Naruto Shinobi, Variant 2 (3.5e Class)

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Naruto Shinobi[edit]

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 Naruto Shinobi[edit]

Shinobi are put into a party depending on the path. Should one go for ninjutsu, they could replace a potent caster. Should they choose to specialize in Taijutsu, they can become as effective a combatant as a monk.

Abilities: The Shinobi benefits from high Constitution scores, as it judges the amount of chakra points they have. Wisdom is useful for a ninjutsu or bloodline Shinobi, while a Taijutsu Shinobi prefers a high Strength.

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: Each Shinobi has their own path they follow. A number of ninja can be seen as lawful, however it is not uncommon to see ninja acting on their own for personal reasons, the greater good, or towards selfish goals.

Starting Gold: 2d4×10 gp (50 gp).

Starting Age: Simple.

Table: Naruto Shinobi

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Jutsu Lvl
Attack Bonus
Jutsu Known Unarmed Damage (Tijutsu shinobi 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 Ahinobi 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)
Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Diplomacy(Cha), Disable Device(Int), Escape Artist(Dex), Heal(Wis), Hide(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Wis), Tumble(Dex).

Class Features[edit]

All of the following are class features of the Shinobi.

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

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

AC Bonus (Ex): When unarmored and unencumbered, the shinobi adds her Wisdom bonus (if any) to her AC. In addition, a shinobi gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five shinobi 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 shinobi 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 shinobis. The jutsus are divided among 3 types: Ninjutsu, Genjutsu & Taijutsu. A shinobi 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 Shinobi 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 shinobi. These acts intangible silent images although any amount of these clones equal to his wis modifier are solid clones having one fourth of the shinobis abilities. They have the same attack damage though.

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

Shinobi way: At first level a shinobi chooses a specific shinobi 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 shinobi 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 shinobi is wearing light armor or no armor. A helpless shinobi does not gain the benefit of evasion.

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

Jutsu Points: At level 3 a shinobi starts getting an extra reserve of jutsu points. At 3rd level a shinobi 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 shinobi gains a bonus feat at 3rd level and again at 13th level.

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

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

Canny Defense: When not wearing armor or using a shield, a shinobi adds 1 point of Intelligence bonus (if any) per shinobi class level to his Dexterity bonus to modify Armor Class while wielding a melee weapon. If a shinobi 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 shinobi gains a +2 bonus to his constitution.

Abundant Step (Su): At 12th level or higher, a shinobi 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 shinobi 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 shinobi 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 shinobi can take two full-round actions in a row. Jutsus count for whatever u can think of.

Epic Shinobi[edit]

Table: The Epic Shinobi

Hit Die: d8

Level Special Jutsu Lvl Jutsu Known Unarmed Damage (Tijutsu ninja way only) AC Bonus Speed Bonus
21st forbidden 21 2d10 +4 +70 ft.
22nd forbidden 22 2d10 +4 +70 ft.
23rd forbidden 23 2d10 +4 +70 ft.
24th forbidden 24 4d6 +4 +80 ft.
25th forbidden 25 4d6 +5 +80 ft.
26th forbidden 26 4d6 +5 +80 ft.
27th forbidden 27 4d6 +5 +90 ft.
28th forbidden 28 7d4 +5 +90 ft.
29th forbidden 29 7d4 +5 +90 ft.
30th forbidden 30 7d4 +6 +100 ft.

8 + Int modifier skill points per level.

Campaign Information[edit]

Playing a Shinobi[edit]

Religion: 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 three most notable of the Shinobi 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, Mist, Stone, Wind, and Lightning, plus many more, smaller hidden villages.

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.

Knowledge(Local)
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.


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