Ninja, 2nd Variant (5e Class)
Ninja
Based on the shinobi from the popular anime/manga/game franchise Naruto, the ninja is a class with a high degree of versatility. The class is meant to be a standalone that takes its inspiration from a few classes. This class also gives you the power to choose your path along the way without subclasses. Whether it's taijutsu and opening the gates, sending enemies flying with jutsu, augmenting your weapons for big strikes, or subtly taking down your foes with visual prowess, this class has something for almost everyone.
<!-Introduction Leader->
Creating a Ninja
- Quick Build
You can make a ninja quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Intelligence. Second, choose the Sage or the Urchin background. Third, choose Acrobatics and Stealth as your skills.
Class Features
As a Ninja you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Ninja level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ninja level after 1st
- Proficiencies
Armor: Light
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Strength
Skills: Choose two from: Perception, Acrobatics, Stealth, Insight, Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Leather armor
- 10 darts
- (a) a scholar's pack or (b) an explorer's pack
Jutsu Chakra
The chakra has become a form of vital energy that all individuals produce to some extent. The 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, have learned to generate more chakra and release it out of their bodies through pressure points called tenketsu in order to perform jutsu.
You roll a d20, whatever your number, that is your affinity with a certain type of chakra. You have a Kekkai Genkai, which basically says that you were born with affinity for two different types of chakra.Your Rescue CD is 8 + Intelligence + your proficiency bonus, all Jutsu will declare what they are or save or spell attack. Jutsu, you must be able to move your hands without your hands moving, you can not signal to use your Jutsu. All Jutsu take action to use unless otherwise noted. When you roll to your affinity with the chakras, you gain damage to that chakra at level 1. You gain an extra damage d4, the dice increases by one at levels 4 (2d4), 12 (3d4), 20 (4d4).
1d20 | Result |
---|---|
1-3 | Earth |
5-7 | Fire |
9-11 | Water |
13-15 | Lightning |
17-19 | Wind |
4,8,12,16 or 20 | You choose a kekkei genkai. |
Kekkai Genkai is special because when you are born you have a natural affinity for two types of chakras that combine to make a younger Jutsu style, example Storm is the combination of water and lightning allowing the lightning to flow like water. Lets say your first roll was a 16, since you got a kekkai genkai you roll the d20 two more times. You cant get a second kekkai genkai so if any of your next two rolls are a 4,8,12,16,or 20 re-roll them until you get two different chakra natures. There will be a description of each Kekkai Genkai in the Jutsu listing. (people with a Genkai Kekkai are able to use both natures necessary for this as well.)
The jutsu can be used both inside and outside combat. Outside combat, they can be used for half the price, unless they cause damage to a creature or cause a problem. The purpose of the jutsu is to use them for the sake of the party, not just as a weapon. Examples being, lighting a fire with fire jutsu, or erasing a burning building with jutsu water.
Martial Arts
At 1st level you are trained in melee combat. When you use your attack action and are unarmed, you roll 1d4 for unarmed attacks. At higher levels the damage roll increases by a number indicated below. You can also use Dexterity instead of Strength for unarmed attacks. At 6th level, your unarmed attacks count as magical for the purpose of overcoming resistance and immunity to attacks from nonmagical weapons.
At 3rd level you roll 2d4 for unarmed damage.
At 7th level you roll 3d4 for unarmed damage.
At 12th level you roll 4d4 for unarmed damage.
At 16th level you roll 5d4 for unarmed damage.
At 18th level you roll 6d4 for unarmed damage.
At the 20th level you roll 8d4 for unarmed damage.
Unarmored Movement
At 1st level, while you are not wearing armor or using a shield, your movement is increased by 5 feet. If you are wearing armor or carrying a shield, you lose the effects of this feature. This bonus increases at certain levels.
At 3rd level your movement is increased by 10 feet.
At 7th level your movement is increased by 15 feet.
At 12th level your movement is increased by 20 feet.
At 15th level your movement is increased by 25 feet.
At 18th level your movement is increased by 30 feet.
At the 20th level your movement is increased by 35 feet.
Style
At the 1st level, you chose a style. Choose between fire, wind, lightning, and earth, all detailed at the end of the class description. Your choice grants you features at 1st and again at 3rd, 6th, 12th, and 16th levels.
Jutsu Basic Ninjutsu
- Basic ability of passive Ninjutsu
As a narrative tool, your character can walk / stand / run on surfaces of non-dangerous terrain and water at a cost of 1 chakra for 30 minutes.
- Shuriken Jutsu
At the 1st level. Chakra 1-3 PC Throws multiple shuriken (up to maximum 3) on target (s) 1 + 2 per chakra. Only the first Shuriken landing receives the Dexterity bonus for damage, additional shuriken does 1d4 + 1, with 60 ft.
- To transform
At the 3rd level, you expend 1 chakra to The PC becomes a non-magical person, creature or object that they have seen before or have a basic idea and is identical to that image, unless they choose not to be. People or creatures should make a perception of DC 17 to know that the character is not what he appears to be. If seen before executing the jutsu, the observer will not need a test. This lasts 2 hours per worn chakra point.
The transformation allows the PC to assume the outward appearance of any character or creature, including size and shape, but the skill values, hp and ac remain the same. The character of the player who becomes an object assumes the characteristics of the object, this does not allow it to function as a vehicle, armor, any type of tool, trap, rope or light source. Example they may be: Chair, Table, Pillow, Blanket (would still be affected by cold) PC can turn into a weapon, however they do not have any of the magic properties of that weapon, your body can do basic damage to a mundane normal weapon, they must spend 1 chakra per attack to maintain the form. At the 6th level, if the transformation is of creature with speed of swimming or speed of flight, the transformation can do it in the normal speed of movement of the character of the player.
- Substitution
At 3rd level, you may expend 5 chakra points, and use your reaction, Twice during combat. This Jutsu can be used at any time during the day. Before you are hit, you can teleport up to 15 feet in any direction. A log or generic object is left in its place, only to disappear moments later, all damage is denied from that singular attack.
- Shadow Clones
At the 5th level, you may expend 2 chakra points to create a shadow clone. You use this jutsu to make a perfect clone of yourself. The clone(s) can appear within a 60ft radius of you. Each clone you make carries the 2 chackra points you gave them + how many extra points you decide to give them. each shadow clone has 5 HP.
The clones have one attack each and can use Jutsu at the same time as you, assuming they have the chakra for it. Clones can be ordered to do something or act on their own, as the character would normally do. If the clone is defeated, you will recover half of the excess chakra within the clone, the initial chakra will be lost. The duration of shadow clones is 12 hours. They are limited to 5 at any time.
Shadow clones have no range limit on how far they can be. A shadow clone has the same character AC, however, if the main body ac was affected by a spell to increase said AC, those effects are not transmitted.
A shadow clone carries a copy of the main body weapon, but do not carry the magical effects next to a base damage bonus. meaning a cloned vorpal sword = a +3 sword in the hand of a clone. When a shadow clone dissipates, the main body receives any acquired knowledge and remembers them as if they were their own experience, as well as levels of exhaustion, but not negative effects like a curse, poison or something like that. This is useful for collecting knowledge.
At 10th level the amount of clones you can produce increases to 10.
- Rasengan
At the 8th level, as an action you may expend 10 chakra points to use the Rasengan against 1 creature that is within 5 feet of yourself. The rasengan is a rotating ball of chakra formed and held in the palm of the user's hand. The user places his or her hand on an opponent's body to attack with it. On a successful hit, the rasengan deals 3d6 bludgeoning and 1d8 slashing. The targeted creature must make a strength saving throw of 13 or higher. On a successful save, they are knocked backward 10 feet. On a failed save, they are knocked backward 20 feet, and are knocked prone.
Scrolls
At the 2nd level you learn how to store small objects in scrolls. When storing an item on a parchment, you must have paint to draw the seal. The parchment lasts until the item is summoned from within it or if the parchment is destroyed. This feature requires special scrolls, they can be purchased anywhere a merchant could sell paper, ink and books. Price: 20 gold Weight: 2 pounds Limit: 2 Medium Parchment: Capacity up to 7 Small items Price: 45 Gold Weight: 8 lbs.
Limit: 2 Large Parchment: Supports up to 12 small items or 1 medium item (Tent, Foldable Long Sword, Bow) Price 80 in gold Weight: 15 lbs Limit: 1 Weapon Parchment: Supports up to 15 Shuriken or 15 Kunai can be summoned to deliver as a bonus action. This parchment can be used as a free action. The character can only have one large parchment at any time. Scrolls, Handersacks and hold bags can not be stored with scrolls, if attempted, the player's character will be teleported to the scroll and sealed indefinitely.
At 14th level, you can make a second weapon roll and gain access to the Giant Scroll. This parchment can contain 2 large items that do not exceed 30 pounds or, 1 small creature. However, after 10 minutes the creature will suffocate due to lack of oxygen.
Unarmored Defense
You learned through the fight that you can dodge instead of being encumbered by armor. At 2nd level your AC = 10 + your Dexterity modifier + your proficiency bonus If you are not wearing armor or using a shield.
Nature of the Chakra
At 3rd level you also gain a new Chakra proficiency of your choice. You cannot choose a Kekkei genkai. You are not able to choose a chakra that you are already proficient in.
Increasing Increasing Ability
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase a skill score of your choice by 2, or you can increase by 2 points of your choice in 1. As normal you can not increase a skill score over 20 using this feature.
Ninja Reflexes
At the 5th level, when attacked by an area effect, such as a fireball, you can take a Dexterity saving throw of DC8 + proficiency. On a failed save, you receive only half the damage. On a successful save, you will not suffer any damage.
Nindo
At 5th level you choose your Nindo mode. This is a feature that will reflect how your character will act in certain situations. The chart below will allow you to choose your Nindo.
Nindo is a guide you follow, your own personal mantra. This feature will add a small buff to your ninja. You are encouraged to make your own Nindo with your DM and add it to this section for others to use.
Mantra | Buff |
---|---|
"I never come back to my word" | Your character will move on, no matter what, and people see it, you gain +2 on Persuasion checks and Intimidation checks. However, if you do not follow this baby, you will lose the ability for 1d4 days. |
"I refuse to watch my ally die" | No matter how terrible the situation is, you put your teammates above yours. Once per combat, if you are within half the movement speed of your ally that has been hit, you can push them out of the way and take the attack alone, you deny 1d6 damage + strike hit, and damage is directed to you. |
"Crushing my enemies is all that matters" | Killing your enemy takes precedence over everything else. If you kill your target, you can make a second attack on a different target if they are within range of your weapon or throwing weapon, pulling a throwing weapon is a free action when this ability is triggered. 3 / long rest. |
"A long life is paved with wisdom" | Your character is more analytical than most. Earn +2 on Insight, Perception as a passive bonus. |
"Life on the glory" | Once per combat, when you do a disengagement action, you roll 1d4, gain back health + handicap, you can not engage with this enemy the next turn, however you may face a different enemy, |
"Hot-blooded spirit" | Whenever your character makes a charge gain over 10 feet for movement, +4 for hit and -2 for AC. If the attack is successful, the damage is increased by 1d4. If the attack fails, your AC drops and your character runs into threatened, provoking, and attacking squares of opportunity. This can be done in 3 / long rest. |
"Even the strongest enemy has a weakness" | Once per combat, you are able to play Perception against the passive perception of the enemy. If you succeed, you can take advantage of your attacks for 1d8 turns. Used as bonus action. |
Summoning Jutsu
At level 13, you can make a contract with a creature of your choice. For the purpose of this contract you have the ability to talk to the animal you want to try and form the contract. To form the contract, the creature must be of a CR of its level or lower and be willing. For the technique to work, you must form the correct seals, so take some of your own blood, usually by biting your thumb, and put your hand on the floor. When you're finished, your call will appear where you were.
If the creature is of the large or giant size class, it will appear where you were and you will be teleported on top of it if it is large enough. Example - hire a young red dragon, you summon him, you would be put on his back or beside him. Example 2 - Summon a storm giant, you would appear on its shoulder. This jutsu(in chakra points)costs the creatures CR. Invoked creatures are able to speak in common.
Sage Mode
At 17th level you learned to harness natural energy and mix it with your own chakra, which in turn creates the senjutsu chakra. With enough senjutsu chakra you can access a form called Sage Mode. In the wise mode form, you gain marks around the eyes of your design. This form is obtained by meditating for 1d4 combat rounds. In this way, your attacks have an advantage, you gain a blind fight of 20ft, add 1d10 to unarmed attacks and gain access to Sage Arts (added later). This form lasts half your Intelligence + your proficiency bonus rounds. When out of this form you can not use it again until after a long rest. In addition, this form can be received in and out of combat, if this way, while out of combat, there is no limit, however, the time limit will begin in the next combat.
Fire Style
- Passive fire style skill
The character has the basic skill of manifesting fire
- Fire Breath
At the 1st level, you may expend 1 chakra to use this ability. Fire erupts around the user's body in a cone shape, which is then thrown towards the target, causing 1d8 fire damage. Attack range is 50ft.
- Dragon Flame Bomb
At the 3rd level, you may expend 3 chakra points to create a fireball from your hands. This technique allows the user to cast a small ball of flames in their hands which they can launch 75ft. This attack causes 1d10 of fire damage. This fireball also causes a fire explosion on impact. Each creature within a 10ft radius of this explosion must make a dex saving throw of 11 or higher. If a creature fails its saving throw it suffers 1d4 force damage.
- Fireball
At the 6th level, you may expend 5 chakra points to create a small path of fire chakra that leads to a large fireball that covers a 15x15 foot area. The released flames will engulf their target and and every creature in the area, leaving a crater on the surface of the ground. The attack deals 4d6 fire damage, and it adds another d6 to the attack for every 2 chakra points that is used after the 6th. Dexterity Attack range is 60ft.
If the PC uses 3 additional chakra points, the attack will reach an area of 20x20 feet. This chakra addition does not count towards the additional damage data.
If the PC uses twice the original cost of the chakras, the attack will reach a 30x30 foot area. This chakra addition does not count towards the additional damage data. You can also target any creature within 100ft of you.
- Phoenix Flower
At the 12th level,you may expend 10 chakra points to expell a fireball from your mouth shaped into a huge ball of fire, which also covers a wide range. This makes the technique extremely difficult to avoid or contain. This attack deals 5d8 fire damage to each person within a 20 ft radius. Attack range is 120ft.
- Great Dragon Flame
At the 16th level, you may expend 14 chakra to create a giant fire dragon. Since the art of making the flames obey the will of the user is outrageously difficult, their domain is restricted to a limited number of skillful shinobi. It causes 10d8 of fire damage to all enemies in a 10ft wide path that can reach up to 150ft.
Wind style
- Passive wind style capability
The character of the player is able to control freely small amounts of wind, examples that can be used to keep the flame without waving. Hold an air ball around the head to prevent suffocation for up to 10 minutes or pushing small and medium objects.
- Small Wind Blast
At the 1st level, you can expend 1 chakra point to produce a powerful cone shaped wind from your mouth. This attack deals 1d6 force damage. If the attack hits the enemy should make a strength or dexterity saving throw of 13 or higher, if they fail, they take 1d4 extra damage and are pushed back 10 feet. Attack range is 50ft.
- Wind Wall
At the 3rd level, you may expend 3 charkra points to create a large wall of wind. The user evokes a wind flow, involving the user and repelling incoming attacks. It can also be expanded to protect others close to the user(within 10-foot range around user). This gives the user and his allies a +2 bonus on AC and the attackers have a disadvantage on all attacks.
- Snapping Air Bullet
At the 6th level, you may expend 5 charkra points to The PC takes a deep breath and exhale with force, resulting in a large air ball flying towards the enemy, they take 3d8 slashing damage and must make a Strength saving throw, if they fail, they are thrown 40 feet back, if they collide with a person, both receive an additional 1d4 bludgeoning damage, if they collide with an object, they receive an additional 1d6 bludgeoning damage. Attack range 80ft. You can keep adding chakra points to this attack. Every 2 points you add increases the attacks power by 1d8.
- Wind Dragon
At the 12th level, you may expend 10 charkra to create a giant serpant like dragon made of wind. The dragon fly's up into the sky and changes the weather conditions temporarily and attacks from the sky and not the person. This jutsu creates storm clouds that form overhead and out of the clouds a spiraling tornado shaped like the dragon comes spiraling down targeting any area of your choice. When the tornado falls, it falls to the designated point, all enemies within a 10ft radius must make a dex save of 16 or higher or receive 5d10 force damage. If they succeed their saving throw they only take half damage.
- Rasenshuriken
At the 16th level, you may expend 14 charkra to create Rasenshuriken, a large Shuriken Shaped ball of wind chakra. This attack is the apex of the wind-style attacks, with very few others being able to dominate it. The technique requires that you make a hand-to-hand. When the attack hits something it explodes, the target takes 10d12 of wind piercing damage, bursting into sharp needles that pierce yours and the opponents body. you and the enemy must make a constitution saving throw of 17 or higher. If you fail the constitution saving throw you cant use the attack again until you are healed by a cleric, a plaidin, or a druid, and you take 1d8 piercing damage. If the enemy fails their constitution saving throw they suffer from and extra d12 of piercing damage.
If used in Sage Mode, this jutsu can be launched with a range of 60ft as long as the enemy is not behind any cover.
Lightning Style
- Passive Lightning Style Capability
The character of the player has built a movement of +5 feet and can produce small amounts of lightning. This beam can be focused on a weapon to emit 10 feet of light, as well as electrify. (Electrify allows you to make a dc flat against intimidating creatures with lessIntelligence 4 against the will of their Strength. If it fails, they will disengage and engage the characters of the closest allies player)
- Thunder Bolt
At the 1st level, you may expend 1 charkra point to release lightning from your arms. With the movement of your wrist, the user is able to shoot countless small sparks of lightning towards a target. Anyone in the cone does a Dexterity check to avoid the attack, if the damage deals total damage, half the success. This attack deals 1d8 lightning to all opponents in the cone., within cone range of 25 feet.
- Chidori Stream
At the 3rd level, you may expend 3 charkra points to After making an attack with a metal weapon or an unarmed attack, the user raises his arm in the air, generating a powerful ray of electricity that travels through his or her body transferring electricity to the opponent's body, causing 3d6 of lightning damage to the opponent. They then need to make a constitution saving throw or they get stunned a round. 5ft attack range.
- Chidori
At the 6th level, you may expend 5 chacra points to create Chidori, A.K.A. 1000 Birds, A.K.A. Lightning blade. To perform, the user first gathers a lightning bolt in hand; the high concentration of electricity produces a sound reminiscent of many birds singing and chirping. The user rushes his opponent, then pushes their hand into the enemy, causing 1d6 of drilling damage and 4d8 of lightning damage. You can continue stacking chakra on Chidori, if you add an extra chakra point, the attack increases by 1d6 of lightning damage, the more you stack it, the louder the chirping will be, with 15 feet of lunge.
- Lightning Mantle
At the 12th level, you may expend 18 chakra to engages the body in a chakra layer that, instead of being used offensively, is used to electrically stimulate the nervous system. This technique gives the user a bonus of +3 for AC while active, plus dealing with a radius d6 for anyone attempting to attack the user. This requires 2 chakra to maintain each turn.
- Black Panther
At the 16th level, you may expend 25 charkra to After generating a black ray of his body that takes the form of a panther, the user can manipulate it to affect several victims at the same time, electrocuting them. The enemy takes a Dexterity Resistance check and in case of failure the attack hits him and then jumps between him and any other enemies within a 20 foot radius. This attack deals 25d6 of radius and another 3d6 to the enemies to which it arks. Attack spell and Dexterity save, within Reach 50 feet.
Earth Style
- Passive Earth Style Capability
You may expend 0 chakra to change / form up to 10 feet of land, including stones at a time (Excluding walls and floors of dungeons of any kind). Examples while in a bonfire you can make a heating plate to cook or make a chair to sit in. Any item made made is 0 and is grounded.
- Light boulder
At the 1st level, you may expend 2 charkra to The user can reduce the weight of an object so that it can load or move it (bonus action). An example would be if there is a gravel in your way, you can reduce your weight to be able to push it. The weight that can be reduced is equal to the amount of chakra you put, you divide the weight of an object by the chakra placed. Example, it would be a tree of 300 pounds, you put 2 Chakra points in the smallest amount possible, the tree now weighs 150 pounds., within Melee range.
- Fissure
At the 3rd level, you may expend 3 charkra to After the hand seals are formed, a large crack, covering a considerable distance is formed. Unsuspecting victims will fall deep into the earth. Anyone in the line of this attack should take a Dexterity check, if they fail they fall into the fissure, in a success they manage to stand on one side of him. Those in the fissure may try to go out by doing a Strength Athletics or a Dexterity Acrobatics test, the fissure is 50 m deep. The fissure closes after 4 rounds, and those who are still in the fissure begin with 3d6 concussion damage, if they can not get out in 2 rounds, they are crushed to death., within Range 35 feet in length.
- Stone Pillar Spears
At the 6th level, you may expend 8 charkra to This technique allows the user to create 5 stone pillars that protrude from the ground to stick the target. The rock pillars will even go through obstacles to reach their target. These pillars deal with 2d6 each per success, the user makes a spell attack on one target for each pillar., within The range is 20ft.
- Abrigo Rock
At the 12th level, you may expend 15 charkra to The user wraps himself with the ground, takes immediate neighborhood and creates a rock formation that is capable of protecting both the user and the others coming, if desired. The wall provides complete coverage of all ranged attacks, but the wall can be broken if enough force is applied. If the wall receives more than 100 points of damage, it will break, causing 2d6 hits on the inner parts of falling stones., within Reach 15 feet of area around the user.
- Coffin of Rock
At the 16th level, you may expend 25 charkra to This technique allows the user to control various sections of rock and move them around their opponent. The user then forms a shell around them that crushes the opponent with immense strength. This attack deals 20d8 blows and leaves the opponent restrained from the stones on top of them., within 80 foot Range.
Kekkei Genkai abilities:
Prerequisites: Kekkei Genkai, required chakra natures, lv. 3
Wind+fire=Inferno: When you use this kekkei genkai it gives +5 fire damage to wind and fire style jutsu. Increases the range of all ranged wind and fire style jutsu by +30. Costs 2 chakra points for each round you use it(does not take an action to activate). Lightning+fire=Explosion: This kekkei genkai makes it so whenever the user hits a target with a lightning or fire style attack every creature within a 30ft radius has to make a dex. save of 14 or higher. If a creature fail the dex. save they take 4 fire damage and are knocked prone. Costs 2 chakra points for each round you use it(does not take an action to activate). Earth+fire=Lava: You can make the ground around you turn into lava, and every creature within a 30ft radius of you has to make a dex. save of 13 or higher. If they fail the dex. save they take 4 fire damage and are restrained(due to the lava hardening into obsidian around their feet). The creature must make a str. saving throw of 16 or higher to break free. Costs 3 chakra points for each round you use it(does not take an action to activate). Water+fire=Boil: This kekkai genkai gives all of your water style attacks +5 fire damage. The target(if the attack hits) has to make a str. saving throw of 14 or higher or be knocked prone(due to the pressure exerted by the boiling water).
Multi classing
Prerequisites. To qualify for multi classing into the ninja class, you must meet these prerequisites:dexterity 16 and wisdom 14.
Proficiency. When you multi class into the ninja class, you gain the following proficiency:stealth and acrobatics.
Back to Main Page → 5e Homebrew → Classes