Chakra Ninja (5e Class)

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Chakra Ninja[edit]

Creating a Chakra Ninja[edit]

First off, let's get something straight. Is this class a Naruto shinobi class? Yes and no. In general, yes, it is designed after Naruto shinobi, but it is not a perfect representation of them, nor is it meant to be. There are some rules in Naruto that don't fit perfectly well into the D&D world, so while this is made to closely resemble the shinobi in Naruto, it has some differences. I will try to include each jutsu from Naruto into the learnable jutsus here, and there will be some custom jutsus as well. However, things like genjutsu, which is a genetic trait, would have to fit more into race. So for the sake of this class, I will be finding ways around those kinds of limitations and putting in a few other differences between this class and the Naruto shinobi. If you want to look at more options for a Naruto Shinobi class, try going here: [1]. This user has dedicated a lot of time and studying into making a solid class. Many of my listed jutsus will look heavily at what they have done with their jutsu listings. Also, be aware that after some playtesting, there may be some changes to the class to balance it out more closely to the official D&D classes. Please do not add these changes yourself, I plan to update the page with any changes necessary, assuming it remains relatively untouched by the public.

Before building your character, consider a few things about what you want them to be like or what their focuses and main talents are. Do they wish to master their chakra through training and battle? Or perhaps they simply wander through the shadows as spies? Each element of your characters personality is important when considering how to build them.

Quick Build

Chakra ninjas are deadly rogues that draw on their inner chakra for power and have the ability to control and morph their chakra to accomplish mystical feats, such as breathing fire or creating clones of themselves. They are generally quick and precise, which makes it a great benefit to have a strong DEX score. You may also want to have a high score in CON because that is the main stat used for activating Chakra abilities.

Class Features

As a chakra ninja you gain the following class features.

Hit Points

Hit Dice: 1d8 per chakra ninja level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per chakra ninja level after 1st


Armor: None
Weapons: Simple weapons, shuriken,
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Dexterity, Intelligence
Skills: Choose two from stealth, sleight of hand, athletics, acrobatics, religion, survival, and deception.


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 3 daggers or (b) Any simple weapon
  • (a) An explorer's pack or (b) A burglar's pack
  • (a) Any artisan's tool set or (b) Any musical instrument
  • A set of 8 shuriken or darts

Table: The chakra ninja

Level Proficiency
Jutsus (Chakra Spells) Known Chakra Level Features
1st +2 1 1 Chakra, Jutsus (Chakra Spells), Unarmored Defense
2nd +2 1 1 Martial arts
3rd +2 2 1 Ninja Style, Deflect Missiles
4th +2 2 2 Ability Score Improvement, Slow Fall
5th +3 3 2 Action Flurry, Movement Increase
6th +3 4 2 Uncanny Dodge, Ninja Style Feature
7th +3 5 3 Evasion
8th +3 6 3 Ability Score Improvement, Natural Resistance
9th +4 7 3 Focused Mind
10th +4 8 4 Precise Throw
11th +4 9 4 Ninja Style Feature
12th +4 10 4 Ability Score Improvement, Chakra Recovery
13th +5 11 5
14th +5 12 5 Jutsu Retraining
15th +5 13 5 Slippery Mind
16th +5 14 5 Ability Score Improvement
17th +6 15 6 Ninja Style Feature
18th +6 16 6 Extra Attack
19th +6 17 6 Ability Score Improvement
20th +6 -- 7 Jutsu Master


At first level you understand your inner force of chakra and can control it to some degree. Using this chakra or wearing yourself out can cause its power to fade until you reenergize yourself during a short or long rest. To measure your current chakra ability at all times, you have a chakra score. Your chakra score, measured in points, is equal to your CON modifier multiplied by your chakra level (which grows as you get stronger, as shown in the table above), plus your chakra ninja level. This score cannot go lower than 0. You regain all lost chakra points whenever you complete a short or long rest.

Jutsus (Chakra Spells)[edit]

At 1st level you have been taught the ninja art of jutsus. Jutsus are powerful mystical techniques that use chakra as their main source of power. Choose one jutsu to know that you meet the requirements for. Once you obtain the ability to retain the information of more jutsus, you can train into new ones during a long rest. The "Jutsus (Chakra Spells) Known" section on the table above will show you how many additional jutsus your character can learn. The list of jutsus is at the end of this class description.

Should you wish to retrain your chosen jutsus, you may, but at a limited pace. Once per long rest, you may replace 1 known jutsu that you previously selected from the jutsu list as part of this feature with another jutsu that you meet the requirements to learn.

Unarmored Defense[edit]

Chakra ninjas usually need to rely on their speed to get done the jobs they have. For this reason, they usually see armor as a detriment. However, your extensive training in martial arts is plenty of defense for you. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Martial Arts[edit]

Beginning at second level, you may use your DEX modifier instead of your STR modifier whenever you make an attack with a weapon you are proficient with that does not have the "heavy" classification, or whenever you make an unarmed strike. You must not be wearing armor or wielding a shield in order to benefit from this feature.

Additionally, when not wearing armor or wielding a shield, you may make an additional attack each time you take the attack action.

<!-Use semi-colons for subheaders->

Ninja Style[edit]

At 3rd level, you choose a style of ninja training to dedicate yourself to. Choose between chakra master, shinobi, or ninja warrior, detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th levels.

Deflect Missiles Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your chakra ninja level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 chakra point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Slow Fall[edit]

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Action Flurry[edit]

Beginning at 5th level, you may take an additional bonus action on each of your turns. This bonus action can only be used to take the attack, hide, disengage, dash, or dodge actions. If you attack with this feature, you may only use it as one attack, and not two, as explained in the martial arts feature.

Movement Increase[edit]

Starting at 5th level, while you are not wearing armor and not wielding a shield, your movement speed increases 15 and your jump distance is doubled. Additionally, difficult terrain does not affect your movement.

Uncanny Dodge[edit]

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.


At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Natural Resistance[edit]

Your training of your chakra has made you more resilient. Starting at 8th level, you resist poison damage, and you have advantage on all saves against poison and disease, as well as against the effects of hot or cold whether.

Focused Mind[edit]

Starting at 9th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. You also have advantage on deception saves.

Additionally, as a bonus to this feature, you may use a bonus action to sense the chakra energies of other creatures around you. When you do this, you become aware of how many creatures are within 60 feet of you and the general direction of their location. You may also make a Wisdom check (DC 15) to determine whether they are immediately hostile toward you or a part of your party or not.

Precise throw[edit]

Starting at 10th level, your range for thrown weapons is doubled and you may add your proficiency bonus an additional time to all attack rolls you make with a thrown weapon.

Chakra Recovery[edit]

At level 12, you have learned to restore your chakra in a shorter amount of time. You can spend an action to regain a number of chakra points equal to half your level, rounded down. You must finish a long rest before you can activate this feature again.

Jutsu Retraining[edit]

Starting at level 14, you can retrain an additional chosen jutsu whenever you take a long rest.

Slippery Mind[edit]

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Extra Attack[edit]

Starting level 18, you may make an additional attack each time you take the attack action.

Jutsu Master[edit]

At level 20 you have finally become a true master of the way of the ninja. You can train into any number of jutsus, but still only twice per long rest.

Chakra Master[edit]

Chakra Masters are those ninja that dedicate their training to the mystical forces within themselves and their chakra.

Extra Jutsus

When you take this ninja style at level 3, you may learn two new jutsus. These jutsus may be retrained like any other jutsu but do not count against your jutsus known.

Powerful Jutsus

At level 6, your chakra has become much stronger, which gives you special new bonuses and uses for it;

  • When using a jutsu that deals damage, you may increase the damage dealt by half your chakra ninja level, rounded down.
  • You may pour your chakra into a surface or creature you are touching to make it's body unstable. Every point of chakra you pour into something deals 1 point of force damage to it. Anything destroyed or killed by this effect shatters into many pieces. This amount of damage doubles at level 15.
  • Level requirements for learning new jutsus are reduced by 1. This reduction is doubled at level 15
Ultimate resistance

At level 17, your chakra grows so strong that you are completely immune to being poisoned or diseased by nonmagical means, and you are immune to nonmagical poison damage. You also resist all nonmagical bludgeoning, piercing, and slashing damage.

Incredible chakra

Starting at level 17, your Constitution score may grow as high as 22 (+6). Your chakra level also increases by 1.


Shinobi are the ninjas that work in the shadows and assassinate with deadly precision.

Shadow Stalker

When you take this ninja style at 3rd level, you gain proficiency in stealth if you do not already have it, or expertise in stealth if you do.

Sneak Attack

Beginning at 6th level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. This damage bonus increase to 5d6 at level 10 and increases to 8d6 at level 15.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Critical Attack

Your attacks score a critical hit on a natural roll of 19 or 20, starting at level 11. If you are hidden or undetected by any opposing creatures, a natural roll of 18 also constitutes a critical hit.

Mastery of Stealth

Beginning at level 17, you have mastery over stealth. Add triple your proficiency bonus to your stealth rolls. Additionally, when you make an attack while you are hidden (or undetected by any opposing creatures), assuming you are still trying to stay hidden, creatures must make a perception check to find where you are at.

Ninja Warrior[edit]

Ninja warriors specialize in face-to-face battling. Rather than requiring the darkness of the shadows to cover them, they simply train hard to be able to beat anyone in combat.

Ninja Fighter

Starting at level 3, your AC score increases by 1 while you are not wearing armor or wielding a shield.

When throwing daggers, darts, or shuriken, you may throw three of the same weapon, instead of just a single one, in just one attack. You may choose to aim them at different targets, or you may have them share a target. However, when doing this, you do not add your proficiency bonus to the attack rolls.

Fighting Style

Your training has been enough to grant you proficiency with all weapons and improvised weapons. Additionally, whenever you make a successful attack, you may add your proficiency bonus to the damage dealt. You also gain a +1 bonus to hit on all attack rolls.

Extra Attack

You may make an additional attack each time you take the attack action, starting at level 11.

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 10 chakra points to start these imperceptible vibrations, which last for a number of days equal to your chakra ninja level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

List of Jutsus (Chakra Spells)[edit]

The following is a list of general styles of jutsus, used to organize the many kinds of jutsus you may use. You may hold fast to one or two if you choose to do so, but there is no restriction on how many in a particular style you can or can't have.

(For whatever reason, current progress on these has been moved, and even so there is still work to be done, so I recommend finding the jutsu listings from this class for now: [[2]])

Fire style
Water style
Ice style
Wind style
Earth style
Light style
Lightning style
Mind style
Insect style
Nature style
Shadow style
Metal style
Beast style
Poison style
Strength style
Unclassified style


Prerequisites. To qualify for multiclassing into the chakra ninja class, you must meet these prerequisites: 13 Dexterity and 13 Constitution

Proficiencies. When you multiclass into the chakra ninja class, you gain the following proficiencies: None

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