Karma&Jougan

by Mindfaze0

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Karma Seal and Jougan


Look I am gonna be honest, I don't feel like typing out some paragraph of lore and flavor. This is based off of Boruto's karma seal and jougan, as the title would imply. Yes yes you might say "thE kArmA doEsn'T giVe tHe JouGaN." To that I say, I don't care. I added it along with it because the design of it is cool and to give the class mod something more than just the seal. Karma wasn't really even prevalent in the anime when I made this and the jougan is barely explored in both the anime and the manga. So combining them is what I went with. As we get more aspects of the Karma seal revealed in the anime and manga I will add more arts. If jougan actually gets an explanation I will change that up too. If you don't have much knowledge on Boruto the Karma seal is granted when a dying Ōtsutsuki, in a desperate attmept to live, picks a vessel. In time the vessel becomes an Ōtsutsuki and there body is taken over by the fallen Ōtsutsuki.

Gaining the Karma Seal & Jougan


The Karma Seal and Jougan are typically obtained by an Ōtsutsuki reaching death and choosing a vessel to revive in. However, if you can't find a way to make that work in your campaign then you can flavor it however you want. You could have an Ōtsutsuki plant it on someone just for the fun of it. Maybe you want to do it Minato style and seal an Ōtsutsuki into someone as a child for the fun of it. As long as it makes sense in your world it is fine.

Leveling up the Karma Seal & Jougan


There are two ways to grow your karma seal. Both methods can be used or you can decide to pick just one. The first method is to level up your class mod with your level as shown in the class mod table. This leveling method is meant to portray how the Ōtsutsuki will continue to try to revive no matter what the player does. The second method is based on the Karmic Reap table. After a player goes through the detriment of rank 10 of Karmic reap the player can choose to increase their class mod level by 1. If you level up this way, your Karmic reap is set to 5. This is meant to give a way to force the advancement of the Ōtsutsuki for whatever reason. If you go with the second one only then you may ignore the minimum requirement part of the table. However, if you go with both then your class mod automatically levels up.
Karma Seal & Jougan
Level Minimum Requirements Karmic Arts Features
1st Character level 4 2 Karma, Karma Seal, Karmic Arts, Karmic Chakra, Jougan,
2nd Character level 8 3 Karma Seal(2), Karmic Retribution
3rd Character level 12 4 Jougan(2), Karmic Retribution(2)
4th Character level 14 5 Jougan(3), Karma Seal(3)
5th Character level 16 6 Karma Seal(4), Karmic Defiance

Karma

Karma is the main detriment of the Karma Seal. This comes in the form of Karmic reap. Every time you deactivate your Karma seal you gain 1 rank of Karmic reap. At 3rd level, your karma becomes more detrimental to your body. Therefore, you begin to gain 2 ranks of karmic reap whenever you deactivate your karma seal. In order to lower ranks of Karmic reap you must rest. On a long rest you may remove 1 rank and 2 ranks on a full rest. You can spend a week of downtime to remove 4 ranks of karmic reap.

Rank Effect
1 -1 to checks to resist the influence of the Ōtsutsuki.
2 You gain a personality trait of the Ōtsutsuki(Dms choice) and a personality trait of yours(your choice) is replaced by the Ōtsutsuki. Along with this, your dreams begin to become invaded by the Ōtsutsuki.
3 While your Karma seal is active you gain an additional +10 to your movement speed.
4 Full rests are now needed to remove one level of karma.
5 For every stage here and after your max chakra die decreases by 1.
6 While your Karma seal is active you gain a +1 to the dc of all arts and jutsus you cast.
7 Your Karma seal costs twice as much to activate.
8 You suffer an additional -2 to checks to resist the influence of the Ōtsutsuki.
9 You gain a physical trait of the Ōtsutsuki such as a horn or their eyes. Additionally whenever you activate the Karma seal you gain a +2 increase to str, dex, and con.
10 The Ōtsutsuki has a firm hold on your mind. The next time you fall to 50% hp or below you must succeed a dc 13 wisdom check to overcome the Ōtsutsuki. On a failure, your Ōtsutsuki takes control of your mind. They automatically activate your Karma seal and will attempt to get rid of all creatures who would impede their revival. In order to defeat the Ōtsutsuki they must either have their KC or Hp reduced to 0. The Ōtsutsuki can attempt to break out once per long rest. This rank takes a week of recuperation to remove.

Additionally, your Ōtsutsuki tries their best to assure their revival. Starting from 1st level your Ōtsutsuki Avatar will begin to request things from you. Occasionally when there is something that they feel is needed to assist them with their return (Such as a seal, specific jutsu, scroll, certain texts, chakra enhanced items etc.) they will attempt to compel you to retrieve it so long as it's within your power to immediately do so. They cannot compel you to go out of your way to retrieve something if you have no idea where something could be. They also cannot compel you to injure yourself or your allies. When you complete such a task, they wipe your memory of the task meaning you don't remember taking it, or hiding it. When they attempt to compel you, make a Charisma Check vs a DC[8+class mod level]. On a failure, they take control of you purely to complete the task for no longer than 1 minute. Upon Completion, they then seal the object or item into a pocket dimension only accessible by you, using Karmic Chakra. To access this Dimension, you must know of its existence and make a DC 20 Ninshou Check to tear it open. Alternatively, the Ōtsutsuki can attempt to forcefully activate your karma while not gaining complete control. They can only attempt this at 8 karmic reap or above. You must succeed a charisma check vs a DC[5+Karmic reap]

Karma Seal

At the 1st level you gain access to the Karma Seal. This seal was imprinted on you by an Ōtsutsuki. It’s pattern is always on your person whether it be on your forearm or chin. At first, your Karma Seal can only activate in desperate situations. You can only activate it after reaching 50% or below hp. As a bonus action you can spend 5 chakra to activate the Karma Seal. For the next 5 minutes you gain the following bonuses:

  • Your con and dex or str score increase by +2
  • Your movement speed increases by 20 feet
  • Your ac increases by an amount equal to your level in this class mod
  • You gain damage reduction from all incoming sources of damage equal to the level of this class mod.
  • You gain the ability to absorb jutsus using your karma seal. As a reaction when you would be hit by a ninjutsu or art, you can absorb the jutsu into your karma seal. When absorbing a ninjutsu/art it is completely nullified. As an action on your turn you may release the art or jutsu using your Karmic dc/attack bonuses Alternatively, as a bonus action you can absorb the jutsu for an amount of temporary karmic chakra equal to half the cost of the jutsu. Using any of these options gets rid of the jutsu you have stored in your karma seal.

At 2nd level, you instead gain +4 con and dex or strength. Additionally, you may activate the seal whenever you want without the need to be 50% hp or below.

Beginning at 4th level, your Ōtsutsuki avatar has embedded themselves in your DNA further. When you activate your Karma seal your seal glows a vibrant color. You gain the following benefits:

  • Your con and dex or str score instead increases by +6
  • Your movement speed increases by 30 feet
  • Your ac increases by an amount equal to your level in this class mod
  • Jutsus and arts casted deal an additional amount of damage equal to twice your level in this class mod.
  • You regen hp every round equal to your level in this class mod.
  • You reduce all damage received by twice your class mod level.
  • You gain the ability to absorb jutsus using your karma seal. As a reaction when you would be hit by a ninjutsu or art, you can absorb the jutsu into your karma seal. When absorbing a ninjutsu/art it is completely nullified. As an action on your turn you may release the art or jutsu using your Karmic dc/attack bonuses Alternatively, as a bonus action you can absorb the jutsu for an amount of temporary karmic chakra equal to half the cost of the jutsu. Using any of these options gets rid of the jutsu you have stored in your karma seal.

At 5th level, when your Karma seal is activated you may activate your jougan alongside it for no extra cost. Additionally, when you activate your Karma seal, you may increase both your dex and str score by +6 instead of just one or the other.

Karmic Chakra

Beginning at 1st level of your class mod, your karma seal changes the nature and potency of your chakra. Whenever you are under the effects of the Karma Seal feature, your chakra becomes Karmic Chakra(KC). Karmic Chakra has the same properties as normal chakra with the added benefit that you are able to cast Karmic Arts.





Karmic Arts

Your Ōtsutsuki given abilities give you access to Karmic Arts. Karmic arts mimic abilities and traits of an Ōtsutsuki The Arts may require a saving throw or attack roll. To calculate these, do the following;

Karmic Art Save DC = 12 + your Level in this class mod + your Proficiency bonus;

Karmic Art Attack Bonus = Twice your Proficiency Bonus + your level in this class mod;

Jougan

Beginning at 1st level, a mutation caused by Ōtsutsuki cells in your body have caused a manifestation of the Jougan. However, you are unable to activate it as you please. You may activate this only if you have your karma seal feature active or if you are below 50% hp. As a bonus action you can spend 10 chakra or Karmic Chakra to activate the jougan for 5 minutes. While active you gain the following benefits:

  • Chakra sight for 100 feet
  • You are able to look at the chakra of a creature to a precise degree, allowing you to become aware of how much chakra they have. As a bonus action you can look at a creature’s chakra. You are able to tell if they are above or below 50% of their chakra. You can use this feature a number of times equal to your prof. mod. You regain all uses of this ability on a short rest.
  • You have a +2 on charisma and wisdom checks to find the true intentions of a creature.
  • When you make an attack roll of any kind you gain an additional +1 to the attack.

At 3rd level, you have begun to become accustomed to the Jougan. As such you have gained the ability to activate the Jougan as if you were born with it. You are able to activate it on command at any time. Additionally your Jougan has grown in power and now gives the following benefits:

  • Chakra sight for 200 feet
  • Your ability to examine a creature’s chakra has become even stronger. As a bonus action you can see the exact amount of chakra points an enemy has. You can use this feature a number of times equal to your prof. mod every short rest.
  • You are able to tell if a creature has the ability to use space time ninjutsu just from looking at them.
  • You have advantage on charisma and wisdom checks to find the true intentions of a creature.
  • If a creature that you can see has teleported on this turn, any attack they make against you is at disadvantage.
  • When you make an attack roll of any kind you gain an additional +2 to the attack.

At the 4th level your Jougan has become much more efficient and able to be maintained for longer. Your Jougan is now able to be maintained for 10 minutes. You now instead gain the following benefits:

  • Chakra sight for 250 feet
  • You gain Truesight up to 60 feet.
  • As a bonus action you can see the exact amount of chakra points an enemy has. You can use this feature a number of times equal to your prof. mod every short rest.
  • You are able to tell if a creature has the ability to use space time ninjutsu just from looking at them.
  • If a creature within 5 feet of you attempts to teleport away from you, you can make an attack of opportunity as a reaction. On a hit the creature’s teleport is cancelled and any chakra that would have been used to teleport is wasted.
  • If a creature teleports within a mile of you, you automatically know where they teleported to. You are able to discern the true intentions of a creature and are immediately able to tell if a creature is acting to do good or evil.
  • If a creature that you can see has teleported on this turn, any attack they make against you is at disadvantage.
  • When you make an attack roll of any kind you gain an additional +3 to the attack.

Karmic Retribution

At 2nd level the Ōtsutsuki has learned how to momentarily lend you strength to avoid the darkest fate that can fall upon you. When you are downed while benefiting from the karma seal or Jougan feature you can spend 2 chakra die and gain 1 rank of karmic reap. You are imbued with the power of an Ōtsutsuki. The Ōtsutsuki in your body takes over and does their best to keep you alive. When you use this feature you gain 40 THP, 30 Temporary Karmic Chakra, and regen hp equal to your level in this class mod at the beginning of your turn for a minute. Your avatar does their best to take down the creature who reduced your hp to 0. If that is not possible they do all they can to ensure your survival. If you fall to 0 hp while benefiting from this you are downed in a stabilized condition and gain one level of exhaustion. You may use this ability to revive yourself once per long rest. At 3rd level, you gain an additional amount of temporary hp equal to your class mod level*5.













Karmic Defiance

At level 5 you are nearly ready to turn into a pure Ōtsutsuki. Upon reaching 5th level in this class mod you gain frequent premonitions of your body being taken over. Within the next month you must battle your Ōtsutsuki. When you are ready to battle them you activate your Karma seal and open a portal to another dimension containing your Ōtsutsuki with up to 3 allies (doing this costs no chakra). When you appear in the other dimension you are faced with the Ōtsutsuki who has been granting you their powers up until now. In this dimension you are unable to access your Karma seal features and must battle your avatar. If you die, everyone is sent out of the dimension and the Ōtsutsuki takes over your body. While battling them you have two options to defeat them.

  • Subdue: You must reduce the avatar’s hp to ⅓ of their max. If you do this and choose to leave you keep your levels in this class mod. Your Ōtsutsuki is weakened and will not be able to attempt to escape again for a year. However, every time you activate your Karma seal and Jougan together the cooldown is reduced by one month.

  • Kill: You are sick and tired of the Ōtsutsuki . So you decide to kill it once and for all. If you choose to do this you are set at level 3 of this class mod. However, you will never be able to go beyond this level of the class mod. Even though you killed the Ōtsutsuki, you can still be affected by the ranks of karma and karmic retribution. Although the Ōtsutsuki is gone, it will always be part of you

Alternatively, you can choose to have a ritual of some sort instead of battling the Ōtsutsuki. If you choose to do this, ask your dm for a way to do this. By going through with this ritual you lose access to this class mod entirely. The Ōtsutsuki is expelled from your body, never to be seen again. In addition, your karma seal turns white as a mark signifying that the Otsutsuki is no longer dwelling inside you.

The Ōtsutsuki is an iconic solo with a level equal to Character level+class mod level [insert stat block I am just too lazy to do]

Karmic Cannon


Classification: Karmic Art
Casting Time: 1 Action
Range: Self (100 foot line)
Duration: Instant
Components: CM
Cost: 25 Karmic Chakra
Keywords: Ninjutsu
Description: You channel Karmic chakra within your arm and unleash a powerful beam that is 100-feet long and 10-feet wide . All creatures in the range of this jutsu must make a dex save vs your Karmic art save dc, taking 14d12 necrotic damage on a fail and half as much on a save. If this jutsu deals damage equal to or greater than half of a creature’s max hp one of their limbs(dms choice) are disintegrated from the attack. This jutsu’s damage cannot be reduced by any means.


Karmic Outrage


Classification: Karmic Art
Casting Time: 1 Reaction, when you would take damage
Range: 20 foot radius centered on self
Duration: Instant
Components: CM
Cost: 15 Karmic Chakra
Keywords: Ninjutsu
Description: You build up your chakra and unleash your rage into the surrounding area. Until the end of your next turn you are unable to take any actions. You gain resistance to all damage types except necrotic and psychic damage. On the beginning of your turn following the activation of the art you let out your rage dealing 8d8 force damage to anyone within range. During your charge time for every 15 damage taken you increase the range by 20 feet and the damage dealt by 5d8. Every target in the range (besides you) must make a constitution save vs your Karmic Art save dc, on a success they take half damage.


Karmic Rods


Classification: Karmic Art
Casting Time: 1 Bonus Action
Range: Touch
Duration: 1 Minute
Components: CM, M
Cost: 10 Karmic Chakra
Keywords: Bukijutsu, Ninjutsu
Description: You manifest a vibrant glowing red rod made out of pure karmic chakra. The rod has the statistics of a quarterstaff, is unbreakable, and you are proficient in wielding the rod. Whenever you deal damage with an attack or jutsu using this rod, you deal additional damage to the target creature’s chakra equal to half the original damage of the attack.

Additionally, while this art is active and you use a bukijutsu that calls for a piercing weapon, you can spend 3 chakra to temporarily transform the weapon into karma rods. When you do this and deal damage with the bukijutsu, you deal additional damage to the target creature’s chakra equal to half the original damage of the attack

Karmic Size Altering


Classification: Karmic Art
Casting Time: 1 Reaction, which you take when you would take damage or make a Dexterity saving throw or 1 Action.
Range: Self
Duration: Instant
Components: CM, M
Cost: 10 Karmic Chakra
Keywords: Ninjutsu
Description: You use your Karma Seal to shrink in order to avoid an attack As a reaction, you shrink to a near-microscopic size momentarily, gaining +10 to ac, +5 to dexterity saving throws, and disadvantage on strength saving throws until the beginning of your next turn. Alternatively, as an action on your turn you can shrink, gaining +10 to ac, +5 to dexterity saving throws, and disadvantage on saving throws. Additionally, your size becomes tiny and your movement speed is reduced to 10ft. You can regrow to your regular size as a bonus action.

Karmic Teleportation


Classification: Karma Art
Casting Time: 1 Action
Range: 1 Mile
Duration: Concentration, Up to 1 Minute
Components: CM
Cost: 15 Karmic Chakra
Keywords: Ninjutsu
Description: You create linked teleportation portals that remain open for the duration. Choose two points to form the portals, one point within 10 feet of you and one point within the range of this art. If you know a specific location within 5 miles of you, then you may choose that as a point to place a portal. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the Jutsu fails, and the casting is lost. The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal. Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. You can choose what creatures can and cannot enter the portal. If a creature is denied access the portal spits them back out within an occupied space within 20 feet of the portal. You do not need to pay chakra to concentrate on this art.

Dance of the Otsutsuki

When you activate your Karma Seal, you can automatically enter this stance. Otherwise, you may use a bonus action. While gaining benefits from the Karma Seal feature, you can move into a stance specialized by the Otsutsuki

  • Your unarmed attacks deal 2d6
  • Your unarmed attacks gain the critical and deadly property.
  • When you take the attack action with at least two hostile creatures near you, you gain an additional attack as a part of the same attack action
  • You cannot use this stance in conjunction with other stances

Flight of the Otsutsuki

  • When your karma seal you automatically cast fly on yourself for a minute. Fly casted this way does not need to be concentrated on. Any boost granted to your movement speed from the karma seal applies to this flying speed as well.

Power of the Otsutsuki

While benefiting from the Karma Seal feature, your jutsu become empowered. When casting an art or jutsu, as a free action you can modify it in one of the following ways,

  • Increase the damage equal to the relevant casting modifier or
  • As a bonus action, you may upcast a jutsu by one rank for no additional chakra. Jutsu upcasted this way can go beyond the highest rank you can learn

Vitality of the Otsutsuki

  • When activating your Karma seal you gain temporary hp and 30 THP and 30 TKC(Temporary Karmic Chakra). These both disappear when your seal deactivates.

Weapons of the Otsutsuki

-You gain the ability to create weapons on command. While you're using your Karma seal as an action, spend 5 karmic chakra to form a weapon of your choice that you are proficient in. This weapon is glowing red and made of pure otsutsuki chakra.

You are able to spend downtime to enhance the weapon granted by this art with seals. It does not require the purchase of seals and instead of a crafting check, it requires a chakra control check. You have a number of slots equal to your class level. Additionally, the time needed to enhance them is lowered to the times shown below.

  • D-1 weeks
  • C-3 weeks
  • B-10 weeks
  • A-20 weeks
  • S-35 weeks
 

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