Naruto: Shinobi (5e Class)

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Naruto: Shinobi

Shinobi are specialized ninja who have gained the power of Chakra, 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 chakra to manifest techniques known as jutsu. Jutsu are separated into three groups: Genjutsu, which manipulate other's minds; Taijutsu, which operate chakra in the user's body to enhance their physique; And Ninjutsu, which manifest chakra in various forms, the most common of which being the elemental jutsu, in which the user transforms their chakra 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

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 you gain the following class features.

Hit Points

Hit Dice: 1d8 per Shinobi level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shinobi level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, shortswords, kunai
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
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

Level Proficiency
Bonus
Features Chakra Martial Arts/Classic Unarmed Die Unarmored Movement Jutsu
1st +2 Martial Arts, Unarmored Defense - 1d4 / 1d4 - -
2nd +2 Chakra, Unarmored Movement 4+Con 1d4 / 1d4 +10 3
3rd +2 Ninja Path 6+Con 1d4 / 1d4 +10 4
4th +2 Ability Score Improvement, Chakra Natures 8+Con 1d4 / 1d4 +10 6
5th +3 Extra Attack, Nindo 10+Con 1d4 / 2d4 +10 7
6th +3 Ninja Speed 12+Con 1d4 / 2d4 +15 9
7th +3 Ninja Path Enhancement, Resistant 14+Con 1d6 / 2d4 +15 10
8th +3 Ability Score Improvement, Chakra Natures 16+Con 1d6 / 2d4 +15 12
9th +4 Chakra-Infused Strikes, Ninja Speed Improvement 18+Con 1d6 / 2d4 +15 13
10th +4 Ninja Path Enhancement 20+Con 1d6 / 2d4 +20 15
11th +4 Extra Attack (2) 22+Con 1d6 / 3d4 +20 16
12th +4 Ability Score Improvement, Chakra Natures 24+Con 1d6 / 3d4 +20 18
13th +5 Jonin 26+Con 1d6 / 3d4 +20 19
14th +5 Chakra Natures 28+Con 1d6 / 3d4 +25 21
15th +5 Ninja Path Enhancement 30+Con 1d8 / 3d4 +25 22
16th +5 Ability Score Improvement 32+Con 1d8 / 3d4 +25 24
17th +6 Advanced Training 34+Con 1d8 / 4d4 +25 25
18th +6 Advanced Training feature 36+Con 1d8 / 4d4 +30 27
19th +6 Ability Score Improvement, Advanced Training feature 38+Con 1d8 / 4d4 +30 28
20th +6 Ninja Path Enhancement 40+Con 1d8 / 4d4 +30 30

Martial Arts

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.
  • 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.

Unarmored Defense

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 Dexterity modifier + your Proficiency bonus.

Unarmored Movement

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.


Chakra

At 2nd level, you begin on your journey of mastering chakra. Chakra 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 "Chakra Pathway System", which is similar to the cardiovascular system. Chakra 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 chakra. Your shinobi level determines the number of chakra you have, as shown in the Chakra column of the Shinobi table, and you add your Constitution modifier to your chakra point maximum.

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

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

Spellcasting Ability

Intelligence is your spellcasting ability for your jutsu (detailed below), since you apply chakra 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

By molding chakra 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 chakra 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 hands.
  • All jutsu take an action to use.
  • All jutsu require chakra.
  • 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.

You learn Basic Ninjutsu or 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 chakra 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 chakra nature. This basic technique is automatically gained upon gaining its nature and does not count toward your jutsu limit.

Kekkei Genkai

To gain a Kekkei Genkai nature, you must fulfill its nature requirements and take it as a chakra nature. You may forgo this limitation for a single nature if you are using the Random Natures and Kekkei Genkai Limit variant rule and roll the Kekkei Genkai.

Chakra Nature Alternatives

You may forego learning a nature to gain affinity in one you already know, allowing you to add your unarmed damage die to one damage roll each time you cast a jutsu of the same nature. You may forgo learning a nature to increase your maximum hit dice by 2, increase your movement speed by 10 ft., or increase your chakra point maximum by 5.

Narrative Jutsu

Jutsu cast outside of initiative cost half as much Chakra 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.

Special Chakra

In addition to normal chakra, there are a variety of special forms of chakra that can only be gained from certain subclasses. The following applies to creatures who gain special chakra without having any features in that subclass:

  • If a creature has red chakra points equal to half their chakra, they become berserk and gain advantage on Strength and Dexterity saving throws, and their movement speed increases by 10 feet until they are below this limit. Additionally, they can not spend red and normal chakra on the same jutsu.
  • If a creature has black chakra points equal to half their chakra, they become berserk, and one ability score of their choice increases by +2 to a maximum of 24 until they are under this limit. Additionally, they can not spend black and normal chakra on the same jutsu.
  • If a creature has purple chakra points greater than 1/4 their chakra, they take 5 necrotic damage at the end of each of their turns until they are under this limit.
  • If a creature has senjutsu chakra points greater than 1/4 their chakra, they become petrified and identical to the Sage Creature of the source of the senjutsu until they are below this limit.
  • If a creature gains specialized chakra, they instead gain half as many normal chakra. This chakra is counted separately, and if absorbed by a creature with the Path of Specialization, they regain twice as many specialized chakra.
  • Heavy chakra is counted as normal chakra for a creature's chakra point maximum. When a creature without the Heavy Chakra feat and a Constitution score 17 or lower attempts to spend heavy chakra in any ratio other than 8 heavy chakra to 2 normal chakra, they must attempt a Strength or Constitution saving throw, their choice. On a failure, the jutsu fails and the type of action they attempted to cast it as is wasted.

Ninja Path

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

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

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

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

At 6th level, you can spend 2 chakra 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 along vertical surfaces during your movement, and this feature no longer costs chakra.

Resistant

At 7th level, your strength as a shinobi allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:

  • Brawn - Strength
  • Evasion - Dexterity
  • Endurance - Constitution
  • Discernment - Wisdom and Intelligence

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. If you are using the Beyond 20th Level variant rule, you may choose one additional ability score (as listed above) to benefit from this effect at 21st level, and another for a total of 3 at 41st level.

Chakra-Infused Strikes

At 9th level, you channel a small amount of chakra into your strikes. Your unarmed strikes count as magical for the purpose of overcoming resistances.

Jonin

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.

Advanced Training

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 chakra nature. If the chosen Ninja Path requires implantation, you must meet its implantation requirement. Learning jutsu in this manner does not automatically grant kekkei genkai usage, but you can use consecutive instances of this feature to gain three kekkei genkai jutsu that you would have gotten if you chose the previous nature normally. You may choose a second and third Ninja Path or the next feature 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 chakra point maximum by 3 points.

Nindo

Your Nindo, or ninja way is a guideline you follow; your own personal mantra. As chakra 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.

"I never go back on my word"

You follow through on what you say, no matter what. As an action, you can declare your next turn's action so long as it targets another creature. This action has advantage if it is an attack roll, or the target has disadvantage on its saving throw. You may use this once, regaining use at the end of a long rest.

"My purpose is to kill my target"

You are among the few that embrace the nature of shinobi as assassins. You have a +2 bonus to attack and damage rolls against 1 creature of your choice. You may change this creature over the course of 1 minute while they are dead.

"Rule of One's Own"

You seek challenge at all times to strengthen yourself. Before you roll a d20, you may declare it a challenge, granting yourself disadvantage. If you succeed, you gain 1 point of success. When you roll a d20, but before a result has been declared, you may spend 1 point of success to grant yourself advantage on the roll. All points of success are lost at the end of a long rest. You may gain a number of challenge points equal to half your proficiency bonus rounded down, regaining the ability to gain points at the end of a long rest.

"Crushing my enemies is all that matters"

Killing your enemy takes precedence over all else. If you reduce a creature to 0 hit points, you can make an additional attack as part of the same action. Pulling out a throwing weapon is a free action for this attack. You may use this feature a number of times equal to half your proficiency bonus rounded down, regaining all uses after you finish a long rest.

"A long life is paved with wisdom"

You try to find the greater meaning in elements of everyday life. When a jutsu you cast a Narrative Jutsu, its cost is quartered instead of halved.

"Life over glory"

You prioritize your own survival over all else. When you use the Disengage action, you gain temporary hit points equal to 1d4 + your Constitution modifier. You may do this once, regaining use of this feature when you roll initiative.

"Hot-blooded spirit"

When something matters, planning goes straight out the window in favor of a full-frontal assault. As a bonus action, you may throw caution to the wind. You gain a +10 ft. bonus to your movement speed, a +2 bonus to your unarmed strikes' attack and damage rolls, and a -2 penalty to your AC and any saving throws you make until the beginning of your next turn. You have a number of uses of this feature equal to half your proficiency bonus, all of which are regained after you finish a long rest.

"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, if it has any. You may use this feature once, regaining use when you roll for initiative.

"I stay ready"

You are prepared for anything that happens. When you are surprised, you may still take reactions and an action (on your turn), but you still can't move.

"I will master all jutsu!"

You search for more information at every opportunity, within reason. You gain the basic technique of two Chakra Natures of your choice. This does not count as having use of the nature.

"I'll keep everyone alive."

You are driven to avoid the death of any non-hostile creature, no matter what. When healing a creature, you may cause them to regain additional hit points equal to half your Shinobi level. You may do so a number of times equal to your proficiency bonus, regaining all uses back after a long rest.

"I refuse to watch my ally die"

No matter how dire the situation, you put your teammates' lives above your own. As a reaction when an ally within half your movement speed is hit by an attack, you may move up to half your movement speed to throw yourself in the way of an attack. You reduce the damage by 1d6 + your Constitution modifier and take the rest of the damage.

"My friends are all that matter"

Regardless of other effects, your choices are for the benefit of your closest friends. You may designate up to 4 creatures as "friends" when you gain this nindo. You may un-designate one creature and designate one new creature as a friend as at the end of a short rest. If a friend is reduced to 0 hit points, you gain a bonus to attack and damage rolls equal to half your proficiency bonus until the end of your next turn. You may benefit from this effect once per friend, regaining all uses at the end of a long rest. Additionally, you deal half as much damage to your friends, and take twice as much damage from friends damaging you.

"No one can catch the flash"

You take pride in being the fastest in your circle, and your speed is never outclassed by your opponent. While you are at your maximum hit points, your movement speed increases by +10 feet, and you gain a bonus to your AC and Dexterity saving throws equal to half your proficiency bonus.

"Fear not the shinobi who has practiced 1,000 jutsu 1 time, but who has practiced 1 jutsu 1,000 times"

You may have as varied of a jutsu list as any shinobi, but one particular jutsu is what you are most known for. One jutsu of your choice gains one of the effects of Gifted User the first time you cast it, regaining use at the end of a long rest. You can only change which jutsu is affected by this feature by changing nindo.

"I will become the greatest ninja"

At all times, you strive to become the greatest ninja the world has seen. You gain an additional subclass that you have the requirements for, but your hit dice and chakra point maximums are halved, and you only gain further hit dice and chakra points on even levels. Any increase to your hit dice after those solely from gaining levels (i.e. from features, feats, or boons) are counted after this halving and are not affected, but any additional hit dice gained from leveling are. You must be two levels higher than this subclass's level requirements, and you may only gain features up to 15th level.

Ninja Paths

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 chakra 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 chakra, or creation/loss of chakra, 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:

Fanon Paths

The following paths are not sourced from the official Naruto canon.

Chakra Natures

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 Chakra Tags and Elemental Ink) will have added benefits. They can be removed with a successful Strength saving throw and can be hijacked by any Chakra user with a successful Intelligence (Arcana) check contested by your spell save DC, which is increased by 1 for every additional chakra 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 chakra 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

Kekkei Genkai Natures

A Kekkei Genkai is an anomaly of the DNA that allows the wielder to use unique techniques. A Kekkei Genkai's name describes both the anomaly and the resulting technique and is generally passed down through generations of a clan, although there are other means to attain a Kekkei Genkai outside of being born to their respective clans. Discuss with your DM how you would have attained your Kekkei Genkai, be it through your bloodline or through other obscure methods, such as implanting the DNA of a user into your own body.

Other Jutsu

Optional Rules

In this section, you will find optional rules that alter the way the class is played. This section is meant for additional rules that alter the class, without forcing these rules on everyone (hence they are optional).

Implantable Paths

Using this variant rule, some some paths can be gained outside of traditional leveling. If you gain a subclass outside of the traditional manner, such as by implantation, and your level exceeds a feature’s requirement, you must gain a level to gain a feature, save for a path’s first feature, which is automatically gained. If you can not level further, you must acquire 50,000 experience instead. You can gain multiple additional path features on the same level. Implantable paths can be sorted into two categories:

Dōjutsu paths (i.e. Hatred, Sight, Exalted, Blood, Celestial, Future), focus around a dojutsu; a special kind of eye that certain ninja are born with or otherwise attain. If a Dōjutsu is removed from the user or permanently blinded, it can only be restored by implanting another eye or with the Wish spell. Unless stated otherwise, an implanted eye can only gain class features up to 15th level and you must be two levels higher to acquire said feature. If you only have 1 eye, your dojutsu's chakra sense range is halved, and you gain half as many Mangekyo or Rinnegan Mastered features, gaining the other half when you gain your second eye.

Non-dojutsu implantable paths modify the shinobi's chakra nature in some fundamental way, such as introducing a second entity to their chakra pathway system (i.e. Beast, Cursed, Permanence) or by mutating them directly (i.e. Succession, Snake, Star, Mutation). Each non-dojutsu implantable path has its own implantation rules, listed beneath the path description and above their Unique Path Jutsu.

If you permanently lose a path that you did not gain by implantation, such as by losing your dojutsu or surviving having a Tailed Beast extracted that you gained at 3rd level, you may replace 1 path feature you no longer have access to with one that you do the end of a long rest up to the number you would have at your level. If you regain the previous implantable subclass, you may replace these features in the same manner.

Feats and Boons

Instead of increasing your ability score at 4th, 8th, 12th, 16th, and 19th levels, you may choose to gain a Ninja Feat instead.

Random Natures and Kekkei Genkai Limit

This class offers freedom of choice regarding some abilities the same way spellcasting classes offer freedom to decide which spells you pick (limited by your class's spells list). However, you and/or the DM may want a more realistic approach in character creation where the character gets a random set of abilities at birth instead of ones chosen by the player. Here is an optional rule if this is what you're after:

  • In character creation, roll a d8. The results will determine your Chakra Nature at 2nd level.
1 2 3 4 5 6 7 8
Earth Style Fire Style Lightning Style Water Style Wind Style Yin Style Yang Style Kekkei Genkai

Rolling an 8 means you are born with a Kekkei Genkai. Roll a d20, the result will be your Kekkei Genkai. On a roll of 16-20, you roll again, you do not get two Kekkei Genkai.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16-20
Explosive Style Ice Style Lava Style Magnet Style Scorch Style Storm Style Vapor Style Wood Style/Mud Style Swift Style Plasma Style Steel Style Shade Style Acid Style Crystal Style Blaze Style Re-Roll

If you roll an 8 and you are not using the Wood Style variant in which you must have the Hashirama's Cells feat to use it, you must roll a d2, getting Wood Style on a 1, or Mud Style on a 2.

Fewer Kekkei Genkai

This optional rule brings the tragic, unbalanced nature of Kekkei Genkai in the canon material of Naruto. To gain Kekkei Genkai jutsu, you must either have rolled it using the Random Natures and Kekkei Genkai Limit variant rule or gain the ability to use a specific Kekkei Genkai as an Epic Boon or Clan Boon.

Chakra Regeneration

This optional rule explores the idea of the Shinobi being better at chakra control and buffs their ability to regain their chakra in a way more akin to the official source. This rule makes the class a bit more fun to play.

Every time you finish a short rest, you regenerate an amount of chakra equal to Your Level + Intelligence Modifier. This stacks with the Overflowing Chakra Feat.

Chakra Exhaustion

This optional rule is intended to make playing a Shinobi much more tactical and accurate to the canon. While you have 0 chakra, except while at 1st level, you gain 1 level of exhaustion. Additionally, your chakra point minimum is decreased from 0 to negative your maximum. You gain 1 point of exhaustion for every fifth of your chakra maximum you spend below 0 points. You still only regain your chakra point maximum at the end of a long rest (i.e. a creature with a 25 chakra maximum with -24 chakra points has 1 at the end of a long rest).

One Currency System

While chakra acts in a vacuum mechanically in 5e, in canon it is something of a universal lifeforce. This variant rule is intended to bring that concept into reality. 1 ki or reiki point is equal to twice as many chakra points. Spell slots are equal to a number of chakra equal to 12 times their level. Psi points and aura points are worth half as many chakra points.

Classic Unarmed Die

This variant rule is intended for DMs running the Shinobi World campaign setting, or who just want their players to hit a little harder without using jutsu at higher levels. Whenever your Martial Arts die increases, instead of changing the size of the die used, you instead roll 1 additional d4.

Cooperation Ninjutsu

With this variant rule, two creatures can cast a single jutsu. One creature uses their action, and the other creature uses their reaction. Both creatures must spend 2/3 of the jutsu’s cost. This additional cost does not apply to jutsu that already have rules for being cast by multiple creatures. This enables a jutsu with multiple chakra nature requirements to be cast, even if each user does not have both requirements, so long as the requirements are met across both players.

Gestalt Subclasses

Certain characters can not be completely encompassed in a single subclass, such as a Jinchuriki who also wields sand possessed by a lost loved one. This variant works only if every PC in the campaign uses it, and it results in complicated characters who may overwhelm newer D&D players with an abundance of options and works best in smaller parties. A DM should take caution in using this variant rule, as only a handful of missteps can result in a Karma wielding Jinchuriki with a Tensei Byakugan in one eye and a Rinne Sharingan in the other that is possessed by a loved one and can unlock the Eight Gates who just so happens to be a samurai.

At 4th level, players choose a second subclass. The level requirements for this subclass are increased by 1, save for their final feature which remains 20.

Traditional Unarmed Strikes

This optional rule is designed for your weapons to be more valuable in the late-game when your Unarmed strikes might be dealing more damage. You may use your unarmed strike damage instead of a melee weapons' regular damage if you are proficient with said weapon.

Birth of the Ten-Tails' Jinchuriki

In canon, the Ten-Tails is of nigh-immeasurable and unhearnessable power. In RAW, it's a few more uses of a feature, but to make it anything else would be a mistake for day-to-day balance. This variant rule is intended to rectify both of these issues.

Becoming the Ten-Tails' Jinchuriki

To become the Ten-Tails' Jinchuriki, the newborn Ten-Tails, which is formed from the Gedo Mazo after it absorbs all 9 Tailed Beasts, must progress to its true form. Once it has, you must cast Six Paths Ten-Tails Coffin Seal on it, after which you become the Ten-Tails' Jinchuriki.

Effects of being the Ten-Tails' Jinchuriki

Immediately upon becoming the Ten-Tails' Jinchuriki, you must make 1 saving throw for each of the following ability scores. Your total roll determines certain effects:

Roll Strength Dexterity Constitution Intelligence Wisdom Charisma
<14 You are killed instantly You are killed instantly You are killed instantly You are killed instantly You are killed instantly You are killed instantly
<19 your movement speed is halved and your non-jutsu attack rolls have disadvantage You have a -3 penalty to your AC and saving throws You can not use any features from non-dojutsu implanted subclasses You can not cast jutsu You can not use any features from non-implantable subclasses You can not use any features from dojutsu subclasses
<24 You can use any features from the Path of Succession as if you were 10th level You can use any features from the Path of Suffering as if you were 10th level You can use any features from the Path of the Beast as if you were 10th level You can use any features from the Path of Totality as if you were 10th level You can use any features from the Path of the Sage as if you were 10th level You can use any of your dojutsu's features as if you were 10th level, but you can not use Susano'o], and you can not gain exhaustion or gradual blindness from using dojutsu features.
<29 You can use any features from the Path of Succession as if you were 20th level You can use any features from the Path of Suffering as if you were 20th level You can use any features from the Path of the Beast as if you were 20th level and had defeated your Bijuu, maintaining forms from it does not cause you to lose chakra, and red chakra does not incur the saving throw You can use any features from the Path of Totality as if you were 20th level You can use any features from the Path of the Sage as if you were 20th level You can use any of your dojutsu's features as if you were 20th level, but you can not use Susano'o, and you can not gain exhaustion or gradual blindness from using dojutsu features.
29+ You can use any features from the Path of Succession as if you were 30th level You gain every Path of Suffering Unique Jutsu and Six Paths Senjutsu You gain the Six Paths Power and Ōtsutsuki boons You can use any features from the Path of Totality as if you were 30th level You gain the Six Paths Sage Mode or Outer Paths Sage Mode boon, and Sage Mode no longer converts senjutsu chakra into normal chakra You gain the Rinne Sharingan boon

Beyond 20th Level

The following table is adapted from Past Level 20 (5e Variant Rule) with its own respective class-based changes.

Level Proficiency Bonus Features Chakra Martial Arts/Classic Unarmed Die Unarmed Movement Jutsu
21 +7 Resistant (2) 42 + Con 1d12/5d4 +30 31
22 +7 Ability Score Increase 44 + Con 1d12/5d4 +35 33
23 +7 Ninja Path* 46 + Con 1d12/5d4 +35 34
24 +7 Additional Chakra Nature 48 + Con 1d12/5d4 +35 36
25 +8 Dying Breath 50 + Con 1d12/5d4 +35 37
26 +8 Ability Score Increase 52 + Con 1d12/5d4 +35 39
27 +8 Ninja Path* 54 + Con 1d12/5d4 +35 40
28 +8 Advanced Training 56 + Con 2d8/6d4 +35 42
29 +9 Ninja Path* 58 + Con 2d8/6d4 +35 43
30 +9 Ability Score Increase 60 + Con 2d8/6d4 +35 45
31 +9 Advanced Training 62 + Con 2d8/6d4 +35 46
32 +9 Nindo (2) 64 + Con 2d8/6d4 +35 48
33 +10 Lasting Form 66 + Con 2d10/7d4 +35 49
34 +10 Ability Score Increase 68 + Con 2d10/7d4 +35 51
35 +10 Ninja Path* 70 + Con 2d10/7d4 +35 52
36 +10 Extra Attack (4) 72 + Con 2d10/7d4 +35 54
37 +11 Force of Will 74 + Con 2d12/8d4 +35 55
38 +11 Ability Score Increase 76 + Con 2d12/8d4 +35 57
39 +11 Additional Chakra Nature 78 + Con 2d12/8d4 +35 58
40 +11 Ninja Path* 80 + Con 2d12/8d4 +35 60
41 +12 Resistant 82 + Con 2d12/8d4 +35 61
42 +12 Ability Score Increase 84 + Con 2d12/8d4 +35 63
43 +12 Advanced Training 86 + Con 2d12/8d4 +35 64
44 +12 Advanced Training 88 + Con 3d8/9d4 +35 66
45 +13 Force of Will 90 + Con 3d8/9d4 +35 67
46 +13 Ability Score Increase 92 + Con 3d8/9d4 +35 69
47 +13 Extra Attack (5) 94 + Con 3d8/9d4 +35 70
48 +13 Additional Chakra Nature 96 + Con 3d8/9d4 +35 72
49 +14 Ultimate Kage 98 + Con 3d8/9d4 +35 73
50 +14 Ability Score Increase 100 + Con 3d8/9d4 +35 75

Ability Score Increase

When you reach 22nd level, and again at 26th, 30th, 34th, 38th, 42nd, 46th, and 50th 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 30 using this feature. At 30th this limit increases to 40, at 40th this limit increases to 50th, and at 50th this limit increases to 60. Every time this limit increases, this feature allows you to increase any ability score by 1 additional point. For every 2 points not distributed, you may instead take a feat.

Ninja Path*

At 23rd level, and again at 27th, 29th, 35th, and 40th level, you gain a new feature from your Ninja Path. If you already have the highest level feature from your ninja path, you may instead take an alternate feature, take the next feature of a path potentially gained through Advanced Training, or take the lowest level feature of another ninja path, continuing along the path sequentially.

Additional Chakra Natures

At 24th, 39th, and 48th level, you gain 1 additional chakra nature.

Dying Breath

At 25th level, your dedication to your nindo surpasses your physical limits. At the beginning of each of your turns that you are unconcious, you may ignore the condition and immediately take a turn. At the end of your turn, you gain 1 level of exhaustion. If you were unconscious from having 0 hit points, you do not make a death saving throw at the beginning of that turn, and you regain the unconscious condition and gain a failed death saving throw at the end of your turn.

Lasting Form

At 33rd level, your chakra penetrates every cell in your body, strengthening and nourishing them. You can hold your breath for twice as long, suffocate for twice as long without dropping to 0 hit points, you can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur.

Extra Attack

At 36th level, when you take the attack action, you may make 1 additional attack (4). This increases to 5 attacks at 47th level.

Force of Will

At 37th level, your physical conditioning and raging spirit allows you to awaken an extra burst of power. As a bonus action, you may roll your unarmed strike damage die. You regain an equal amount of chakra points, regain twice as many hit points, or increase your chakra or hit point maximum by an equal amount until the end of your next long rest. You may do this once, regaining all uses at the end of a long rest. You gain a second use at 45th level.

Ultimate Kage

At 49th level, you have ascended past any who have come before you, becoming a leader of leaders and an assassin of assassins. Any number jutsu of your choice have their base cost decreased by a total of 10 (i.e. you may reduce 1 cost by 10, 2 costs by 5 each, 2 costs by 3 and 1 by 1, etc.). If a creature has a CR or level lower than your lowest ability score modifier (minimum of 1), you may reduce them to 0 hit points as a bonus action.

Multiclassing

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.

4.00
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Back to Main Page5e HomebrewCampaign SettingsShinobi World (5e Campaign Setting)

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