Shinobi / Kunoichi (5e Class)

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Shinobi/Kunoichi[edit]

History[edit]

For centuries they have remained a mystery working in the shadow to serve their leaders. Fighting for survival and honor the Shinobi are few and powerful in their own right. Many have heard stories of the shinobi but only few have ever faced this remarkable fighter and lived to tell the tale. While most have magic or overwhelming muscles the shinobi strike at thier opponents blind spots to inflict as most damage as possible in a single strike. Ghost on the battlefield rarely even seen this warriors are trained since birth to become experts in espionage, sabotage, and assassination.

Creating a Shinobi/Kunoichi[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.

02iPON2.jpg
Kagamine Mirrors by Nmmg


Quick Build

You can make a Shinobi/Kunoichi quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Professional Assassin background.

Class Features

As a Shinobi/Kunoichi you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: Simple weapons, Shortsword, Longsword, Blowgun
Tools: Poisoners kit, Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose five from Acrobatics, Athletics, Deception, History, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth and Survival

Equipment

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

  • (a) A longsword or (b) Two Dagger's
  • (a) A Shortsword or (b) One Simple Melee Weapon
  • (a) A Shortbow and a quiver of 20 arrows or (b) Twenty Dart's or (c) A Blowgun and 20 Blowgun Needles
  • A set of black Shinobi clothing
  • If you are using starting wealth, you have 6d4 x 10 gp in funds.

Table: The Shinobi/Kunoichi

Level Proficiency
Bonus
Features Sneak Attack Chakra Points Known Jutsus
1st +2 Sneak Attack, Expertise, Chakra 1d6 5 + mod Con 2 + mod Int
2nd +2 Cunning Action, Unarmored Defense 1d6 7 + mod Con 2 + mod Int
3rd +2 Shinobi/Kunoichi Path 2d6 8 + mod Con 3 + mod Int
4th +2 Ability Score Improvement 2d6 9 + mod Con 3 + mod Int
5th +3 Lethality, Ranged Expert 3d6 10 + mod Con 4 + mod Int
6th +3 Slippery 3d6 12 + mod Con 5 + mod Int
7th +3 Evasion 4d6 13 + mod Con 5 + mod Int
8th +3 Ability Score Improvement 4d6 14 + mod Con 6+ mod Int
9th +4 Shinobi/Kunoichi Path Feature 5d6 15 + mod Con 6 + mod Int
10th +4 Shinobi/Kunoichi Reflexes 5d6 16 + mod Con 7 + mod Int
11th +4 Sixth Sense 6d6 18 + mod Con 8 + mod Int
12th +4 Ability Score Improvement 6d6 19 + mod Con 8 + mod Int
13th +5 Shinobi/Kunoichi Path Feature 7d6 20 + mod Con 9 + mod Int
14th +5 Lethality Improvement 7d6 21 + mod Con 9 + mod Int
15th +5 Exploit Weakness 8d6 22 + mod Con 10 + mod Int
16th +5 Ability Score Improvement 8d6 24 + mod Con 11 + mod Int
17th +6 Shinobi/Kunoichi Path Feature 9d6 25 + mod Con 11 + mod Int
18th +6 Homing Projectile 9d6 26 + mod Con 12 + mod Int
19th +6 Ability Score Improvement 10d6 28 + mod Con 13 + mod Int
20th +6 Marked For Death 10d6 30 + mod Con 15 + mod Int

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.

Chakra[edit]

At 1st level, you begin your quest to master chakra. Chakra is a form of vital energy of various types that all individuals produce to some degree. This energy is often confused with ki, but the two are different in form and control. Energy circulates throughout the body in a network called the "Chakra pathway system", which is similar to the cardiovascular system. Certain groups, such as the Shinobi/Kunoichi, have learned to generate more chakra and release it outside their bodies through pressure points called Tenketsu to perform Jutsu.

The following rules apply to all Jutsu unless otherwise stated:

  • All Jutsus require chakra.
  • Jutsus are not considered magic effects, even those that simulate magic effects.
  • You have the amount of chakra points defined by your level listed in the Chakra column in the Shinobi/Kunoichi table.
  • For all your Jutsus that require a saving throw from your target, the DC will be 8 + your proficiency bonus + your Intelligence modifier.
  • You regain all your chakra after finishing a short or long rest.
  • Chakra and ki do not accumulate and cannot be used to cover each other's costs.
Jutsu

Jutsus are classified into three types and they are Ninjutsu, Genjutsu and Taijutsu. Ninjutsu refers to the pure release, manipulation and transformation of the chakra allowing the user to create fantastic effects, Genjutsu is a type of jutsu that manipulates chakra to target the opponent's nervous system, confusing and deceiving the five senses (taste, smell, sight , hearing and touch) and Taijutsu refers to any technique that involves martial arts or the optimization of natural human abilities through the chakra.

Jutsus are separated into levels ranging from 0 to 4 and Level 0 Jutsus are basic low chakra cost Jutsus that any Shinobi / Kunoichi can learn and extremely powerful Level 4 Jutsus that only the strongest Shinobi / Kunoichi know about .

A Shinobi / Kunoichi starts at 1st level and can know Level 0 Jutsus, can know Level 1 Jutsus at level 3, can know Level 2 Jutsus at level 7, from level 13 can know Jutsus of 3rd level and at 17th level can learn 4th level jutsus

Every time you reach an odd level you can forget about a known jutsu to learn another one you may know.

Level 0 Jutsus

Shinobi/Kunoichi Begins at level 1 getting to know

Basic Ninjutsu Technique
Time: bonus action
Range: Self
Type: Ninjutsu
Cost: 1 chakra
Duration: 10 minutes
 You gain the ability to move through any liquid surface - such as water, acid, mud, snow, quicksand or lava - as if it were solid, harmless ground (creatures crossing molten lava can still take damage from the heat )
 If you cast this Jutsu submerged in a liquid, the Jutsu will carry you to the surface of the liquid at a rate of 18 meters per round. 
Basic Genjutsu Technique
Time: One Action
Range: 30 feet
Type: Genjutsu
Cost: 1 chakra
Duration: Consentration, 1 minute
You create a sound or image of an object in the mind of a creature that is within range.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a drumbeat, or whatever sound you choose. The sound continues unabated throughout the duration, or you can make discreet sounds at different times before the end of the Jutsu.
If you create the image of an object - such as a chair, muddy footprints, or a small chest - it should be no bigger than a 5-foot cube. The image cannot create sound, light, smell or any other sensory effect. Physical interaction with the image reveals that it is an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine it's an illusion with a successful Intelligence (Research) check against its Jutsu save DC. If a creature discerns illusion for what it is, the illusion becomes weak for the creature.
Basic Taijutsu Technique
Time: Bonus Action
Range: Self
Type: Taijutsu
Cost: 1 chakra
Duration: Instant
 You make 1 unarmed attack.
Transformation
Time: One Action
Range: Self
Type: Ninjutsu
Cost: 1 chakra
Duration: 1 hour per chakra point spent
 You transform your appearance. You decide how you look, including height, weight, facial features, sound of your voice, hair length, coloring, and distinguishing features, if any. You can appear as a member of another race, although none of your stats change. You also cannot appear as a creature other than your size, and your basic form remains the same; if you are biped, you cannot use this Jutsu to become quadruped, for example. At any time during the Jutsu's duration, you can use your action to change your appearance this way again.
 If you exceed the time limit, you can pay 1 chakra more to stay transformed for another 1 Hour.
Merge the Darkness 
Time: One Action
Scope: Self
Type: Ninjutsu
Cost: 2 chakra
Duration: Concentration, 1 minute
You can hide in the shadows. This grants you invisibility as long as you don't attack any creatures.
Ninja Walk
Time: One Action
Scope: Self
Type: Ninjutsu
Cost: 2 Chakra
Duration: Concentration, up to 1 hour
Until the Jutsu ends, You gain the ability to move up, down, and across vertical and upside-down surfaces along the ceiling, leaving your hands free. You also gain a climbing speed equal to your walking speed.
Shuriken Jutsu
Time: One Action
Range: Self
Type: Taijutsu
Cost: 1-3 chakra
 You launch several simple throw weapons. In 1 chakra, you play two. For each additional chakra, you release one more. Make a separate thrown weapon attack for each projectile. Only the first attack that hits adds your Dexterity or Strength modifier to damage (minimum 1). You must have the weapons to be thrown.
Replacement
 Time: Reaction
 Range: Self
 Type: Ninjutsu
 Cost: 3 chakra + 1 for each additional dice
 Duration: Instantaneous
  When you are hit by an attack and take damage, you can decrease damage by 1d10 + your Dexterity + your proficiency bonus and teleport up to 15 feet in any direction to an unoccupied space during which you perform the Hide action. A log or generic object is left in its place and you take any remaining damage from that attack. You may add an additional 1d10 per chakra point spent compared to the starting cost.
Level 1 Jutsus

Shinobi/Kunoichi can be known from level 3

Explosive Seal
Time: 60 seconds plus 10 for every 2 chakra spent (stacks with damage cost)
Range: 10 feet radius
Type: Ninjutsu
Cost: 3 Chakra + 2 for each additional damage die
Duration: 1 day + 1 for each additional chakra spent (stacks with damage cost)
Material component: requires ink or calligrapher tools to draw stamp
 You draw an explosive seal on your chosen surface and then infuse it with Chakra. The seal explodes after being triggered by you as a bonus action. The seal may also be given a vague condition (such as being touched), after which it will explode.
 Any creature within range must make a Dexterity saving throw and suffer 2d6 fire damage plus 1d6 for every 2 chakra spent up to a maximum of 4d6 and are knocked back 10 feet; on a successful check, the creature takes half damage and isn't knocked back. A creature touching the seal while it detonates must make a disadvantaged Constitution saving throw.
 If the seal is not used during its lifetime it simply falls apart and can no longer be used.
Leaf Great Flash
Time: One Action
Range: Touch
Type: Taijutsu
Cost: 3 chakra
Duration: Instantaneous
 Make an unarmed attack. In one strike, you plant your foot firmly on the target's abdomen with a side kick, sending them 30 feet in any direction you choose instead of dealing damage.
Exploding weapon
Time: One Action
Range: 30 feet
Type of Jutsu: Genjutsu
Cost: 3 Chakra + 1 for each additional creature
Duration: concentration, 1 minute
 Whenever the target touches a weapon, it apparently explodes. Even if it's there itself, forcing them to disarm. They must act as Wisdom save throw, or force disarmament in case of failure. They can repeat this saving throw each of their turns, successfully ending this effect sooner.
 Also, you can spend 1 additional chakra each time to place another target under this genjutsu.
Medical Ninjutsu
Time: One Action
Scope: Touch
Type: Ninjutsu
Cost: 3 chakra + 2 for each additional dice
Duration: Instant
A creature you touch restores hit points equal to 1d8 + your Intelligence modifier. This Jutsu has no effect on undead or constructs.
You can pay 2 more chakra points and add an additional 1d8 to healing, you can do this up to a maximum of 9d8 healing.
Level 2 Jutsus

Shinobi/Kunoichi can be known from level 7

Summoning Jutsu
Time: One Action
Range: Self
Type: Ninjutsu
Cost: An amount of chakra equal to three times the CR of the creature (minimum of 1)
Duration: 10 minute
 You gain the ability to form contracts with creatures in order for you to summon them to assist you.
 You make a contract with a creature of your choice. For the purpose of this contract you have the ability to speak with the animal you wish to try and form the contract with. You may form contracts with a number of creatures equal your Charisma modifier. If you form a contract with a creature above this threshold, you must choose one creature to end end your contract with.
 As an action, you form the correct seals, take some of your own blood (often by biting the thumb), and place your hand on the ground. When done, your selected summon appears in the space you were in or a space within 5 ft. of you. The creature returns to where it was when it was summoned after 10 minute or when it is dismissed as an bonus action, If exceed the time limit, you can pay 1 more chakra to keep the creature for another 10 minutes.
 If the creature is of size category Large or higher, it appears in the spot where you were standing and you are teleported on top of it. For instance, if you form a contract with a young red dragon or storm giant, you would be placed on the dragons back, the storm giants shoulder, or beside your summon.
 You also gain the ability to increase your summon's power by fueling it with your own chakra. You can double the chakra cost of summoning your contracted creature to give it the following benefits until it is dismissed unless the creature is a humanoid:
 You can increase your summon’s size category to the next size up by doubling its chakra cost (i.e. Medium to Large, Large to Huge and so on). Your summon cannot become larger than Gargantuan.
Cloning Jutsu
Time: One Action
Scope: Self
Type: Genjutsu
Cost: 2 Chakra
Duration: 1 Minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting their position so that it's impossible to track which image is real. You can use your action to discard the illusory duplicates.
Each time a creature targets you for an attack for the duration of the spell, roll a d20 to determine if the attack targets one of your duplicates.
If you have three duplicates, you must roll 6 or more to make the target of the attack a duplicate. With two duplicates, you should get an 8 or more. With a duplicate, you should get 11 or more.
A duplicate's AC is equal to 10 + its Dexterity modifier. If an attack hits a duplicate, the duplicate will be destroyed. A duplicate can only be destroyed by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it cannot see, if it trusts other senses besides sight, such as blindsight, or if it can perceive illusions as false, as in the sight of truth.
walk through the shadows
Time: One Action
Range: 60 feet
Type: Ninjutsu
Cost: 3 chakra
Duration: Instant
You can teleport to an unoccupied space, which you can see, less than 60 feet away. Both your current location and destination should be in dim light, darkness, or at least slightly obscured.
Mental Nightmare
Time: One Action
Range: 30 feet
Type: Genjutsu
Cost: 3 Chakra + 2 for each additional 2d8
Duration: Concentration, up to 1 Minute
You project a ghostly image of a creature's worst fears into the target's mind. The creature must make a Wisdom saving throw or drop whatever it's holding and be frightened for a while.
While frightened by this Jutsu, the creature must take the Dash action and move away from you by the safest route available on each of your turns, unless there's nowhere to move. If the creature ends its turn in a spot where it doesn't have line of sight to you, the creature can make a Wisdom saving throw . On a successful saving throw, the spell ends for that creature.
Paying 2 additional chakra points adds 2d8 more to the roll.
Cloud-style reverse attack
Time: Reaction
Range: Self
Type: Taijutsu
Cost: 4 Chakra
Duration: Instantaneous
 When you are hit by an attack, the user makes an attack against the creature that attacked you. On a hit, you roll your damage and the target takes half of it.
Illusing Plants
Time: One Action
Range: 30 feet
Type: Genjutsu
Cost: 4 Chakra + 1 rac each additional creature
Duration: concentration, 1 minute
 This Genjutsu causes the target to see small flowers and weeds sprouting with great speed and captures them with its vines, squeezing them so tightly that it seems they cannot escape. The target must roll a Wisdom saving throw or be restrained on failure. They can repeat this saving throw each of their turns, ending this effect with one success.
 Also, you can spend 1 additional chakra each time to place another target under this genjutsu.
Level 3 Jutsus

Shinobi/Kunoichi can know from level 13

Blurry vision
Time: One Action
Range: 30 feet
Type: Genjutsu
Cost: 5 Chakra + 2 per additional creature
Duration: Concentration, 1 minute
 You convince a target's mind that their vision is blurry for a moment, disorienting them. They must roll a Wisdom saving throw, or they will be blinded on a failure. They can repeat this saving throw each of their turns, successfully ending this effect sooner.
 Also, you can spend 2 additional chakras at a time to place another target under this genjutsu.
Body Fusion Technique
Time: One Action
Range: 30 feet
Type: Genjutsu
Cost: 5 Chakra
Duration: concentration, 1 minute
 The target sees and feels their limbs slowly melting from their body, making them think they can no longer use them. They may make a Wisdom saving throw or be unable to use the selected limb on which the caster used genjutsu. They can repeat this saving throw each of their turns, successfully ending this effect sooner.
 Also, you can spend 2 additional chakras each time to disable another limb or target another person under this genjutsu.
Level 4 Jutsus

Shinobi/Kunoichi can know from level 17

Drunk Fist Style
Time: Movement
Range: Self
Type: Taijutsu
Cost: 8 Chakra, 1 bottle of alcohol
Duration: 1 minute
 In addition to the normal effects of alcohol, a Taijutsu master can channel intoxication into movements. Your melee attacks have an advantage, you cannot use jutsu other than Taijutsu, attacks against you have a disadvantage and all your melee attacks that hit are considered critical.

Cunning Action[edit]

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Unarmored Defense[edit]

Starting at 2nd level, the Shinobi/Kunoichi learns to memorize the position of objects, people and creates a perfect map of the world around you in your mind, always being careful of your back. From 2st Level, when you are not wearing any armor, your Armor Class will be 10 + your Dexterity modifier + your Intelligence modifier.

Shinobi/Kunoichi Path[edit]

Beginning at the 3rd level, you are able to walk a Shinobi/Kunoichi Path of your choice. You may choose between The Way Of The Tiger, The Way Of The Falcon, The Way Of The Snake, The Way Of The Fox or The Way Of The Bull. Depending on your choice, you learn feature's at the 3rd level, and again at the 9th, 13th and 17th 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.

Lethality[edit]

From 5th level onwards, Your attacks gain a critical hit range of 19 to 20 on attack rolls. At 14th level, that range becomes 18 to 20.

Slippery[edit]

From the 6th level onwards, Shinobi/Kunoichi masters the art of escape. You get an advantage on a Sleight of Hand test related to running away from Chains, handcuffs and anything else that would keep you locked up.

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.

Shinobi/Kunoichi Reflexes[edit]

From 10th level onwards , Shinobi/Kunoichi will have an advantage in any and all attacks of opportunity.

Sixth Sense[edit]

Beginning at the 11th 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 reducing the effectiveness of their armor. At 15th level the first attack you make against a creature on your turn their AC is reduced by 5 until the start of your next turn.

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 and any hit you score against a marked creature becomes a critical hit. Once you use this feature you can not do so again until you finish a short or long rest.

Shinobi/Kunoichi Path[edit]

Way of The Tiger[edit]

The Shinobi/Kunoichi that travels the tiger's path is highly regarded as the most powerful, due to the fact that this path is the most arduous and difficult of all. Those who study this path become real killing machines.

Tiger Instinct

You are able to sense the approaching danger and respond in the best way. Starting at 3rd level, you cannot be surprised when you are conscious. In addition, when you launch an initiative, you add your proficiency bonus to it.

Inheritance of Fire

Starting at the 3rd level, those who study the tiger's path inherit the ability to turn their chakra into fire, in addition to other path jutsus characteristic of the path.

Level 1 Jutsus

Shinobi/Kunoichi can be known from level 3

Fire creation technique
Time: One Action
Scope: Self
Type: Taijutsu
Cost: 1 chakra
Duration: Instant
A flickering flame appears in your hand. The flame remains there for the duration of the jutsu and does not harm you or your equipment. The flame radiates bright light for a radius of 10 feet and dim light for an additional 10 feet. Jutsu ends if you discard it as an action or if you cast it again.
You can also attack with the flame, although this ends the Jutsu. When you cast this Jutsu, or as an action on a later turn, you can cast the flame at a creature within 30 feet of you. Make a ranged jutsu attack. On hit, the target takes 1d10 fire damage.
Flame damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Basic Fire Style Technique
Time: One Action
Range: 60 feet
Type: Ninjutsu
Cost: 1 chakra
Duration: Instant or 1 hour (see below)
You choose a non-magical flame that can be seen within range and fits into a 5-foot cube. You affect him in one of the following ways:
*You instantly expand the flame 5 feet in one direction as long as there is wood or other fuel in the new location.
*You instantly extinguish the flames inside the cube.
*You double or halve the area of ​​bright and dim light cast by the flame, change its color, or both. The change lasts 1 hour.
*You make simple shapes - such as the vague shape of a creature, an inanimate object, or a location - to appear within the flames and be animated however you like. Forms last 1 hour.
If you cast this Jutsu multiple times, you can have up to three non-instant effects created by it active at once, and you can ignore that effect as an action.
Alternatively, when casting this Jutsu, you can create fire, such as lighting a torch, lamp, or fire. Flames can be produced and used in any way you see fit, without causing direct damage to an object or creature. This includes the ability to stay warm in a cold environment.
Superheating technique
Time: Bonus Action
Range: Self or 120 feet (for fog cloud)
Type: Ninjutsu
Cost: 2 chakra
Duration: 1 Minute or until using effect
you enter an overheated state and dramatically increase the temperature around your body. In this state when you are hit by a non-magical melee weapon, you can use your reaction to overheat it. The target must make a Constitution saving throw. On failure, he takes 1d10 + his Intelligence modifier fire damage and drops the weapon, after which the jutsu's effect ends (Remembering that you still take normal damage from the weapon's attack).
Alternatively, as an action during the duration of the Jutsu, you can target up to 5 cubic feet of water within range and evaporate in a snap. You create a 20-foot radius fog sphere centered on the water source. The sphere spreads out in the corners and its area is heavily obscured. It lasts for the duration or until a wind of moderate speed or greater (at least 10 miles per hour) disperses it.
Predator Attack Technique
Time: Bonus Action
Scope: Self
Type: Taijutsu
Cost: 3 chakra
Duration: Instant
You gain advantage on the next attack roll you make on the turn you used the jutsu.
Level 2 Jutsus

Shinobi/Kunoichi can be known from level 7

Fireball
Time: One Action
Range: 150 feet
Type: Ninjutsu
Cost: 5 chakra + 2 for each additional 1d6
Duration: Instant
You expel fire from your mouth like a huge sphere of roaring flame or like a continuous flamethrower. The size of the attack is changed by the amount of chakra used. The flames engulf the target and leave a crater in the ground. Make a ranged spell attack. On hit, the target takes 8d6 + your Intelligence modifier fire damage. Each creature within 10 feet of the target must make a Dexterity saving throw or take 8d6 + its Intelligence modifier fire damage, taking half damage on one success. Alternatively, by casting this jutsu, you can have it target everything in a 30-foot cone.
With 4 additional chakras, it becomes a 20-foot radius or an 18-meter cone.
With 8 additional chakras, it becomes a 30 meter radius or a 30 meter cone.
For every 2 additional chakra points spent, the damage from the jutsu increases by 1d6.
Precise Brutality Technique
Time: Bonus Action
Scope: Self
Type: Taijutsu
Cost: 5 chakra
Duration: Instant
 You double your Sneak Attack dice on the next attack you make on the turn you used the jutsu.
Level 3 Jutsus

Shinobi/Kunoichi can know from level 13

Defense of the Burning Fire
Time: One Action
Scope: Self
Type: Ninjutsu
Cost: 5 chakra
Duration: 10 minutes
Thin flames envelop your body for the duration of the jutsu, scattering bright light for a radius of 10 feet and dim light for an additional 10 feet. You can end the jutsu earlier by using an action to discard it.
The flames provide a fire shield, which grants resistance to cold damage.
Also, whenever a creature within 5 feet of you hits you with a melee attack, the shield bursts into flame. The attacker takes 2d8 fire damage.
Level 4 Jutsus

Shinobi/Kunoichi can know from level 17

Burning Ash
Time: One Action
Range: 30 feet
Type: Ninjutsu
Cost: 10 chakra
Duration: 1 Minute
You exhale a 20-foot ash sphere. The cloud spreads out in the corners and gets very obscured. It lasts for the duration or until a wind of moderate speed or greater (at least 10 miles per hour) disperses it. As a bonus action, for 1 chakra point, you can move the cloud 15 feet in any direction.
If the cloud comes into contact with fire, it ignites. The cloud is destroyed and each creature inside the cloud must attempt a Dexterity saving throw, taking 8d10 fire damage on failure.
Feline Spirit

Starting at level 9th, you become an unbreakable beast, even in grave danger or worse. You have an advantage in the saving throw against Frightened and enchanted.

Top of the Food Webe

Starting at the 13th level, you know the higher power you have and that there will hardly be a trick left in the defender's book that can prevent your attacks, you no longer suffers disadvantage in your attacks.

Cloak of the Wild Beast

Starting at 17th level, once for a long rest you can summon a tiger-like fire cloak that covers your back. The cloak lasts for 1 minute and while you are covered by it you gain an advantage on Wisdom (Perception) checks, add your proficiency bonus to your damage rolls and also gain 10 extra chakra points while the cloak covers you .

Way Of The Falcon[edit]

Swiftness. Agility. Balance. These are the tenets of a Shinobi/Kunoichi who walks this path. These shinobi are experts at being unseen, and often get to places others cannot.

Falcon Boost

Beginning at 3rd Level, you travel faster of open ground and avoid obstacles. You are not impeded by magical or non-magical difficult terrain, and your walking speed increases by 10 feet. This increases when you reach higher levels, 15 feet at 6th level, 20 feet at 9th level, 25 feet at 13th level, and 30 feet at 17th level.

Inheritance of the Wind

Beginning at level 3, those who study the falcon path inherit the ability to transform their chakra into Wind, in addition to other path jutsus characteristic of the path.

Breath of Wind: By spending 1 chakra point you can simulate the effect of the Longstrider spell, you can affect an additional creature for every 1 extra chakra you spend.
Wind Cut: Using your action and 2 chakra points you create a 10-foot gust of wind that deals 2d10 damage to everyone in the affected area.
Gust of Wind: Using your action and 2 chakra points you can simulate the effect of the Gust of Wing spell.
Invisibility: By spending your action and 3 chakra points you can simulate the effect of the invisibility spell, but only you can benefit from the effect.
Feather Fall: Using your reaction and 3 chakra points you can simulate the effect of the Feather Fall spell.
Wind Wall: Using your action and 4 chakra points you simulate the effect of Wind Fall magic.
Take Off

At the 9th 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 your base walking speed x 2. Additionally, you are able to fall a number of feet equal to your jump without taking any damage.

Breeze Over The Wings

When you need it, the wind blows in your favor, helping your balance, starting at the 13th level you have an advantage in all Acrobatics tests.

Cloak of the Winged Beast

Starting at 17th level, once for a long rest, you can summon a hawk-like wind cloak that covers your back. The cloak lasts 1 minute and while you are covered by it you gain an advantage on Wisdom (Perception) checks, gain flight speed equal to twice your base shift and also gain 10 extra chakra points while the cloak covers you.

Way Of The Snake[edit]

The Way Of The Snake is the path of the underhanded and deceitful. The Shinobi/Kunoichi who walk this path are adept in dealing damage indirectly and stopping enemies in their tracks.

Charm of the Serpent

Starting at the 3rd level, you have a lot of eloquence in your speech, giving you an advantage in tests of Deception and Persuasion.

Inheritance of Water

Beginning at level 3, those who study the Serpent's Path inherit the ability to transform their chakra into Water, in addition to other path jutsus characteristic of the path.

Poison Weapon: By spending 1 chakra point you create a dose of a unique poison directly into your weapon, this poison deals damage equal to your Sneak Attack if the target fails a Constitution Saving Throw.
Venomous Gaze: Using your action and 1 chakra point you simulate the effect of the Hold Person spell, with every 1 additional chakra point you can affect an additional creature.
Create or Destroy Water: Using your action and 2 chakra points you can simulate the effect of the Create or Destroy Water spell.
Enthrall: By spending 2 chakra points you simulate the effect of the Enthrall spell.
Acid Arrow: Using your action and 3 chakra points you simulate the effect of the Acid Arrow spell, with each additional 1 chakra point you add 1d4 more to the roll.
Control Water: Using your action and 4 chakra points you simulate the effect of the Control Water spell.
Water Prison: Using your action and 4 chakra points you trap a target that fails a Dexterity Saving Throw in a water bubble, inside the target must hold its breath or start to drown, in addition it receives disadvantage on attacks and any attack against him gains advantage, after trapped in the Water Prison he can use his action to make a Strength Saving Throw to get rid of it. 
Reptile Blood

Starting at the 9th level, you have immunity to poison and acid.

Slide

You have learned to move as a serpent does. At 13th level when you are prone you may crawl at your regular movement speed. As well while prone other creatures do not gain advantage on attacks against you because of you being prone, and you do not have disadvantage on attacks for being prone.

Cloak of the Creeping Beast

Starting at 17th level, once for a long rest, you can summon a serpent-like water cloak that covers your back. The cloak lasts 1 minute and while you are covered by it you gain an advantage on Wisdom (Perception) checks, double your proficiency bonus to your attack rolls and also gain 7 extra chakra points while the cloak covers you.

Way of The Fox[edit]

Theft and Capture, Shinobi/Kunoichi who follow this path are experts at stealing or retrieving an objective.

Quick Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Sleight of Hand check, use thieves' tools to disarm a trap or open a lock, or perform the Use an Object action.

Inheritance of Electricity

From level 3 onwards, those who study the path of the fox inherit the ability to transform their chakra into electricity, in addition to other jutsus characteristic of the path.

Steal: Using your action and 1 chakra point, you can teleport an item from a target to your hand in case your target fails in a Charisma Saving Throw.
Shocking Grasp: Using your action and 1 chakra point, you simulate the effect of the Shocking Grasp spell.
Thunderwave: Using your action and 2 chakra points you simulate or effect the Thunderwave magic, every 1 additional chakra point you add 1d8 more to the roll.
Call Lightning: Using your action and 4 chakra points you simulate or effect the Call Lightning spell, every 1 additional chakra point you add 1d10 more to the roll.
Lightning Bolt: Using your action and 4 chakra points you simulate the effect of the Lightning Bolt spell, every 1 additional chakra point you add 1d6 more to the roll.
Lightning Shortcut: By spending 5 chakra points you assume lightning form and teleport to a point you can see within 30 ft.
Chain Lightning: Using your action and 7 chakra points you simulate or effect the Chain Lightning spell, every 1 additional chakra point an additional beam jumps from the first target towards another.
Canine Mind

Starting at 9th level, you gained greater mental strength. You gain proficiency on Wisdom saving throws.

Nose for Danger

Starting at 13th level, you can move at a normal pace while looking for traps. Also, you have an advantage in any attempt to disarm non-magical traps, as long as you have the tools of the thief.

Cloak of the Cunning Beast

Starting at 17th level, once for a long rest, you can summon a fox-like cloak of electricity that covers your back. The cloak lasts 1 minute and while you're covered in it you gain an advantage on Wisdom (Perception) checks, one extra attack per attack action, and you also gain 10 extra chakra points while the cloak covers you.

Way of the bull[edit]

Looking into the opponent's eyes and fighting on the battlefront, the Shinobi/Kunoichi that follow this path are somewhat unconventional being more resilient and combative.

Bovine Muscles

Starting at 3rd level, all Melee Weapons that you have proficiency are considered Finesse to you.

Inheritance of Earth

From level 3 onwards, those who study the bull's path inherit the ability to transform their chakra into earth, in addition to other jutsus characteristic of the path.

Heavy Strike: By spending 1 chakra point you roll d8 instead of d6 on your next Sneak Attack performed on the turn you used the jutsu.
Resistance: Using your reaction and 1 chakra point you simulate the effect of the Resistance spell, but only you can benefit from the effect.
Meld Into Stone: By spending 3 chakra points you simulate the effect of the Meld Into Stone spell.
Stone Shape: Spending 3 chakra points you simulate the effect of Stone Shape magic.
Stoneskin: Using your action and 4 chakra points you simulate the effect of Stoneskin magic, but only you can benefit from the effect.
Stone Wall: Using your action and 5 chakra points you simulate the effect of the Stone Wall spell.
Move Earth: Using your action and 6 chakra points you simulate the effect of the Move Earth magic.
Earthquake: Using your action and 8 chakra points you simulate the effect of the Earthquake spell. 
Bovine resilience

Starting at 9th level, your hit die becomes 1d10, but this does not affect HP gained at levels prior to 9th.

Brutality

Starting at 13th level, when you roll 1 on a damage die for an attack made with a melee weapon, you can reroll the die and must use the new roll, even if the new roll is 1. This ability applies to Sneak Attack data as well.

Mantle of the Horned Beast

Starting at 17th level, once for a long rest, you can summon a bull-like earthen cloak that covers your back. The cloak lasts 1 minute and while you are covered by it you gain an advantage on Wisdom checks (Perception), Your Unarmored Defense changes your Armor Class will be 10 + your Dexterity modifier + your Intelligence modifier + proficiency bonus and also gain 10 extra chakra points while the cloak covers you.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Shinobi/Kunoichi class, you must meet these prerequisites: Dexterity 12, Intelligence 12

Proficiencies. When you multiclass into the Shinobi/Kunoichi class, you gain the following proficiencies: Light armor, Simple weapons

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