Jutsu Ninja (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing campaign information.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Ninja Jutsu[edit]

The jutsu ninja is a class that functions as the ninja 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 Ninja Juts[edit]

A ninja 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. Ninja typically work in teams of three composed entirely of specialized ninja. 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 ninja 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 ninja is a better substitute for a rogue than a wizard or fighter, as the two (rogue and a ninja) have the most overlapping features.

Abilities: Every ability is important for a ninja. Strength is the primary attribute for taijutsu. Dexterity is important for evasiveness because ninja 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 ninja's ability to use chakra and as such all are important. Charisma is often the determining ability for the power of a ninja's jutsu. This set-up means that anyone can be a ninja, the question when creating your character becomes 'what kind of jutsu ninja do I want to be?'

Races: Any race that can support magic or psychic abilities is capable of becoming a jutsu ninja, 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 ninja, although dwarves are a bit more rare.

Alignment: any.

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

Starting Age: Simple.

Table: The Jutsu Ninja

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 jutsu ninja.

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

Jutsu: A jutsu ninja'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 jutsu ninja may use. Jutsu ninja 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 jutsu ninja must have an Intelligence score of at least 10 + the jutsu level.

Chakra: A jutsu ninja'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 ninja'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 jutsu ninja recovers chakra at a rate equal to his Constitution modifier in points per hour. If the jutsu ninja 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 jutsu ninja 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 ninja jutsu. When subject to an attack that would allow a Reflex save for half damage, on a successful save the ninja succeeds in replacing himself with a mundane object (or animal) that takes the brunt of damage while the ninja escapes unscathed. This ability functions identically to Evasion. The ninja 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 jutsu ninja learned his jutsu, so if it is a distinctive animal it can give away parts of a jutsu ninja's identity. Use of this ability, successful or not, requires one chakra point.

Deflect Arrows (Ex): The jutsu ninja 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 jutsu ninja 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 (jutsu ninja's choice). While studying the victim, the jutsu ninja can undertake other actions so long as his attention stays focused on the target and the target does not detect the jutsu ninja or recognize the jutsu ninja as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the jutsu ninja’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 jutsu ninja. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the jutsu ninja 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 jutsu ninja 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 ninja 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 ninja's apparel (gloves or footwear) and second, the jutsu ninja 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 ninja 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 jutsu ninja 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 jutsu ninja 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 ninja 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 ninja 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 ninja. If a ninja 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 ninja to betray his own village in exchange for status in another. There are also independent ninja 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 Jutsu Ninja[edit]

Table: The Epic Jutsu Ninja

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.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic Jutsu Ninja Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> Jutsu Ninja Starting Package[edit]

This section is not complete, and needs to be finished. Edit this Page

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Jutsu Ninja[edit]

This section is not complete, and needs to be finished. Edit this Page

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

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Jutsu Ninja in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
"Oh well, if we fail it's only death..."
—Hatake Kakashi, human jutsu ninja

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregtate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Jutsu Ninja Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

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

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Jutsu Ninja in the Game[edit]

This section is not complete, and needs to be finished. Edit this Page

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

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