Shinobi (5e Class)
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Shinobi[edit]
History[edit]
For centuries the Shinobi were a myth, the stories bards would tell made them seem drunk or even mad. Masters of espionage the shadow warriors end coups and wars before they even start. No fortress is safe no knowledge is kept secret but what makes the shinobi feared is that they look just like everyone else, no one knows where one could be or when one could strike and when the damage is done they’ve already left.
Creating a Shinobi[edit]
When making the Shinobi consider the following:How did your character become shinobi? Is it a family secret, passed down from parents to children? Did they learn from a master who took them under their wing? Or did they learn it all on their own from a difficult life, and perhaps the most common were you raised in a clan of sorts.
- Quick Build
You can make a Shinobi quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Professional Assassin background.
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
Weapons: Simple weapons, Martial weapons
Tools: Poisoners kit
Saving Throws: Dexterity Wisdom
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A long sword or (b) Two Sickles or (c) Hand Crossbow and 20 bolts
- (a) One Martial Weapon or (b) 2 Simple Weapons or (c) 2 Daggers
- (a) A Long Bow and a quiver of 20 arrows or (b) Two Daggers or (c) One Simple Weapon
- (a) An explorer's pack or (b) An adventurer's pack
- (a) A set of black Shinobi clothing with a mask with an insignia of your clan or (b) {{{item5b}}}
- If you are using starting wealth, you have 6d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Sneak Attack | Chakra |
---|---|---|---|---|
1st | +2 | Sneak Attack, Expertise, Ranged Expert | 1d6 | 2 + Wisdom modifier |
2nd | +2 | Fade Away | 1d6 | 4 + Wisdom modifier |
3rd | +2 | Shinobi Path, | 2d6 | 6 + Wisdom modifier |
4th | +2 | Ability Score Improvement | 2d6 | 8 + Wisdom modifier |
5th | +3 | Wind Run, Deflect | 3d6 | 10 + Wisdom modifier |
6th | +3 | Expertise Improvement, Invisible Path | 3d6 | 12 + Wisdom modifier |
7th | +3 | Evasion | 4d6 | 14 + Wisdom modifier |
8th | +3 | Ability Score Improvement | 4d6 | 16 + Wisdom modifier |
9th | +4 | Shinobi Path Feature | 5d6 | 18 + Wisdom modifier |
10th | +4 | Smoke Screen | 5d6 | 20 + Wisdom modifier |
11th | +4 | Invisible Path Improvement | 6d6 | 22 + Wisdom modifier |
12th | +4 | Ability Score Improvement | 6d6 | 24 + Wisdom modifier |
13th | +5 | Shinobi Path Feature | 7d6 | 26 + Wisdom modifier |
14th | +5 | Sixth Sense | 7d6 | 28 + Wisdom modifier |
15th | +5 | Exploit Weakness | 8d6 | 30 + Wisdom modifier |
16th | +5 | Ability Score Improvement | 8d6 | 32 + Wisdom modifier |
17th | +6 | Shinobi Path Feature | 9d6 | 34 + Wisdom modifier |
18th | +6 | Homing Projectile | 9d6 | 36 + Wisdom modifier |
19th | +6 | Ability Score Improvement | 10d6 | 38 + Wisdom modifier |
20th | +6 | Marked For Death | 12d6 | 40 + Wisdom modifier |
Sneak Attack[edit]
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 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.
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.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Shinobi table.
Expertise[edit]
When you start, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Ranged Expert[edit]
Throughout the training you have acquired you learn how throw weapons with increased ease. At 1st level, whenever you make a ranged weapon attack you can throw three small weapons on each hand at the same time also you recover twice as many ammunition when scavenging the battlefield.
Fade Away[edit]
Beginning at the 2nd level, you learn how to quickly disappear after landing a successful strike.When you are in dim light,Darkness, or even lightly or heavily obscured you can take the hide action as a bonus action. At 9th level you can fade away as a free action.
Shinobi Path[edit]
Beginning at the 3rd level, you are able to walk a Shinobi Path of your choice. You may choose between The Way Of The Dragon, The Way Of The Falcon or The Way Of The Snake. Depending on your choice, you learn feature's at the 3rd level, and again at the 9th, 13th and 17th level.
Ability Score Increase[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.
Wind Run[edit]
Beginning at the 5th level you gain +10ft to your movement speed and as a cunning action you can move through a creatures space that is your size and one size taller at the cost of no extra movement.
Deflect[edit]
At 5th level, as a reaction to being hit with a melee attack you can reduce the amount of damage you take by 1d10 + your Dexterity modifier + your Shinobi level.
Invisible Path[edit]
Beginning at the 6th level you learn to get to hard to reach places more easily. You can now run up and across any vertical surface at no extra cost to your movement speed. At 11th level you can run along horizontal surfaces and across water at the cost of no extra movement.
Evasion[edit]
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm 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.
Smoke Screen[edit]
At 10th level, when the Shinobi makes a successful attack they can cause a smoke screen immediately after, the smoke screen covers a 10x10 ft sphere and heavily obscures the area, the shinobi can use this feature a number of times equal to Wisdom modifier regaining expended uses on a short or long rest.
Sixth Sense[edit]
Beginning at the 14th level, your training has made you more alert to danger, you cannot be surprised while you are conscious also you gain a blind sense of 15ft.
Exploit Weakness[edit]
You learn to strike an opponent’s weak point. At 15th level as a bonus action you can give you and your allies advantage on all attacks against one monster until the end of your next turn, provided you hit an attack on it during the turn you use Exploit Weakness. You can use this as many times as your proficiency bonus before finishing a long rest.
Homing Projectile[edit]
Your long proficiency with thrown weapons has paid off and now you can throw your weapons with extreme ease. At 18th level, whenever you make a successful attack with a thrown weapon the rest of the weapons that you would throw have advantage to hit. You can also throw one more thrown weapon than you normally could as a bonus action.
Marked For Death[edit]
Beginning at the 20th level, You can as a bonus action target a creature within 30ft to be Marked 1 minute, all attacks rolls you make against a marked creature are done with advantage. If the original target dies within the 1 minute duration of this ability, you may elect a new target as your mark. Once you use this feature you can not do so again until you finish a long rest.
Shinobi Paths[edit]
Way of The Dragon[edit]
The Shinobi who study’s the Way of the Dragon are seen as the most brave to their peers. Strong, sturdy, and unnerving these shinobi are among the most fearsome combatants.
- Tough Scales
At the 3rd level, When you are not wearing armor, your AC equals 13 + your dexterity modifier + your constitution modifier.
- Draconic Avatars
At 7th level, as a bonus action, you can create clones that resemble strong half-dragons from your chakra for 6 chakra points each. These clones resemble you and have an identical stat block to you with these changes. These clones each have 25hp each, an AC of 16 (Scale Mail), and can attack once on their respective turns with a Glaive for 1d10+2 slashing damage, and attack with an Attack Bonus of +5 and the attack counts as magical. The player can control these clones on their turn by spending their bonus action to give them orders otherwise the clones stand still and take the dodge action. The clones also get a breath weapon depending on what color they are and that uses your sneak attack damage dice, it takes their action to use and each dragonborn summoned must all be the same color. They disappear after 2 minutes, and this ability can only be used once before completing a short/long rest.
- Tail Deflect
At the 11th level, whenever you Deflect an attack and there is damage you reduce is greater than the damage you would have received the attacker takes the remaining damage as bludgeoning and is required to succeed a strength saving throw (DC = 8 + STR + Proficiency) or be knocked prone.
- Ancestor Perception
At the 15th level, you gain Darkvision of 90ft that can see through magical and non magical darkness, you also have advantage on ability checks when seeing through illusions.
- Daunting Strike
At the 20th level, when you have advantage on attack you can can instead have the creature make a constitution saving throw (DC = 8 + DEX + Proficiency) or take 22 (4d10) lightning damage and be paralyzed for 1 minute. The creature can repeat this saving throw at the end of its turn. When you use this feature you can not do so again until you complete a long rest.
Way Of The Falcon[edit]
Speed, Swift and Sight are the things that a Shinobi must have those who follow the falcon enhance the capabilities to new levels.
- Falcon Boost
At the 3rd level, you become lighter and faster. Your base walking speed is increased 10 feet and non magical difficult terrain cost you no extra movement.
- Take Off
At the 7th level, you learn to emulate the creature of the path you walk. As an action, you are able to jump a number of feet into the air equal to half your base walking speed x 2. Additionally, you are able to fall a number of feet equal to your jump without taking any damage.
- Wing Deflect
At the 11th level, your body instinctively moves out of harms way with ease. Whenever you Deflect an attack you can move half of your movement speed in any direction. This movement does not provoke opportunity attacks.
- Iron Talons
At the 15th level, you can empower your attacks with the talons of your beast, the strikes are now magical and deal an extra 1d4 piercing damage, reach increases by 5 ft, and now has a width of 3 ft (this size increases by its amount for every size you go up) All creatures that are the same size, or smaller when hit with this attack must make a dexterity saving through or be locked in a grapple with the talon apparition. Takes up 15 Chakra points
- Hayabusa Hunter
At the 20th level, you have reached the end of your path and become one with a falcon. As an action, you are able to channel the powers of this path for 1 minute. When this feature is active, you gain the following benefits:
- You gain a flight speed equal to 60 feet, even without wings.
- You have an advantage on all stealth checks
- You have a advantage on checks made to avoid being knocked prone
Way of the Snake[edit]
The Way Of The Snake is the path of the underhanded and deceitful. The shinobi who walk this path are adept in dealing damage indirectly and stopping enemies in their tracks.
The Cunningness Of Snakes
At the 3rd level, you can channel the cunningness of the snake, giving you the advantage on persuasion, intimidation, and insight checks. You also gain immunity to poison and acid.
Snake Clone
At the 7th level, any clones when made and killed now break into a Swarm of Poisonous Snakes. the snakes follow any commands you give them as a bonus action.
Agility of Serpentine Grace
At the 11th level, you gain burrowing speed equal to 2 times your max walking distance
Snake Infusion
At the 15th level, you perform a ritual infusing a snake with your body, now you can infuse unarmed strikes with the power of the snake, as a snake bursts forth from your arm your reach increases by 10 ft, unarmed strikes now deals piercing damage and 1d10 acid damage. Takes up 12 chakra points
Hydra Apparition
At the 20th level, you can form a hydra-like apparition made out of an acid cloud. As an action, you can form a dragon from your snake venom. You can form and control up to 9 Hydra heads at a time. Beyond being large, vulnerable to slashing, immune to bludgeoning damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. this takes up 20 chakra points. It acts on your initiative and has the following actions:
- Multiattack. It can make one bite attack and two claw attacks.
- Bite deals 1d6 piercing damage
- Claw deals 1d4 slashing damage
- Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
- Venom bite. The dragon can take a bonus action after a bite and add 3d12 acid damage.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Dexterity 14, Wisdom 12
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armor, Martial weapons
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