Naruto Shinobi, Variant (3.5e Class)

From D&D Wiki

(Redirected from Jutsu Ninja (3.5e Class))
Jump to: navigation, search


The shinobi is a class that functions as the shinobi from the Naruto Universe. The class itself is somewhat like a combination of the ninja, wizard, and sorcerer classes in that it uses spell equivalents of the jutsu techniques in Naruto, but has the opportunity to specialize in a certain style of elemental jutsu, similar to a specialized wizard.

Making a Shinobi[edit]

A shinobi is a jack of all trades. He'll never compete with with a fighter for frontline combat, nor with a wizard for his spells, but he'll do a little of both. Shinobi typically work in teams of three composed entirely of specialized shinobi. Usually one of these will be a combat specialist, another will take up the 'skilled' role, and the last will have support and complementary skills. A shinobi who does not specialize suffers no penalty for makes such a decision and will be adept at all the three, which make him a viable complement for any party. Still, a shinobi is a better substitute for a rogue than a wizard or fighter, as the two (rogue and a shinobi) have the most overlapping features.

Abilities: Every ability is important for a shinobi. Strength is the primary attribute for taijutsu. Dexterity is important for evasiveness because shinobi do not often wear armor, but also for the formation of seals which are necessary for the effective completion of jutsu. Constitution, Intelligence, and Wisdom are all important contributors to the shinobi's ability to use chakra and as such all are important. Charisma is often the determining ability for the power of a shinobi's jutsu. This set-up means that anyone can be a shinobi, the question when creating your character becomes 'what kind of shinobi do I want to be?'

Races: Any race that can support magic or psychic abilities is capable of becoming a shinobi, however the most common races are humans, half-elf, gnomes, and the Oriental races. It would not be unreasonable to find an elf, or halfling shinobi, although dwarves are a bit more rare.

Alignment: any.

Starting Gold: None, but the shinobi starts with the equipment of an average shinobi and is allowed around up to five specialty items; equipment and gold is at the DM's discretion.

Starting Age: Simple.

Table: The Shinobi

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Jutsu Known
Fort Ref Will 1 2 3 4 5 6
1st +1 +0 +2 +0 Chakra, Sneak Attack +1d6 2
2nd +2 +0 +3 +0 Kawarimi no Jutsu, Deflect Arrows 3
3rd +3 +1 +3 +1 Traverse Any Surface 3 0
4th +4 +1 +4 +1 3 1
5th +5 +1 +4 +1 Sneak Attack +2d6, Water Walk 3 2 0
6th +6/+1 +2 +5 +2 , 3 3 1
7th +7/+2 +2 +5 +2 Muon Satsujin Jutsu, 3 3 2
8th +8/+3 +2 +6 +2 Projectile Redirection 3 3 2 0
9th +9/+4 +3 +6 +3 3 3 3 1
10th +10/+5 +3 +7 +3 Sneak Attack +3d6 3 3 3 2
11th +11/+6/+1 +3 +7 +3 , 3 3 3 2 0
12th +12/+7/+2 +4 +8 +4 3 3 3 2 1
13th +13/+8/+3 +4 +8 +4 3 3 3 3 1
14th +14/+9/+4 +4 +9 +4 3 3 3 3 2 0
15th +15/+10/+5 +5 +9 +5 Sneak Attack +4d6, 3 3 3 3 2 0
16th +16/+11/+6/+1 +5 +10 +5 3 3 3 3 3 1
17th +17/+12/+7/2 +5 +10 +5 3 3 3 3 3 1
18th +18/+13/+8/3 +6 +11 +6 3 3 3 3 3 2
19th +19/+14/+9/+4 +6 +11 +6 3 3 3 3 3 2
20th +20/+15/+10/+5 +6 +12 +6 Sneak Attack +5d6, 3 3 3 3 3 3

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft* (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

  • Spellcraft may apply specifically to jutsu techniques, to arcane magic, or to both, depending on the campaign setting and the DM's discretion.

Class Features[edit]

All of the following are class features of the shinobi.

Weapon and Armor Proficiency: A shinobi is proficient with all simple weapons as well as kunai and shuriken. Shinobi are proficient with light armor but have no shield proficiencies.

Jutsu: A shinobi's jutsu uses Intelligence as the determining ability for its DCs. Bonus jutsu are determined based on Intelligence. Intelligence is also the determining ability for the highest level of jutsu a shinobi may use. Shinobi choose their jutsu from the following list:

1 — Ghost Sound, True Strike, Message, Disguise Self, Nystul’s Magic Aura, Silent Image, Enlarge Person, Feather Fall, Jump, Reduce Person, Obscuring Mist, Summon Monster I

2 — Ray of Enfeeblement, Summon Monster II, See Invisibility, Daze Monster, Darkness, Blur, Mirror Image, Minor Image, Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Owl's Wisdom, Eagle's Splendor, Fox's Cunning

3 — Fireball, Displacement, Wind Wall, Illusory Script, Blink, Haste, Slow, Confusion, Summon Monster III, Tenser's Transformation

4 — Stoneskin, Dimension Door, Summon Monster IV, Fire Shield (any element), Ice Storm, Otiluke’s Resilient Sphere (lasts 1 round/level), Fire Wall, Ice Wall, Hallucinatory Terrain, Illusory Wall, Stone Shape

5 — Chidori*, Wall of Stone, Wall of Force, Cone of Cold, Mirage Arcana, Shadow Evocation, Transmute rock to mud/mud to rock (taken seperately), Repulsion, Ethereal Jaunt, Summon Monster V, Rasengan*

6 — Circle of Death, Plane Shift, Finger of Death, Reverse Gravity, Limited Wish, Summon Monster VI, Power word Stun, Clone, Temporal Stasis, Iron Body

sharingan gives the controler the power to copy and i time at day keep the power(move,spell) form a enemy or a friend like the druid´s wildshape. sharingan cost 1 Chakra for each round you use sharingan.

Learning jutsus works exactly like Learning Arcane Spells.

sharingan gives the controler the power to copy and i time at day keep the power(move,spell) form a enemy or a friend like the druid´s wildshape. sharingan cost 1 Chakra for each round you use sharingan.

To learn a jutsu, a shinobi must have an Intelligence score of at least 10 + the jutsu level.

Chakra: A shinobi's chakra pool has 10 × (Constitution Modifier + Intelligence modifier + Wisdom modifier) points at first level. At every level thereafter the pool increases by a number of points equal to the sum of the shinobi's Constitution, Intelligence, and Wisdom modifiers multiplied by two. For example, Hatake Kakashi has 13 Constitution, 17 Intelligence, and 14 Wisdom. At first level his chakra pool has 60 chakra points because his modifiers for the three key stats add up to six. At every level afterward, Kakashi would gain 12 chakra points because 12 is equal to the sum of his three key abilities multiplied by two. At fourth level, suppose Kakashi puts hit attribute increase into his Intelligence. With 18 Intelligence Kakashi would now gain 14 chakra points per level up, but he gains no retroactive benefit from this ability boost.

A shinobi recovers chakra at a rate equal to his Constitution modifier in points per hour. If the shinobi is a creature that normally sleeps (e.g. a human) he recovers a number of chakra points equal to 15 × his Constitution modifier for every hour that sleeps. If the shinobi is a creature that uses a trance instead of sleeping (e.g. an elf), the number of points recovered per hour is equal to 30 × his Constitution modifier.

Kawarimi no Jutsu (Ex): Kawarimi no Jutsu, also known as the Replacement Technique, is one of the most basic jutsu. When subject to an attack that would allow a Reflex save for half damage, on a successful save the shinobi succeeds in replacing himself with a mundane object (or animal) that takes the brunt of damage while the shinobi escapes unscathed. This ability functions identically to Evasion. The shinobi need not have the object or animal on his person, and the object or animal that takes his place is typically native to where the shinobi learned his jutsu, so if it is a distinctive animal it can give away parts of a shinobi's identity. Use of this ability, successful or not, requires one chakra point.

Deflect Arrows (Ex): The shinobi gains the Deflect Arrows feat. If he already this feat, he may choose a fighter bonus feat in its place.

Projectile Redirection> (Ex): <-class feature game rule information->

Muon Satsujin Jutsu (Ex): : If a shinobi studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (shinobi's choice). While studying the victim, the shinobi can undertake other actions so long as his attention stays focused on the target and the target does not detect the shinobi or recognize the shinobi as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the shinobi’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the shinobi. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the shinobi has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the shinobi does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Traverse Any Surface (Sp): The shinobi learns to accumulate chakra in his feet, allowing him to affix himself to any surface with his hands or feet. This ability functions as the first level wizard spell spider climb, which a few exceptions. First, this ability works regardless of the shinobi's apparel (gloves or footwear) and second, the shinobi moves at his base speed whether he upside down (affixed to a ceiling) or parallel to the ground (affixed to a wall). This technique will work on any solid surface. Unlike spider climb, if the shinobi is hit by an attack or spell that causes damage, he must make a Concentration check (DC 5 + damage dealt) or loses his chakra accumulation and fall, taking damage as is appropriate for the distance fell. Using the ability does not cost chakra, since the chakra is merely accumulated at one point, rather than being released.

Water Walk (Sp): The shinobi releases a constant stream of chakra from his body which allows him to walk on water. This ability costs one chakra point per round. A shinobi who takes damage while using this ability must make a Concentration check equal to 10 + damage dealt or loses his focus and fall into the water. The shinobi may climb out of the water and onto its surface as a standard action that provokes an attack of opportunity and requires the expenditure of one chakra point.


While shinobi do not have alignment restrictions, most usual belong to a one faction or another. In the Naruto Universe there are four major countries, each with its own village responsible for the cultivation of shinobi. If a shinobi is disgraced or betrays his own village, he may join another if another rival community will accept him. It is not unusually uncommon for a shinobi to betray his own village in exchange for status in another. There are also independent shinobi that do not exist within the hierarchy of a village. Those who leave become outlaws are ranked, E—S (E < D < C < B < A < S), based on what priority they represent to the village, S being either an extremely dangerous or important target, E being someone not even certified as a genin. These outcasts, known as missing-nin, are the subject of man hunts by death squads from their village, so as to contain the secrets of the village.

Epic Shinobi[edit]

Table: The Epic Shinobi

Hit Die: d6

Level Special
22nd Bonus Feat
24th Bonus Feat
25th Sneak Attack +6d6
26th Bonus Feat
28th Bonus Feat
30th Sneak Attack +7d6

6 + Int modifier skill points per level.

Bonus Feats: The epic shinobi gains a bonus feat (selected from the list of rogue and epic rogue bonus feats) every 2 levels after 20th.

Campaign Information[edit]

Playing a Shinobi[edit]

Religion: A shinobi is taught to place his faith in his skills rather than in something intangible. A shinobi may consider himself a proponent of one of deity or another, but this would be unusual. Most shinobi are conscious of the gods without revering any.

Other Classes: Other Classes percive the Shinobi as special Rogues, but Monks see them as cheap mockeries of their devotion and abilities.

Combat: See Above Paragraph.

Advancement: almost all shinobi don't multiclass.

Shinobi in the World[edit]

"I won’t run away anymore… I won’t go back on my word… that is my Ninja way!"
—Naruto Uzumaki, Human Shinobi

Shinobi are whatever you as a DM want them to be. Mercenaries, Assassins, Cultists, you name it.

Daily Life: Shinobi Wake up and instantly go through their own personal training regiment, which is determined by their path. Taijutsuists get up and do several physical exercises, Ninjutsuists work on focusing and controlling their chakra, and The bloodliners work on keeping their eyes honed to the maximum.

Notables: The most notable of the shinobi are the Sannin.

Shinobi Lore[edit]

Characters with ranks in Knowledge(Local) can research Shinobi to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 Shinobi are effective combatants.
10 Shinobi can use a special energy in every body and create spell-like effects.
15 Shinobi can use the energy called chakra to boost their combat effectivness twofold or more.
20 Some Shinobi have special eyes that allow them to see almost everything.

Shinobi in the Game[edit]

A PC Shinobi could be an extra wheel or a replacement for a missing party member.

Personal tools
Home of user-generated,
homebrew, pages!
admin area
Terms and Conditions for Non-Human Visitors