Shinobi (5e Class)
Shinobi
History
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
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 or (c) A set of blue Shinobi clothing with a mask with an insignia of your clan
- If you are using starting wealth, you have 6d4 x 10 gp in funds.
Level | Proficiency Bonus | Features | Sneak Attack |
---|---|---|---|
1st | +2 | Sneak Attack, Expertise, Ranged Expert | 1d6 |
2nd | +2 | Fade Away | 1d6 |
3rd | +2 | Shinobi Path, Chakra | 2d6 |
4th | +2 | Ability Score Improvement | 2d6 |
5th | +3 | Extra Attack, Deflect | 3d6 |
6th | +3 | Expertise Improvement, Invisible Path | 3d6 |
7th | +3 | Evasion | 4d6 |
8th | +3 | Ability Score Improvement | 4d6 |
9th | +4 | Shinobi Path Feature | 5d6 |
10th | +4 | Smoke Screen | 5d6 |
11th | +4 | Invisible Path Improvement | 6d6 |
12th | +4 | Ability Score Improvement | 6d6 |
13th | +5 | Shinobi Path Feature | 7d6 |
14th | +5 | Sixth Sense | 7d6 |
15th | +5 | Exploit Weakness | 8d6 |
16th | +5 | Ability Score Improvement | 8d6 |
17th | +6 | Shinobi Path Feature | 9d6 |
18th | +6 | Homing Projectile | 9d6 |
19th | +6 | Ability Score Improvement | 10d6 |
20th | +6 | Marked For Death |
Sneak Attack
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
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
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 battle field.
Fade Away
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 once as a free action.
Shinobi Path
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
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.
Extra Attack
Beginning at the 5th level you to make one additional attack when you take the Attack action.
Deflect
A Shinobi who is in the heat of battle gets hit with an attack but instead uses the momentum of the attack to quickly strike back inflicting a deep wound. At 5th level, as a reaction to being hit with a melee attack you can reduce the amount of damage you take by 3d10 + your Dexterity modifier + your Shinobi level. If damage drops to 0, hit the target for weapon damage + sneak attack + shinobi level
Invisible Path
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
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
A Shinobi finds himself out numbered so with a quick strike towards an enemy he tosses an object on the ground upon impact smoke blinds everyones eyes. 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
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
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.
Homing Projectile
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 automatically hit, in addition all weapons you throw now deal a die damage equal to 1d6 plus your Shinobi level.
Marked For Death
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 Paths
Way of The Dragon
The Shinobi who walks the path of a dragon is highly regarded as the most powerful due to this way being the most taxing and difficult of all. Those who study this path learn the ancient secrets of a dragon and few are ever known to complete this trial.
- Draconian fire and hide
At the 3rd level, you are already tougher than other shinobi. When you are not wearing armor, your AC equals 10 + your dexterity modifier + your proficiency bonus. also, you learn the fire bolt cantrip and can cast it with 5 chakra points, intelligence is your ability modifier for casting.
- Dragon Strikes
At the 7th level, you learn to channel the power of dragons into your body. Your attacks against a creature now count as magical for the sake of overcoming resistance.
- Tail Deflect
At the 11th level, you learn to deliver a quick blow after a successful deflect. 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 knocked prone.
- Dragon Breath
At the 15th level, you gain a breath weapon and can use it as an action it deals 4d6 fire damage. At level 17, this increases to 6d6. At level 19, this increases to 10d6. Targets make a saving throw against your breath weapon, and take full damage on a failed save, and half damage on a successful one. This saving throw 8 + your Wisdom modifier + your proficiency bonus. If you have a natural breath weapon, (such as in dragonborns) all breath weapon features allow you to roll d8s for damage,If your natural breath weapon is not fire it becomes fire.you can only use one breath weapon after which needing to complete a short or long rest. This takes up 15 chakra points.
- Dragonaut
At the 20th level, your spirit has become one with a dragon's. As an action, you fill your weapon with immense power for one minute all your attacks when they hit reduce the targets AC by 1d4 also when you hit a creature you deal an extra 2d10 damage.
Way Of The Falcon
Swiftness. Agility. Balance. These are the tenets of a shinobi who walks this path. These shinobi are experts at being unseen, and often get to places others cannot.
- Falcon Boost
At the 3rd level, you become lighter and faster. Your base walking speed is increased by 10 feet. Additionally, when you use the Dash action, you are able to move an additional 10 feet.
- 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.
- Stealth of the Raptor
At the 11th level, you can cast the invisibility spell, this takes up 7 chakra points
- 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 resistance to being knocked prone
Way of the Snake
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
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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