Naruto: Shinobi, Variant (5e Class)

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Naruto: Shinobi[edit]

- Using for my camp to slim down the page, please pay no attention to this page, and if your looking for the full/real one its right here.

Shinobi are specialized ninja who have gained the power of Ki, an energy created by combining the spiritual and physical energies inside every person. This allows them to do amazing feats like walking up walls or on water, breathing fire, among many others. The clearest characteristic of a shinobi is their ability to manipulate Ki to manifest techniques known as jutsu. Jutsu are separated into three groups: Genjutsu, which manipulate other's minds; Taijutsu, which operate Ki in the user's body to enhance their physique; And Ninjutsu, which manifest Ki in various forms, the most common of which being the elemental jutsu, in which the user transforms their Ki into a specific nature between Lightning, Earth, Fire, Wind, and Water. By combining two or more basic natures, one can achieve more advanced natures such as Wood Style and Ice Style, though such techniques are often passed down through genetics.

Creating a Shinobi[edit]

Naruto%2C_Original_Artwork.jpg
A group of shinobi in front of Kurama, Masashi Kishimoto.

When creating your character, think about why you became a ninja. Was it in preparation for a difficult task, or did you simply want to impress someone? Were you popular growing up, using the opportunity to grow your following, or was it simply to earn a little respect? During your training, did you succeed with flying colors, or did you have to retake the exam multiple times? As a result of this, are you cocky and overconfident, or cautious and pensive?

Quick Build

You can make a Shinobi quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity, followed by Constitution. Finally, choose either the Assassin or Genin/Chunin background. In addition, with your DM’s approval, you may choose Jinchuriki as your race.

Class Features

As a Shinobi - Using for my camp to slim down the page, please pay no attention to this page, and if your looking for the full/real one its right here. you gain the following class features.

Hit Points

Hit Dice: 1d8 per Shinobi - Using for my camp to slim down the page, please pay no attention to this page, and if your looking for the full/real one its right here. level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shinobi - Using for my camp to slim down the page, please pay no attention to this page, and if your looking for the full/real one its right here. level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, shortswords, kunai
Tools: Thieves' tools
Saving Throws: Dexterity, Constitution
Skills: Choose two from Acrobatics, History, Investigation, Nature, Perception and Stealth

Equipment

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

Table: The Shinobi - Using for my camp to slim down the page, please pay no attention to this page, and if your looking for the full/real one its right here.

Level Proficiency
Bonus
Features Ki Martial Arts/Classic Unarmed Die Unarmored Movement Jutsu
1st +2 Martial Arts, Unarmored Defense - 1d4 - -
2nd +2 Ki, Unarmored Movement 2 1d4 +10 3
3rd +2 Ninja Path 3 1d4 +10 4
4th +2 Ability Score Improvement, Ki Natures 4 1d4 +10 6
5th +3 Extra Attack, Nindo 5 1d6 +10 7
6th +3 Ninja Speed 6 1d6 +15 9
7th +3 Ninja Path Enhancement, Ki Recovery 7 1d6 +15 10
8th +3 Ability Score Improvement, Ki Natures 8 1d6 +15 12
9th +4 Ki-Infused Strikes, Ninja Speed Improvement 9 1d6 +15 13
10th +4 Ninja Path Enhancement 10 1d6 +20 15
11th +4 Extra Attack (2) 11 1d8 +20 16
12th +4 Ability Score Improvement, Ki Natures 12 1d8 +20 18
13th +5 Jonin 13 1d8 +20 19
14th +5 Ki Natures 14 1d8 +25 21
15th +5 Ninja Path Enhancement 15 1d8 +25 22
16th +5 Ability Score Improvement 16 1d8 +25 24
17th +6 Advanced Training 17 1d10 +25 25
18th +6 Advanced Training feature 18 1d10 +30 27
19th +6 Ability Score Improvement, Advanced Training feature 19 1d10 +30 28
20th +6 Ninja Path Enhancement 20 1d10 +30 30

Martial Arts[edit]

At 1st level, you have experience with styles of fighting that emphasize your speed and guile, and you have trained to use your body like a weapon.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and any weapons that you are proficient with which don't have the heavy property.
  • You can roll a d4 in place of the normal damage of your unarmed strikes. This die changes as you gain shinobi levels, as shown in the Martial Arts column of the Shinobi table.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike or attack with a one handed weapon as a bonus action.

Unarmored Defense[edit]

At 1st level, your finesse in dodging lets you last in fights without traditional armor. While wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + Intelligence modifier.

Unarmored Movement[edit]

At 2nd level, while wearing no armor and not wielding a shield, your speed increases by 10 feet. This bonus increases when you reach certain shinobi levels, as shown in the shinobi table.

Ki[edit]

At 2nd level, you begin on your journey of mastering Ki. Ki is a form of life energy created when physical and spiritual energy is combined within the body. This energy is often confused with ki, but the two are different in form and control, and cannot be used interchangeably. The energy circulates throughout the body in a network called the "Ki Pathway System", which is similar to the cardiovascular system. Ki can be expelled from the body through pressure points called Tenketsu, not unlike a capacitor, to effect the world around the user. Your access to this energy is represented by a number of Ki. Your shinobi level determines the number of Ki you have, as shown in the Ki column of the Shinobi table, and you add your Constitution modifier to your Ki point maximum.

You can spend this Ki to perform various jutsu. The rules for which are detailed below. You start knowing three jutsu.

When you spend any amount of Ki, it is unavailable until you finish a long rest.

Spellcasting Ability

Intelligence is your spellcasting ability for your jutsu (detailed below), since you apply Ki through careful intellectual control. You use your Intelligence whenever a jutsu or spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a jutsu you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Jutsu[edit]

By molding Ki within the body and releasing it, shinobi are able to perform techniques known as jutsu. Jutsu come in various types, or natures, with Kekkei Genkai jutsu using multiple natures of Ki at once, and often being connected to bloodlines. The following rules apply to all jutsu unless otherwise stated:

  • To use jutsu, you must be able to move both of your free hands.
  • All jutsu take an action to use.
  • All jutsu require Ki.
  • Bludgeoning, piercing, or slashing damage dealt by jutsu count as magical for the purpose of overcoming resistance.
  • You add your jutsu spellcasting modifier to the damage of any jutsu that only lists dice for damage.
  • Anything that prevents you from casting spells, such as an Antimagic Field, also prevents you from using jutsu excluding Taijutsu.
  • You can’t spend more than 5 times your level Ki on a single jutsu.

You learn Basic Ninjutsu and Taijutsu nature in addition to one nature of your choice. You can learn another nature at 4th, 8th, 12th, and 14th level.

You know a number of jutsu as indicated in the Jutsu column of the Shinobi class table. These jutsu must be of a Ki nature you have learned, and you must have any prerequisite jutsu they require. Whenever you learn a jutsu from the Basic or Taijutsu Nature, you can learn twice as many instead. If you lose access to jutsu counted toward this limit, such as losing a Path of Hatred unique jutsu from losing your Sharingan, you may gain a different jutsu at the end of a long rest.

Each nature has a Basic X Style Technique, with X being replaced by the Ki nature. This basic technique is automatically gained upon gaining its nature and does not count toward your jutsu limit. Jutsu gained from path features do not count against your jutsu limit.

Ki Nature Alternatives[edit]

You may forego learning a nature to gain Affinity in one you already know or one of your Ninja Paths, granting jutsu of that nature/path a +1 bonus to their saving throw DC, attack rolls, and damage rolls. You may have Affinity in a single nature a number of times equal to half your proficiency bonus. You may forgo learning a nature to increase your maximum hit dice by 2, increase your movement speed by 10 ft., or increase your Ki point maximum by 3.

Narrative Jutsu[edit]

Jutsu cast outside of initiative cost half as much Ki as long as the jutsu will not damage or otherwise directly negatively affect a creature. Lighting a campfire with fire Jutsu, or putting out a burning building with water jutsu are examples of Narrative Jutsu. The purpose of jutsu is to be used to the advantage of the party in all pillars of play, not just combat.

Ninja Path[edit]

At 3rd level, you choose what path you would like to follow, all detailed under Ninja Paths. You gain new features from your path at 7th, 10th, 15th, and 20th level.

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. If you do, you may choose to take a Ninja Feat

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level.

Nindo[edit]

At 5th level, you choose your Nindo, or in other words, your own “ninja way”. Nindo are detailed beneath this class's features.

Ninja Speed[edit]

At 6th level, you can spend 1 Ki to take the Dash, Disengage, or Hide action as a bonus action on your turn, and your jump distance is doubled for the turn.

At 9th level, you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, and this feature no longer costs Ki.

Ki Recovery[edit]

At 7th level, due to extended periods of use your Ki is constantly recovering itself.\ You will gain Ki points equal your Intelligence modifier (minimum 1) at the beggining of your turns, though it cannot exceed your maximum. (At 10th level its free.)

Ki-Infused Strikes[edit]

At 9th level, you have began to focus more Ki into your strikes. Your Unarmed Strikes and weapons you are proficient in now count as dealing magical and silvered for overcoming resistances. You may also add a extra dice to the total damage of your unarmed strike depending on your Intelligence modifier.

Jujutsu Density Damage Dice
If you have a +1 in Intelligence d4
If you have a +2 in Intelligence d6
If you have a +3 in Intelligence d8
If you have a +4 in Intelligence d10
If you have a +5 in Intelligence d12

Jonin[edit]

At 13th level, your skill in ninjutsu is that of a true professional; developed to the point of some's maximum potential. You may weave handsigns with a single hand, allowing you to cast jutsu that require hand seals while only one of your hands is free. Additionally, you gain proficiency in one skill of your choice and an extra reaction.

Advanced Training[edit]

At 17th level, you pick an additional Ninja Path to gain the first feature of, individual weapon, armor, or skill proficiency, or the ability to use and learn three jutsu from a Ki nature. You may choose a second and third Ninja Path or the next level up in your additional path at 18th and 19th level.

You may forgo the above to increase your maximum hit dice by 1, increase your movement speed by 5 ft., or increase your Ki point maximum by 3 points.

Nindo[edit]

Your Nindo, or ninja way is a guideline you follow; your own personal mantra. As Ki is the combination of physical and spiritual energy, how one wishes to improve greatly impacts how they do. At will, you may break your nindo, losing the benefits of your current nindo for 2d4 days, allowing you to choose a different nindo after this time period is over.

"Even the strongest of enemies have a weakness"

Confrontation is an absolute final option. As a bonus action, you can make a Perception check against the target's passive Perception. If you succeed, you discern all of the target's Damage Vulnerabilities, Resistances or Immunities, if it has any. You may use this feature once, regaining use when you roll for initiative.

Ninja Paths[edit]

All ninja follow one of the following paths. Any jutsu gained from subclass features do not count toward your number of jutsu learned. By taking a subclass, you gain its Unique Path Jutsu as a nature, listed at the bottom of their path description, which acts as any other Ki nature. Features that require a form of maintenance at the end of each of your turns, such as the loss of hit points, loss of Ki, or creation/loss of Ki, immediately end if you become unconscious.

If you are not using the Beyond 20th Level variant rule, any features with a level requirement above 20th should instead be treated as epic boons with a 20th level requirement.

At 3rd level, you chose one of the following subclasses:

Ki Natures[edit]

Design Note: Jutsu not sourced from the original series or its related official works (i.e. light novels, games, etc.) have an asterisk (*) before and after its name.

Seals can be created on any surface, however special material (such as Ki Tags and Elemental Ink) will have added benefits. They can be removed with a successful Strength saving throw and can be hijacked by any Ki user with a successful Intelligence (Arcana) check contested by your spell save DC, which is increased by 1 for every additional Ki point spent on the seals.

A created seal remains inactive until you place it as an action, kick-starting its described effect and beginning the countdown of its duration. A seal remains effective for 24 hours, at the end of which it loses its magical properties and dissipates. You can carry a number of drawn seals equal to your Intelligence modifier (minimum of 1) at any one time.

Each Ki nature has a primary damage type used for a handful of features, as indicated after the nature for basic natures, and after their component natured for Kekkei Genkai.

Basic Natures[edit]

Multiclassing[edit]

Prerequisites: To qualify for multiclassing into the Shinobi class, you must meet these prerequisites: Intelligence of 13 and Dexterity of 13

Proficiencies: You gain the following proficiencies when you multiclass into this class: Simple Weapons, shortswords, kunai, and light armor.

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