Naruto Ninja (3.5e Class)

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Naruto Ninja
Rating: Not rated
(Rate this class)
Status: 100% Complete. Core Class skills changed to Variant Rules.
Editing: Constructive edits welcome

Naruto Ninja[edit]

A class based on the Naruto anime show.

Making a Naruto Ninja[edit]

This is a naruto system.

Abilities: All the abilities are equally important to a shinobi, it depends on the player and on what type of character he wants to make.

Races: Any race.

Alignment: Any.

Starting Gold: 5d12

Starting Age: Simple

Table: Naruto Ninja

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Jutsu Lvl
Attack Bonus
Jutsu Known Unarmed Damage (Tijutsu ninja way only) AC Bonus Unarmored
Speed Bonus
Fort Ref Will
1st +0 +0 +2 +0 Ninja way 1 1 1d6 +0 +0
2nd +1 +0 +3 +0 Evasion 1 2 1d6 +0 +0
3rd +2 +1 +3 +1 Bonus feat, Jutsu Points (1) 1 3 1d6 +0 +10 ft.
4th +3 +1 +4 +1 Exploding tags 2 4 1d8 +0 +10 ft.
5th +4 +1 +4 +1 Ninja weapon proficiency 2 5 1d8 +1 +10 ft.
6th +4 +2 +5 +2 2 6 1d8 +1 +20 ft.
7th +5 +2 +5 +2 2 7 1d8 +1 +20 ft.
8th +6/+1 +2 +6 +2 Canny Defense 2 8 1d10 +1 +20 ft.
9th +6/+1 +3 +6 +3 Jutsu Points (3), Improved Evasion 3 9 1d10 +1 +30 ft.
10th +7/+2 +3 +7 +3 Ability boost (Con +2) 3 10 1d10 +2 +30 ft.
11th +8/+3 +3 +7 +3 3 11 1d10 +2 +40 ft.
12th +9/+4 +4 +8 +4 Abundant step 3 12 2d6 +2 +40 ft.
13th +9/+4 +4 +8 +4 3 13 2d6 +2 +40 ft.
14th +10/+5 +4 +9 +4 Summoning art 4 14 2d6 +2 +40 ft.
15th +11/+6/+1 +5 +9 +5 Poison Use, Spring Attack 4 15 2d6 +3 +50 ft.
16th +12/+7/+2 +5 +10 +5 4 16 2d8 +3 +50 ft.
17th +12/+7/+2 +5 +10 +5 Bounding Assault sage 17 2d8 +3 +50 ft.
18th +13/+8/+3 +6 +11 +6 Rapid Blitz sage 18 2d8 +3 60 ft.
19th +14/+9/+4 +6 +11 +6 sage 19 2d8 +3 +60 ft.
20th +15/+10/+5 +6 +12 +6 Sudden Adrenalin forbidden 20 2d10 +4 +60 ft.

Class Skills (6 + Int modifier per level, ×4 at 1st level)

Class Features[edit]

All of the following are class features of the Ninja.

Weapon and Armor Proficiency: Ninjas are proficient with all Simple weapons, the kurki, ninja-to, kama, shurikens & kunai. Ninjas are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a ninja loses his AC bonus, as well as his fast movement

AC Bonus (Ex): When unarmored and unencumbered, the Ninja adds her Wisdom bonus (if any) to her AC. In addition, a Ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Jutus : These are the primary abilities of all ninjas. The jutsus are divided among 3 types: Ninjutsu, Genjutsu & Taijutsu. A ninja has a limited number of jutsus known and these jutsus can be used spontaneously in a similar fashion to how a sorcerer casts his spells. Jutsus don’t have any verbal component but all have somatic components unless stated otherwise. There are no specific limitations to the number of jutsus that can be cast in a day but they are rather cast by taking temporary ability score damage; each jutsu is related to a certain ability score and has a specific point of damage required to cast which is 1 point for jutsus from levels 1-2, 2 points for jutsus from levels 3-4 & 3 points of damage for sage techniques. All damage taken by activating jutsus heal after an 8 hour rest, ability damage taken in any other way heal naturally. To cast a forbidden jutsu, a character takes a negative level instead of taking ability damage, a character can only heal 1 negative level taken this way after eight hours of rest, and all other negative levels are treated as regular negative levels

Shadow clone Jutus: The Ninja in question gains the ability to summon clones of himself at a much weaker level than he already is. the number of clones is equal to the wisdom score of the ninja. These acts intangible silent images although any amount of these clones equal to his wis modifier are solid clones having one fourth of the ninjas abilities. They have the same attack damage though.

Transform Jutus: The Ninja can assume the form of anyone that he knows or is familiar with, this gives him a +10 on disguise check. Anyone who knows the person as more than a friend can instantly see through the Jutus.

Bonus Jutsus: A ninja receives bonus jutsu points from having a strong body which can produce more chakra. A ninja receives bonus jutsu points equal to his con modifier, these jutsu points can be spent instead of ability scores for casting jutsus.

Ninja way: At first level a ninja chooses a specific ninja way that he will specialize in, this choice will grant benefits and draw backs on certain style of jutsus. The choices are: Genjutsu, Taijutsu and Ninjutsu elements (Fire, Earth, Lightning, Water or Wind)

Evasion (Ex): At 2nd level or higher if a ninja makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a ninja is wearing light armor or no armor. A helpless ninja does not gain the benefit of evasion.

Fast Movement (Ex): A ninja gains an enhancement bonus to her speed, as shown on Table: The Ninja. A ninja in armor or carrying a medium or heavy load loses this extra speed.

Jutsu Points: At level 3 a ninja starts getting an extra reserve of jutsu points. At 3rd level a ninja has 1 point in his reserve, at 9th level it increases to 3, at 15th level it goes up again to 5 and at 20th level it goes up again to 5 points.

Bonus feats: A ninja gains a bonus feat at 3rd level and again at 13th level.

Exploding tags: When a ninja throws a kunai or a shuriken, he has a choice of inflicting +1d6 extra fire damage with it.

Ninja weapon proficiency: Ninja weapon proficiency: The ninja chooses one weapon he is proficient with and has weapon focus with; the ninja gets a +1 damage bonus and attack bonus with that weapon.

Canny Defense: When not wearing armor or using a shield, a ninja adds 1 point of Intelligence bonus (if any) per ninja class level to his Dexterity bonus to modify Armor Class while wielding a melee weapon. If a ninja is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Ability boost: The ninja gains a +2 bonus to his constitution.

Abundant Step (Su): At 12th level or higher, a ninja can slip magically between spaces, as if using the spell dimension door, three times per day. His caster level for this effect is one-half his ninja level (rounded down).

Summoning art: You can summon one person or one living creature as a free action. You must spend five minutes with the subject concentrating to have them as the designated one

Poison use: Starting at 15th level, a ninja can apply poison to his weapon without poisoning himself.

Spring Attack (Ex): As the feat spring attack, at 17th level it improves to Bounding Assault and again to Rapid Blitz at 18th level.

Sudden Adrenalin: At 20th level, Twice per day the ninja can take two full-round actions in a row. Jutsus count for whatever u can think of.

Playing a Ninja[edit]

Religion: Most Ninjas don't worship deities.

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

Combat: See Above Paragraph.

Advancement: The Naruto Ninja is devoted to this path until the see it through. Until they attain the 20th Level, they are limited to cross-classing with one or more of the following:

ANBU Black Ops Agent : [[1]]

Legendary Ninja : [[2]]

Ninja Sage : Work In progress

Medical Ninja : [[3]] Also a work in progress, more progress, though.

Ninja in the World[edit]

Believe it.
—Naruto, Human Ninja

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

Daily Life: Ninja 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 three most notable of the Ninja are the Sannin. Jiraya, aka "Pervy Toad Sage", Tsunade, aka "The Legendary Sucker", and Orochimaru, aka "The really really creepy guy after sasuke's body".
ok maybe I made that last nickname up.

Organizations: There are villages of shinobi in the show, these organizations, i guess, are the main things. Hidden village of Fire, Water, Earth, Sound, and Lightning, plus many more, smaller hidden villages.

NPC Reactions: Hey, Dms, USE YOUR IMAGINATION! Lazy b******s....

Ninja Lore[edit]

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

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

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