mold chakra until the end of their next turn

12 chakra: Cannot mold chakra for 1d4 rounds

15 chakra: Cannot mold chakra for 1d4 rounds and is stunned until the end of your next turn

18 chakra: Cannot mold chakra for 1d4 rounds and is paralyzed until the end of your next turn

Primary Lotus


  • Classification: Gates Art
  • Release: 2nd Gate
  • Casting Time: 1 Action
  • Range: 5ft
  • Duration: Instant
  • Components: M, W (Battle Wire)
  • Cost: 9 Chakra
  • Keywords: Taijutsu, Finisher
  • Description: As part of the requirements of this jutsu, you must the 2nd gate of Healing or any of the gates thereafter active. This jutsu can only be done while both you and your target are airborne. You surge your chakra through your battle wire or protruding cloth, causing it to wrap around your enemy. Make a grapple check vs the target. On a success, you grab the target, and begin to rapidly spin, blurring both of your bodies and creating dust trails as you piledrive the target into the ground, dealing your unarmed damage + 5d6. All creatues within 5ft of the target must make a strength saving throw, being pushed back 5ft on a failed save. The original target must also make a wisdom saving throw, gaining 1 rank of concussed on a failed save.

If this jutsu is used as a Finisher, you instead make a grapple check against the target, dealing your unarmed damage + 5d10. Additionally, creatures within 10ft of the target creature must make a strength saving throw, being pushed back 5ft and falling prone on a failed save. The original target must also make a wisdom saving throw, gaining 2 ranks of concussed on a failed save.

Kamigami no ken


  • Classification: Breaths Art
  • Release: 2nd Activation
  • Casting Time: 1 Action
  • Range: Self
  • Duration: Concentration, up to 1 minute
  • Components: CM
  • Cost: 8 chakra
  • Keywords: Taijutsu
  • Description: Also known as "Fist of the Gods". You temporarily manifest your aura, having it cloak your fist or leg as you magnify the lethality of your strikes, allowing you to hit with the force of a new demigod. Your unarmed damage becomes 2d8 + your strength modifier. You cannot lose concentration of this art as a result of taking damage.

Further Beyond: Depending on the stage of activation you are currently in, this boost increases in magnitude as your aura becomes far more prominent and visible. At 3rd activation, this becomes 3d8, then 4d8 at 5th activation, and 5d8 at 7th activation. At third activation and beyond, your punches also obtain one of your nature releases, as your aura begins to take the form of a god of that element. Once per turn, when you hit someone with an unarmed strike while benefitting from this jutsu, you give them 1 rank of the following depending on the element:

  • Fire: Burned

  • Lightning: Shocked

  • Water: Chilled

  • Earth: Bruised

  • Wind: Bleed

  • No Element: Weakened

Little Toe Attack


  • Classification: Gates Art
  • Release: 3rd Gate
  • Casting Time: 1 Bonus Action, 1 Reaction to a creature moving away from you or casting a jutsu with the mobility keyword within 5ft of you
  • Range: 5ft
  • Duration: Instant
  • Components: M
  • Cost: 8 Chakra
  • Keywords: Taijutsu, Combo
  • Description: As part of the requirements of this jutsu, you must the 3rd Gate of Life or any of the gates thereafter active. You launch yourself into the air then drop down to perform a straight downward kick aimed at your opponent's feet. First you jump a number of feet equal to twice your strength ability score, then you make a melee taijutsu attack. On a hit, the target's foot gets burried into the ground, restraining them and reducing their speed to 0. You also deal twice your unarmed damage + xd6 fall damage where x is the amount of feet you've jumped into the air in increments of 10 feet.

One-Man Front Lotus


  • Classification: Gates Art
  • Release: 3rd Gate
  • Casting Time: 1 Action
  • Range: 45ft
  • Duration: Instant
  • Components: M, W (Battle Wire)
  • Cost: 14 Chakra
  • Keywords: Taijutsu, Finisher
  • Description: As part of the requirements of this jutsu, you must the 3rd gate of Life or any of the gates thereafter active. You leap into the air before beginning to spin turning yourself into a drill with enough force to create spiraling wind and dust that trails you as you come crashing down into a target of your choice that you can see within range. Make a melee taijutsu attack against the target, dealing your unarmed damage + 5d8. All creatures within 10 feet of the target must succeed a Dexterity saving throw to avoid being thrown back 10 feet from the force.

If this jutsu is used as a Finisher, you instead make a melee taijutsu attack against the target, dealing your unarmed damage + 5d12. Additionally, all creatures within 10 feet of the target must succeed a Strength saving throw, being knocked back 20 feet from the force, becoming incapacitated from the force and falling prone.

Further Beyond: For each gate you cast this art above the 3rd Gate, you can increase the cost of this art by 3 and the damage by 1d8 and 1d12 respectively.

Bliss


  • Classification: Breaths Art
  • Release: 3rd Activation
  • Casting Time: 1 Bonus Action
  • Range: Self
  • Duration: Concentration, up to 1 minute
  • Components: CM
  • Cost: 8 Chakra
  • Keywords: Taijutsu
  • Description: This art cannot be cast while under the Ashura's Rage mode. While under the effects of the second or higher heavenly breaths, you enter a state of complete focus and calm. While under this mode, you gain the following benefits:
  • You are immune to the feared, surprised, and charmed conditions

  • You reduce all psychic and force damage by your heavenly breath stage + twice your constitution modifier

  • You gain total awareness of your surroundings, thus obtaining 30ft of blindsight centered on you

  • You gain an additional reaction

Rokudō-uchi


  • Classification: Breaths Art
  • Release: 3rd Activation
  • Casting Time: 1 Action
  • Range: 5ft
  • Duration: Instant
  • Components: M
  • Cost: 12 chakra
  • Keywords: Taijutsu, Combo
  • Description: Also known as "Six-fold path strike". You quickly strike your opponent in six places, making two strikes at once, repeating three times. You first strike their shoulders, then their hips, and then their head and lower torso/back. Make 3 melee taijutsu attacks, dealing your unarmed damage on a hit. With each successful strike, the target will have to make a constitution saving throw. If you are benefitting from Measure Once, Strike Twice, they make the saves with disadvantage.
  • 1st Hit: 1 rank of weakened on a failed save

  • 2nd Hit: 1 rank of slowed on a failed save

  • 3rd Hit: 1 rank of confusion (Counts as C-rank for the purposes of interacting with the condition)

Reverse Lotus


  • Classification: Gates Art
  • Release: 4th Gate
  • Casting Time: 1 Bonus Action, 1 Reaction to a creature moving away from you or casting a jutsu with the mobility keyword within 5ft of you
  • Range: 5ft
  • Duration: Instant
  • Components: M
  • Cost: 15 Chakra
  • Keywords: Taijutsu, Finisher
  • Description: This art can only be cast as a Taijutsu Finisher. As part of the requirements of this jutsu, you must have at least the 4th Gate of Pain or any of the gates thereafter. The target of this jutsu must be restrained or grappled.

Make five taijutsu attacks against the target. On a Hit, Target creature takes Unarmed damage +2d4. Each successful hit, increase the damage die by 1d4. If all five attacks hit, you make a 6th attack. On a hit with the 6th attack, you deal 10d4 Bludgeoning damage and knock the target prone. (This Jutsu cannot score a critical hit) After this jutsu, you immediately end the 8 Inner Gates.

Further Beyond: For each gate you cast this art above the 4th Gate, you can increase the cost of this art by 3 and increase the damage die by 1 step (d4 > d6 > d8 > d10 > d12).

Heavenly Gates: Crane Wing Formation


  • Classification: Heavenly Gates Art
  • Release: 4th Gate
  • Casting Time: 1 Action
  • Range: 30ft
  • Duration: Instant
  • Components: M
  • Cost: Special (30 Chakra)
  • Keywords: Taijutsu, Combination, Finisher
  • Description: This jutsu can only be cast if you have one other caster who is within 15 feet of you. The second caster as a part of their reaction moves to a space within 5 feet of you that they can occupy. As part of the requirements of this jutsu, both you and the second caster must have at least the 4th Gate or any of the Gates thereafter or the 4th Heavenly Breath or any of the Breaths thereafter active. You and all other casters leap into action, charging straight for the target, whether it be a creature, construct or structure.

Each caster makes a melee taijutsu attack each dealing their unarmed damage + 3d8. If this jutsu is used as a Finisher, you both instead make a melee taijutsu attack against the target, dealing the attacking creatures unarmed damage + 3d12. Additionally, all creatures within 30 feet of the target must succeed a Strength saving throw, taking half of the original damage from the resulting shockwave and being knocked back 15ft. All constructs and structures hit by this jutsu are treated as having vulnerability to it. Combination: When this jutsu is cast, it gains additional effects based on who has the highest Charisma modifier between all casters.

  • +0-1: No Change.
  • +2-3: Affected creatures must succeed a constitution saving throw vs whichever of them has the higher taijutsu save DC, gaining number of ranks of bruised equal to the amount of casters that hit them with this jutsu on a failed save, or half (rounded down, min. 1) as many on a success.
  • +4-5: Affected creatures must succeed a constitution saving throw vs whichever of the two casters has the higher taijutsu save DC, becoming Dazed for 1d4 turns on a failed save.

Heavy Soul, Free Spirit


  • Classification: Breaths Art
  • Release: 4th Activation
  • Casting Time: 1 Action
  • Range: 5ft
  • Duration: Concentration, up to 1 minute
  • Components: CM, M
  • Cost: 15 Chakra
  • Keywords: Taijutsu
  • Description: You momentarily slow down and focus all of your aura around your fist, creating a dense field of chakra that magnifies both its weight and impact. You close your palm halfway, cracking the air around your hand, then fully close your hand, causing the earth to tremble around you. Your aura expands, then quickly condenses into a small compact ball of pure recycling chakra.

Make a melee taijutsu attack. On a hit, you deal your unarmed damage + half your level in this class mod (rounded up) x your current activation level. You forgo your taijutsu ability modifier for this damage If you miss this attack, this aura does not fade, but it releases some of the built up chakra, lowering the damage by 1 activation, and you can repeat the attack again when you get another action.

If you cast another jutsu while this is active, this jutsu immediately ends. If you make any other unarmed attacks as a part of the attack action or feature while this jutsu is active, you deal your normal unarmed damage, as you simply hit with your free hand/leg. Once the activation level reaches 0, this jutsu ends. After hitting with this attack, your aura is released, and the effects of Heavenly Gates: Release end on you.

Credit: Yoshihiro Togashi

Ashura Heaven-Shattering Shoulder Throw


  • Classification: Breaths Art
  • Release: 4th Activation
  • Casting Time: 1 Action, 1 Reaction to being missed by a melee attack
  • Range: Touch
  • Duration: Instant
  • Components: M
  • Cost: 13 Chakra
  • Keywords: Taijutsu, Combo
  • Description: As a part of casting this art, you must currently have access to at least the Fourth Heavenly Breath: Wheeze Taijutsu or any Heavenly Breath taijutsu of a higher rank. You also must currently be under the effects of the Ashura's Rage art. You quickly manifest two extra arms out of you shoulder blades, each resembling the arms of the god with which you are imitating. You grab the target's arm with all 4 arms, then jump into the air, spinning around twice and then launching them into the air. You then land on the ground and perform a high jump, quickly rising to the target and slamming all 4 arms into the creature, launching them further into the air.

Make a grapple check vs the target to throw them 50ft into the air. After a successful check, make a single melee taijutsu attack dealing 4x your unarmed damage and knocking them 50 more feet into the air. After successfully landing both parts of this jutsu, you can target the same creature with a taijutsu or art with the Finisher keyword with an Action, Bonus Action, or Reaction regardless of range or casting time. Whether or not the finisher lands, the affected creature takes 10d6 fall damage at the end of your current turn.

Further Beyond: For every Activation you are above 4th, you can spend 3 extra chakra to increase the number of arms and the unarmed damage multiplier by +1.

Twin Front Lotus


  • Classification: Gates Art
  • Release: 5th Gate
  • Casting Time: 1 Action
  • Range: 5ft
  • Duration: Instant
  • Components: M, W (Battle Wire)
  • Cost: Special (49 Chakra)
  • Keywords: Taijutsu, Finisher
  • Description: This jutsu can only be cast if you have one other caster who is within 15 feet of you. The second caster as a part of their reaction moves to a space within 5 feet of you that they can occupy. As part of the requirements of this jutsu, both you and the second caster must have at least the 5th Gate or any of the Gates thereafter active, also the target must be airborne or falling. You and the second caster leap into action grabbing and wrapping the target in you and the second casters battle wire as you begin to spin creating a 3-person drill creating dust trails as the three of you come crashing down into the ground with the force of a meteor.

Each caster makes a melee taijutsu attack each dealing their unarmed damage + 5d8. If this jutsu is used as a Finisher, you both instead make a melee taijutsu attack against the target, dealing the attacking creatures unarmed damage + 5d12. Additionally, all creatures within 30 feet of the target must succeed a Strength saving throw, being knocked back 20 feet from the force and falling prone. Combination: When this jutsu is cast, it gains additional effects based on who has the highest Charisma modifier between both casters.

  • +0-1: No Change.
  • +2-3: Affected creatures must succeed a constitution saving throw vs whichever of the two casters has the higher taijutsu save DC, becoming Incapacitated for 1d4 rounds on a failed save.
  • +4-5: Affected creatures must succeed a constitution saving throw vs whichever of the two casters has the higher taijutsu save DC, becoming Stunned for 1d4 turns on a failed save.




Asakujaku: Morning Peacock


  • Classification: Gates Art
  • Release: 5th Gate
  • Casting Time: 1 Action
  • Range: 5ft
  • Duration: Instant
  • Components: M
  • Cost: Special (14 Chakra)
  • Keywords: Taijutsu, Finisher
  • Description: This jutsu can only be cast as a Taijutsu Finisher targeting an airborne or falling creature. As a part of casting this jutsu, you must be gaining the benefits of at least the 5th Gate of Limit or any of the Gates thereafter. Once this jutsu is cast, you cannot cast it again until you spend at least 10 minutes recovering from the strain it places on your body. You leap into the air in a distinctive stance and begin punching the enemy repeatedly, so quickly in fact that they are set ablaze by the sheer speed and friction which in turn, creates a peacock-like fan of flames around the target.

Make a number of melee taijutsu attacks equal to your proficiency bonus dealing 1d6 damage on the first hit, then each successful hit after the first, increase damage die by +1. You cannot add your ability modifier to the damage dealt in any way. If you Score at least 5 hits this way, at the conclusion of this jutsu, the target is slammed back into the ground, taking falling damage as if they had fallen 50 feet and have to make a Constitution saving throw, being stunned until the end of their next turn on a failed save.

Further Beyond: For each gate you cast this art above the 5th Gate, you can increase the cost of this art by 3 and increase the damage die by 1 step (d4 > d6 > d8 > d10 > d12). When cast while under the effects of the 7th gate or above, the fire will burn a hot blue, and for every 2 successful hits, the target gains 1 rank of burned on a failed constitution save made at the conclusion of this jutsu (not the same as the con save for stunning). When cast under the effects of the 8th gate, then for every successful hit, the target gains 1 rank of burned on a failed constitution save.

Spirit Unshackled: Salvation


  • Classification: Breaths Art
  • Release: 5th Activation
  • Casting Time: 1 Action
  • Range: 5ft
  • Duration: Instant
  • Components: M
  • Cost: Special (14 Chakra)
  • Keywords: Taijutsu, Finisher
  • Description: This jutsu can only be cast as a Taijutsu Finisher targeting an airborne or falling creature. As a part of casting this jutsu, you must be gaining the benefits of at least the Fifth Heavenly Breath: Respire Taijutsu or any Heavenly Breath taijutsu of a higher rank. Once this jutsu is cast, you cannot cast it again until you spend at least 10 minutes recovering from the strain it places on your body. You leap into the air in a distinctive stance as air fills your lungs and your muscles bulge from your blood pathways expansion. You perform a quick prayer, then your aura manifests itself in a small form of the god your taijutsu imitates, then it begins to punch with enough force to imitate falling stars. Each punch creates small sonic booms with enough force to be felts up to 100 feet away. You strike with enough consistency and technique to create the image of dove from the expansion of air surrounding you and your target.

Make a number of melee taijutsu attacks equal to the number of Heavenly Breaths you are benefiting from dealing bludgeoning damage equal to 1d10 + Your taijutsu ability modifier on each hit. If you Score at least 5 hits this way, at the conclusion of this jutsu, the target is slammed back into the ground and have to make a Constitution saving throw, being stunned until the end of their next turn on a failed save.

Further Beyond: For each Breath you cast this art above the 5th Breath, you can increase the cost of this art by 3 and increase the damage die by 1 step (d4 > d6 > d8 > d10 > d12). When cast while under the effects of the 7th Breath, you instead increase the damage die by 1 (applies to every attack).

Ashura's Wrath


  • Classification: Breaths Art
  • Release: 5th Activation
  • Casting Time: 1 Action
  • Range: 5ft
  • Duration: Instant
  • Components: M
  • Cost: 20 Chakra
  • Keywords: Taijutsu, Finisher
  • Description: As a part of casting this art, you must currently have access to at least the Fifth Heavenly Breath: Respire Taijutsu or any Heavenly Breath taijutsu of a higher rank. You also must currently be under the effects of the Ashura's Rage art.

You proceed to make the famed stance of the demon Ashura, then you disappear in a blinding burst of speed, blitzing your opponent with six consecutive strikes before they can even see or comprehend where you went or what is happening. Afterwards, you appear in a space that can hold you within 5ft of the target. Make 6 melee taijutsu attacks, dealing your unarmed damage with each hit, and you knock the target prone with the final attack that slams them into the ground. After casting this art, you immediately exit your Ashura's Rage mode.

Afternoon Wolf


  • Classification: Gates Art
  • Release: 6th Gate
  • Casting Time: 1 Action
  • Range: 60ft
  • Duration: Instant
  • Components: M
  • Cost: 20 Chakra
  • Keywords: Taijutsu
  • Description: As a part of casting this jutsu, you must currently have access to at least 6th Gate of View or any of the Gates thereafter active. You take a stance mimicking that of a prowling dire wolf, getting ready to pounce. Then, you move forward with an incredible burst of speed, performing a high knee attack aimed at the opponent's head, knocking them back and then following up with a knee right to their core, and after knocking them back even further you swiftly move behind them and strike their spine with an elbow which stops their movement entirely.

Make 3 melee taijutsu attacks. The first hit will knock the target back 20ft and deal your unarmed damage + 2d10 bludgeoning damage, the second hit will knock them back 40ft and deal your unarmed damage + 4d10 bludgeoning damage, and the last hit will deal 6d6 fall damage + your unarmed damage and will force the opponent to make a constitution saving throw, stunning the opponent until the end of your next turn on a failed save.

Further Beyond: For each gate you cast this art above the 6th Gate, you can increase the cost of this art by 3 and the damage die by 1d10 and 1d6 respectively. When cast while under the effects of the 7th gate or above, this art will instead paralyze the opponent. When cast under the effects of the 8th gate, this paralyzation effect will last for 1d4 rounds.

Violent Leaf Adamantine-Strength Whirlwind


  • Classification: Gates Art
  • Release: 6th Gate
  • Casting Time: Special
  • Range: 5ft
  • Duration: Instant
  • Components: CM, M
  • Cost: 18 Chakra
  • Keywords: Taijutsu
  • Description: As a part of casting this jutsu, you must currently have access to at least 6th Gate of View or any of the Gates thereafter active. When you first enter any of the listed inner gates you may activate this jutsu once. When you do, you may immediately move up to 30 feet towards any hostile creature you can see. If you end your movement within 5 feet of the them, you can immediately make a single powerful roundhouse kick.

Make a melee taijutsu attack. On a hit you deal 6 times your unarmed damage and the target must succeed a strength saving throw. On a failed save they are thrown back a number of feet equal to your strength modifier times 20. If they strike a solid surface that’s less than 5 feet thick, they tear through it if they have at least 10 or more feet remaining to be knocked back, taking 6d6 bludgeoning damage for each surface they go through.

Further Beyond: For each gate you cast this art above the 6th Gate, you can increase the cost of this art by 3 and the unarmed damage multiplier by 1.

Hadouken!


  • Classification: Breaths Art
  • Release: 6th Activation
  • Casting Time: 1 Action
  • Range: 60ft
  • Duration: Instant
  • Components: CM
  • Cost: 20 Chakra
  • Keywords: Taijutsu
  • Description: As a part of casting this jutsu, you must be gaining the benefits of at least the Sixth Heavenly Breath: Gasp Taijutsu or any Heavenly Breath taijutsu of a higher rank. You move both your arms in a circular motion, moving your aura from your core, to your arms, then to your hands, and then bring them together to condense your aura into a materialized, spiraling ball of extremely dense chakra akin to a Rasengan. You then bring both your arms back, prepared to strike. As a part of the same action used to cast this art, you can do one of the following:

  • Hadouken: Sphere!: You make a ranged taijutsu attack against a target creature. On a hit, the creature takes 20d12 force damage and becomes blinded for 1d10 rounds from the intense amount of light emitting from the sphere. Each creature within 60ft of the target must make a dexterity saving throw from the resulting explosion, taking 16d10 force damage on a failed save and half as much on a success. The original target automatically fails this save but takes half damage from it. If the attack missed the target, then they make the save as normal.

  • Hadouken: Blast!: You make a ranged taijutsu attack against a target creature. On a hit, the creature takes 24d12 force damage and becomes blinded for 1d10 rounds from the intense amount of light emitting from the blast. Each creature within a 15ft wide and up to 60ft long line between the caster and the target must make a dexterity saving throw, taking 16d10 force damage and are blinded for 1d6 rounds on a failed save, or half as much and no further conditions on a success.If this attack missed the original target, they make the save as normal.

  • Hadouken: Burst!: If you are currently concentrating on the Heavy Soul, Free Spirit art, you can cast this art without ending that art, instead converting all of the stored energy used for that art into energy for this one. You make a ranged taijutsu attack against a target creature. On a hit, the creature takes twice your unarmed damage + twice your level in this class mod x your current activation level. You forgo your taijutsu ability modifier when calculating your unarmed damage. If your attack misses, then the concentrated aura then explodes, forcing everyone within 60ft of the original target to make a dexterity saving throw, taking half of the original damage on a failed save and half of that on a success. After casting this art, you immediately end Heavenly Gates: Release and cannot mold chakra until you spend 1 week recouperating.

Divine Manifestation


  • Classification: Breaths Art
  • Release: 6th Activation
  • Casting Time: 1 Full Turn Action
  • Range: 60ft
  • Duration: Concentration, up to 1 minute
  • Components: CM
  • Cost: 20 Chakra
  • Keywords: Taijutsu
  • Description: As a part of casting this jutsu, you must be gaining the benefits of at least the Sixth Heavenly Breath: Gasp Taijutsu or any Heavenly Breath taijutsu of a higher rank. You take the famed pose of the buddhist monks, with your left hand at your chest and its palm facing right, and your right hand at your lower torso and its palm facing the ground. Using your expanded lungs, you take in as deep of a breath as you can, and you fully concentrate on using every bit of your aura to manifest a materialized version of the god in which your taijutsu has imitated.

This construct has 18 hands originating from its torso and back in countless concentric rows, while its two main hands, paws, or claws are clasped, as if in prayer. When summoned, you are placed within the constructs head, out of reach of most entities. The construct has the following Statistics, and acts in your place on your turn. You cannot act while this construct is active. It acts on your turn, being able to use your Action, Bonus action, movement or reaction as you see fit (see next page);

Daytime Tiger


  • Classification: Gates Art
  • Release: 7th Gate
  • Casting Time: 1 Action
  • Range: 30ft
  • Duration: Instant
  • Components: M
  • Cost: 20 Chakra
  • Keywords: Taijutsu, Finisher, Clash
  • Description: This jutsu can only be cast as a Taijutsu Finisher. As part of the requirements of this jutsu, you must have at least the 7th Gate of Wonder active.

You take your palm and tap it with a closed fist creating a vortex of air pressure. Make a ranged Taijutsu attack against a target creature. On a hit the target takes 10d12 bludgeoning and 10d12 force damage, and becomes dazed for 1d10 rounds. Each creature within a 20ft wide and up to 30ft long line between the caster and the target creature must make a Dexterity saving throw. These creatures take 6d10 bludgeoning and 6d10 force Damage and are dazed for 1d6 rounds on a failed save, or half as much and no further conditions on a successful one.

Lastly, creatures within 60ft of the target must also succeed a dexterity saving throw, as the sheer pressure causes the air to contract and expand rapidly, dealing 2d10 bludgeoning and 2d10 force damage on a failed save and half as much on a success. The target creature automatically fails this save but takes half of the damage from it.

Further Beyond: If this art is cast at the 8th Gate, you can increase the cost of this art by 3 and the tiger becomes crimson red, thus increasing the damage by 1d12, 1d10, and 1d10 respectively (each damage die increase applies to both damage types). Also the initial target is instead automatically dazed for 1 minute.



Godly Manifestation

Gargantuan Humanoid Construct


  • Armor Class 21 + (Your Heavenly Gates Level)
  • Hit Points 300 (20d10 + 200)
  • Speed Your speed

STR DEX CON INT WIS CHA
Yours 18 (+4) Yours 1 (-5) Yours 1 (-5)

  • Condition Immunities All
  • Senses Blind Sight 120ft, Chakra Sight 120ft, passive perception 30
  • Damage Resistances All
  • Damage Immunities Your chosen godly element

Hand of God. Your Godly Manifestation treats all Demons as vulnerable to all of its attacks.

Divine Light. As a reaction to being targetted with an attack, your divine manifestation can emit a blinding light, forcing the attacking creature to make a wisdom saving throw, being blinded until the beginning of their next turn on a failed save.

Measure Once, Strike Thrice. Your Divine Manifestation is treated as always being under the effects of the Measure Once, Strike Twice art, even if you do not possess it.

Godly Strike. When your Divine Manifestation deals damage, its damage is treated as your godly element's damage type.

Enter the Gates of Heaven. Your Divine Manifestation can only cast Heavenly Gates Techniques that you possess, using your chakra to do so.

Immutable Form. Your Divine Manifestation is immune to any Jutsu or effect that would alter its form.

Actions

Multiattack. Your Divine Manifestation can attack twice, either using First Hand twice or First Hand then Third Hand.

First Hand. Melee Weapon Attack: +20 to hit, reach 15ft., one target. Hit 3d12 + Str Bludgeoning damage. The Manifestation chops down on the target, dealing the said damage and knocking the target prone and grappled by the ground.

Second Hand. Melee Weapon Attack: +20 to hit, reach 15ft., one target. Hit 3d12 + Str Bludgeoning damage. The Manifestation thrusts its palm into the target, knocking them back 40ft and causing them to take fall damage equal to the amount of feet they didnt travel if they hit a structure. This attack is used in place of unarmed damage for Heavenly Gates Techniques, and loses the knockback component when used as such.

Third Hand. Melee Weapon Attack: +20 to hit, reach 15ft., one target. Hit 4d12 + Str damage. The Manifestation clasps two of its palms together in attempt to crush the target. On a hit, the target is restrained by the Manifestation. The target can use its action to make a strength saving throw to escape.

Ninety-Ninth Hand. Melee Weapon Attack: +20 to hit, reach 15ft., one target. Hit 10d10 + Str damage. The Manifestation unleashes a barrae of palm strikes with its arms, resulting in a massively powerful attack that can dig deep into the ground.

Roku Seidō no Ichigeki


  • Classification: Breaths Art
  • Release: 7th Activation
  • Casting Time: 1 Action
  • Range: Movement Speed
  • Duration: Instant
  • Components: M
  • Cost: 21 Chakra
  • Keywords: Taijutsu, Combo
  • Description: Also known as "Six-Fold Path Smite". As a part of casting this jutsu, you must be gaining the benefits of at least the Seventh Heavenly Breath: Exhale Taijutsu or any Heavenly Breath taijutsu of a higher rank. You begin by uppercutting your opponent, then quickly jump above them and slam them into a new direction, and you repeat this four more times, knocking your opponent around and forming a star from their complete path of movement. Make 6 melee taijutsu attacks, dealing half your unarmed damage on a hit. After every successful hit, you gain a +1 bonus to your remaining hits.

If you hit with at least three or more attacks, the target will have to make a constitution saving throw. The detriments of failing this save increases in magnitude depending on the number of hits you've landed, and they take a -1 penalty to their save for every hit you've landed:

  • 3 Hits: Dazed for 1 Minute

  • 4 Hits: Stunned for 1 Minute

  • 5 Hits: Paralyzed for 1 Minute

  • 6 Hits: Paralyzed for 1 Minute and unable to mold chakra for 24 Hours

Zero Hand


  • Classification: Breaths Art
  • Release: 7th Activation
  • Casting Time: 1 Full Turn Action
  • Range: 60ft
  • Duration: Instant
  • Components: CM
  • Cost: Special (1 Chakra)
  • Keywords: Taijutsu
  • Description: As a part of casting this jutsu, you must be gaining the benefits of at least the Seventh Heavenly Breath: Exhale Taijutsu. You also must be currently under the effects of the Divine Manifestation art and your target must currently be restrained by Third Hand. Your Divine Manifestation slowly opens its mouth, emitting light akin to that of the brightest star in the universe.

The target traped by Third Hand cannot gain the benefit of any reaction they use until the beginning of their next turn. Everyone in a 20ft wide, 120ft line extending from your Manifestation must make a dexterity saving throw and wisdom saving throw, both at disadvantage. The target captured by Third Hand makes their save at disadvantage with a -2 penalty. On a failed dexterity save, they take Xd10 + 75 Radiant damage, where X = the Casters level + Proficiency + Taijutsu ability modifier + their level in this class mod, or half as much on a success.

On a failed Wisdom saving throw, they are permanently blinded, or they are only temporarily blinded for 1 minute on a success. Additionally, all creatures within 20ft of the blast must use their reactions to close and cover their eyes, temporarily giving themselves the blinded condition, otherwise they must also make a widom saving throw, becoming blinded for 1d6 rounds and taking 3d10 necrotic damage which cannot be resisted or reduced in any way on a failed sa e as their irises burn, or half as much and no condition on a success.

If this would reduce a creature's hit points to 0, they are atomized, becoming unable to be revived by any means, including and class mod arts or featyres. This attack drains the user's own life force, causing them to rapidly age by 100 years. At the conclusion of this attack, the user's body becomes extremely dehydrated and frail, forcing the end of their Heavenly breaths, then they begin to turn to ash, crumbling into dust over the course of the next minute.

Credit: Yoshihiro Togashi

Evening Elephant


  • Classification: Gates Art
  • Release: 8th Gate
  • Casting Time: 1 Action
  • Range: Movement Speed (60ft Line)
  • Duration: Instant
  • Components: M
  • Cost: 21 Chakra
  • Keywords: Taijutsu, Finisher, Clash
  • Description: This jutsu can only be cast as a Taijutsu Finisher. This is the ultimate culmination of offensive taijutsu. As a part of the activation of this jutsu, you must currently be under the effects of the 8th Gate of Death.

Make 5 Taijutsu attacks against a target. Each attack you make is treated as a shockwave that affects all creatures in a 10-foot-wide, 60 feet line behind your initial target. In between every hit, you can spend any amount of your remaining movement to strike at a different angle or strike a different creature within range. On a hit, the target creature takes 5d10 bludgeoning damage. All creatures behind the target creature must make a Dexterity saving throw taking 5d8 force damage on a failed save or half as much on a successful one. (This Jutsu cannot score a critical hit)

Night Guy


  • Classification: Gates Art
  • Release: 8th Gate
  • Casting Time: 1 Action
  • Range: Movement Speed
  • Duration: Instant
  • Components: CM, M
  • Cost: Special (1 Chakra)
  • Keywords: Taijutsu
  • Description: As a part of casting this jutsu, you must currently have the 8th Gate of Death active. You begin to emit an enormous amount of red steam, known as the ‘Steam of Blood’, and your chakra manifests into a red burning beast of your description around your body. You then shout an activation word of your choice, before dashing forward with such force that space in front of your becomes distorted.

You may select any creature or space you can see or within your movement speed range. You move in as straight a line as possible. You move through all structures, environmental obstructions and anything similar as if you could phase through them. You ignore summoned constructs and structures created by Jutsu, features or traits.

Additionally, the target cannot gain the benefits of any Reaction they use until the beginning of their next turn. You then kick, with the force required to distort time and space. Make a melee taijutsu attack, at advantage, rerolling any result that’s less than 8 on the die. On a hit, you deal Xd12 + 100 bludgeoning damage, where X = the Casters level + Proficiency + Taijutsu ability modifier + their level in this class mod.

If this would reduce a creatures hit points to 0, they are atomized, becoming unable to be revived by any means, including any class mod arts or features. At the conclusion of this attack, all of the blood in the users body is boiled out of them, forcing the end of their 8 Inner Gates, they then begin to turn to ash, crumbling into dust over the course of the next minute.

Credit: Masashi Kishimoto

Class Mod Considerations

The Eight Gates is one of the most popular things to come out of the Naruto Series, and it has singlehandedly kept Rock Lee and Might Guy relevant and popular throughout the anime and manga, even when they weren't directly involved with the main plot. Every DM and player would love to explore the trope of the hardworking character who manages to find their way in this crazy world full of magical eyes, nature powers, and nuclear beasts through hard work and sheer determination. However there are a few traps and pit falls that can trap both a player and DM in this regard when using this Class Mod.

  • This Class Mod is designed to attempt to provide the same general power that Shira, Might Guy and Rock Lee displayed throughout the series. Since the Eight Gates and Seven Heavens have Stages, however, this means that this class mod was made with the intention of the lowest level being the weakest of all other class mod's lowest levels, wheras the highest level of this class mod is the most powerful of all other class mod's highest levels (and relative to level 6 sage mode and rinnesharingan)
  • Players DO NOT get to decide when they can begin training to obtain this class mod, they absolutely need access to a willing trainer who has access to this class mod in order to get started, and to progress. You as a DM can choose to allow them to progress without a trainer, but they should absolutely need a trainer to get started.
  • Do not be afraid to impose additional penalties to players who attempt to manipulate and abuse this class mod. I am certainly aware that players can make unique builds that exploit this class mod in ways that were not the intention of this. For example, Uzumaki and Senju, who have features and jutsu that benefit from their constitution modifier, can use the Seven Heaven's constitution boosts to overcharge their features and ninjutsu. You can choose whether or not to allow this at your table.
  • This class mod attempts to give taijutsu and even bukijutsu users a reliable class mod that they can go down which is dedicated to them. It allows these players to not feel left behind when the entire world revolves around magical eyes, sage powers, and god chakra.
  • This class mod has the ability to give your PCs attack bonuses, save DCs ACs, and eve HP that can make them extremely difficult to fight. However, there are a lot of natural roadblocks that can stop them from accessing this power easily, and you as the DM have the power to add your own roadblocks. Here are some ways that you can stop Heavenly Gates users from obliterating all of your adversaries every fight: 1) If they try to power up before the fight, keep track of the time it takes for them to get to the fight. The released state, even though it is replenished every activation, can only last up to a minute. If you add more obstructions such as them having to search for the enemies, they can run out of time very quickly. 2) Any genjutsu that can CC gates/breaths users is very powerful. If you can disrupt their action economy while they are powering up, or even mess with their movement/stunning or paralyzing them, you can mess them up really badly.
  • Cont: 3) Genjutsu that can charm, fear, or beserk gates users, if they land, are very powerful. Especially high rank genjutsu that can berserk a gates/breath user into attacking their allies is extremely powerful. 4) Any jutsu can deals damage over time and/or adds elemental conditions which deal damage over time are very good against PCs with this class mod. It means that even if the fight is won, they could still die as soon as the gates/breaths wear off. 5) Adversaries who can teleport are absolutely the best counter to gates/breaths users. Being able to leave the fight, wait until the mode subsides, and come back is a complete counter to this class mod. Also anyone who can displace gates/breaths users also can completely counter them.
  • With the above being said, please don't go out of your way to build adversaries with the sole purpose of countering and punishing your gates/breaths users. That is a very toxic DMing style and it isn't fun for anyone. There are a multitude of ways to play around the fact that you have a PC with this class mod, and you can certainly challenge them without super buffing your adversaries or always countering this class mod.
  • Players with this class mod WILL be able to do a lot more damage and avoid/tank a lot more jutsu and features than other players, even those with class mods of their own. The key in playing around this is forcing the PC with this class mod to make tough choices in when and where to use this class mod, since it drains resources very quickly and its full power cannot be used in more than 1 fight scenario in a single day.
  • This class mod aims to give players the choice to either use a small amount of its power in multiple fights/scenarios, or to use most or all of their power for a singular fight/scenario. The full power of this class mod is not spammable, so in turn when it is actually used, it is extremely powerful.
  • A DM's goal when a player has this class mod, is to make sure that they cut no corners and stay true to their ninja way. The player must prioritize hard work, grit, and never giving up, even if it costs them everything.