Naruto Shinobi (3.5e Class)

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Naruto Shinobi
Rating: 14 out of 20
Power: 3 out of 5 by 1 user
Wording: 3 out of 5 by 1 user
Formatting: 4 out of 5 by 1 user
Flavor: 4 out of 5 by 1 user
(Rate this class)
Status: Done.
Editing: Always Editing. Speaking of which, recently realized there are comments. Taking ideas into account, but I've since lost track of Naruto.

Naruto Shinobi[edit]

Alright. There are probably several people thinking" Oh great, another never fully done naruto ripoff." Well, not this time! I was tired of trying to find a completed version of the famous(or infamous) ninja myself, and got tired of all the incompletes or crap-fests. My real inspiration, however was when i got wind of one of my dnd buddies made the Soul Reaper from another popular anime, Bleach. Well if he can do it, why not try it myself? This is the result.

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: Now, According to the show, there are 5 human villages(plus other smaller ones) so i guess the most common shinboi is a human, but seeing as how humans aren't the only race, i guess other civilized races could also become shinobi, dwarf, elf, etc.

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: The Naruto Shinobi

Hit Die: D6

Level Base
Attack Bonus
Saving Throws1 Special Chakra
Points (Modifiers)
Unarmed
Damage2
AC
Bonus
Unarmored
Speed Bonus
Fort Ref Will
1st +0 +0 +2 +2 Hidden Village, Ninja Path, Unarmed Strike con+wis 1d6 +0 +0 ft.
2nd +1 +0 +3 +3 Evasion, Sudden Strike +1d6 con+wis 1d6 +0 +0 ft.
3rd +2 +1 +3 +3 Chakra Accumulation con+wis 1d6 +0 +0 ft.
4th +3 +1 +4 +4 Great Leap con+wis 1d6 +0 +0 ft.
5th +3 +1 +4 +4 Trapfinding con+wis 1d8 +0 +0 ft.
6th +4 +2 +5 +5 Purity of Body con+wis 1d8 +1 +10 ft.
7th +5 +2 +5 +5 Acrobatics +2 con+wis 1d8 +1 +10 ft.
8th +6/+1 +2 +6 +6 Slow Fall 20 ft con+wis 1d8 +1 +10 ft.
9th +6/+1 +3 +6 +6 Sudden Strike +3d6 con+wis 1d10 +1 +10 ft.
10th +7/+2 +3 +7 +7 Improved Chakra Accumulation con+wis 1d10 +1 +10 ft.
11th +8/+3 +3 +7 +7 Poison Use con+wis 1d10 +2 +20 ft.
12th +9/+4 +4 +8 +8 Improved Evasion con+wis 1d10 +2 +20 ft.
13th +9/+4 +4 +8 +8 Slow Fall 40 ft con+wis 2d6 +2 +20 ft.
14th +10/+5 +4 +9 +9 Acrobatics +4 con+wis 2d6 +2 +20 ft.
15th +11/+6/+1 +5 +9 +9 Sudden Strike +5d6 con+wis 2d6 +2 +20 ft.
16th +12/+7/+2 +5 +10 +10 Wholeness of Body con+wis 2d6 +3 +30 ft.
17th +12/+7/+2 +5 +10 +10 Trap Sense +1 con+wis 2d8 +3 +30 ft.
18th +13/+8/+3 +6 +11 +11 Slow Fall 60 ft con+wis 2d8 +3 +30 ft.
19th +14/+9/+4 +6 +11 +11 Acrobatics +6 con+wis 2d8 +3 +30 ft.
20th +15/+10/+5 +6 +12 +12 Diamond Body con+wis 2d10 +3 +30 ft.
  1. The value shown is for Medium shinobi. See Table: Naruto Shinobi Unarmed Damage by Size for shinobi of all sizes.

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: Shinobi are proficient with kama, nunchucks, shuriken, whip and all simple and marital weaponry. They are proficient with padded armor (This is equivalent to their chuunin flack jackets).

Chakra: A Shinobi gains an amount of chakra points equal to their Constitution modifier and Wisdom Modifier added together at each level. These points stack at each level. For Example; Naruto is a level 2 shinobi with an 18 Con and a 16Wis. He currently has 14 chakra points, and gains a level. He gains another 7 chakra points, bringing his total chakra pool to 21 points. The reason it's Con and Wis is because in the show, chakra is made from physical and spiritual focus. Should a Shinobi need more chakra, he may deal 2 points of temporary con and wis damage to himself to gain an amount of chakra equal to one-fourth his normal chakra. This can be used multiple times, even if it would drop the Shinobi's Constitution score to 0. If and when this happens, the Shinobi does NOT die instantly, but instead dies when he runs out of chakra.

Ninja's Path (Ex): When He first starts out, a shinobi chooses his "path". That means, he either specializes in ninjutsu, taijutsu, Genjuts, or develops his bloodline trait. Now, the only three bloodline traits available are Byakugan, Rinnegan, and Sharingan(Cause i'm friggin lazy) and they're low probability. Have your DM roll a d20. If the roll is anywhere from 01-06, you've got byakugan. 06-12 means you have sharingan. 12-18 means you have a Rinnegan. 19-20 means you have Rinnegan and Sharingan. They'll be explained a bit later. Sharingan Users are able to learn Ninjutsu and Genjutsu as if they had selected the path.

Hidden Shinobi Village (Ex): Each Shinobi, unless a Missing-Nin, belongs to a village. He gains a special bonus to certain things, depending on which village he hails from.

Table: Shinobi Hidden Villages
Village Special
Dead Rebuke Undead as Cleric, 1/2 class level caster level, Wis bonus times/day.
Leaf Can take any Shinobi prestige class without meeting the Prerequisites.
Missing-nin Retains village stats before banishment but is not allowed to return and is hunted.
Mist Mist Shroud Jutsu - 3 Chakra/round, Parital Concealment
Rock Immunity (Bullrush and Overrun)
Sand Puppeteer Prestige Class Summons a puppet which uses 0.1 chakra per turn and is used as a weapon.
Snow Resist Cold (1/2 Class level)
Sound Curse Mark Multiples chakra, strength, and speed by 2 but causes the wearer to be incapacitated for 3d10 rounds after 10 turns. (multiple duration of effectiveness by level)
Stars +(1/2 class level) competence bonus to Hide/Move Silently.
Waterfall Manipulate Water - 1 Chakra/Gallon

Evasion: See Monk; Player's Handbook, pg 41

Sudden Strike: If a shinobi can catch an opponent when they are unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Whenever a shinobi's target is denied a dex bonus to armor class (whether the target actually has dex bonus or not), the ninja deals an extra 1d6 points of damage with his attack. This extra damage increases by 1d6 points of damage for every six Shinobi levels thereafter. A shinobi can't use sudden strike when flanking an opponent unless the oppenent is denied its dex bonus to ac. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A shinobi can't make a sudden strike while the limbs of a creature whose vitals are out of reach. A shinobi can't use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal extra damage when used as part of a sudden strike. Extra damage from sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target.

Chakra Accumulation (Sp): Chakra Accumulation : The Shinobi can accumulate chakra at one point in his body to gain amazing gripping power. This can be used to walk on walls, ceilings, otherwise impassable terrain, or to gain a +10 bonus to grapple checks. Uses 2 chakra a round, or 1 chakra per square moved, if not in combat. At 10th level, the Shinobi can use this ability to walk/stand on water at 3 chakra per round or 2 chakra per square(out of combat). While using this ability, the Shinobi must make a DC 15 concentration check for each round the ability is active, or each square moved, or lose the effect.

Great Leap: See Ninja; Complete Adventurer, pg 8

Trapfinding: See Rogue; Player's Handbook pg 50

Purity of Body (Ex): At 6th level, a shinobi gains immunity to all diseases except for supernatural and magical diseases.

Acrobatics: See Ninja, Complete Adventurer, pg 8

Slow Fall (Ex): At 8th level or higher, a shinobi within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The shinobi’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her shinobi level.

Speed Climb: See Ninja, Complete Adventurer, pg 8

Poison Use: See Ninja, Complete Adventurer, pg 8

Improved Evasion (Ex): At 12th level, a shinobi’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 shinobi does not gain the benefit of improved evasion.

Wholeness of Body (Su): At 16th level or higher, a shinobi can heal his own wounds. He can heal a number of hit points of damage equal to twice his current shinobi level each day, and he can spread this healing out among several uses.

Trap Sense +1: See Rogue, Player's Handbook, pg 50

Diamond Body (Su): At 20th level, a shinobi gains immunity to poisons of all kinds.

Ninja Path: The Specifics (Su): Alright. There are three paths. Ninjutsu; Very similar to spells, but not as potent, and you need somatic components. Unless specified, Jutsu somatic components are free actions. Taijutsu; Increase your melee potency with Combos giving you extra attacks at specified attack values. Bloodline Traits; Byakugan and Sharingan. These add special values to your repitoire of normal abilities.

you may only learn 1 jutsu whenever you attain the required level for the next set of jutsu unless it is the 1st level in which all level 1 jutsu are learned. I.E. Naruto learned the Sexy Jutsu at level 1, and just attained level 3. He learns Shadow Clone, but can no longer learn Fireball because he must use so much time mastering his new jutsu. Jutsu with a chakra cost of #+#/d#, such as Dragon Fire Jutsu, 5+1/d6 means there is an extra chakra point used for each d6 of damage. A level 10 Shinobi using Dragon fire jutsu would pay 13 chakra points.

Table: Ninjutsu List
Ninjutsu Type Level Chakra Effect
Transformation None 1 1 upon activating and 1 every 5 turns Transform into any desired form of humanoid or object. This can be seen as a disguise, and the enemy must make a spot check against the disguise check that the ninja preforms. For disguise, different gender: -2 on DC, different race: -2, different age: -2 per age category. For spot check, recognizes on sight: +4, friends or associates: +6, close friends: +8, intimate: +10. For a transformation in an object use the Polymorph Any Object Spell.
Rope Escape None 1 0 The ninja can escape from tied ropes.
Clone None 1 1 Two clones are made and have no substance and are used to confuse the enemy. A concentration save of just 5 is needed to use this jutsu. To confuse the enemy and provoke an attack of opportunity the enemy must fail at a spot check of 10. This jutsu is a beginning level jutsu and can only be used against level 5 or under enemies. However, haze clones can be used against enemies up to level 6. This technique tricks the enemy into thinking that the actual ninja is among the clones, this requires a DC for hide for the caster against a DC for spot of the enemy. If the enemy fails an attack of opportunity can be preformed. However, after each turn and subsequent attack of opportunity a new check must be preformed. This usually requires double the amounts of clones so double the amount of chakra is used.
Substitution None 1 1 When a Character is allowed a Reflex Save, or find themselves the target of an attack of opportunity, they may use this jutsu to replace themsleves with a random scenery object nearby. A concentration check is required to pull this off, either higher than the reflex DC or higher than the enemy's attack roll, whichever situation is applicable.
Sexy Jutsu None 1 1 The Character may use this to turn into an attractive female of the opponent's species in order to daze the opponent for 1d4 rounds. The target may opt to make a DC 10 + Shinobi's level will save to avoid being dazed.
Fireball Fire 3 2+1/d6 1d6/level(max10d6) fireball with a range of of 40 feet.
Shadow Clone None 3 2 Create one Copy of Character. Dissapates when the character calls off the jutsu/runs out of chakra points, or is hit for one damage. There are many derivitives for this technique such as, earth, or water. An earth or mud clone does not dissipate when it is hit for one damage but it reforms and can encompass a foe like in a binding: chaining spell without the duration and the spot occupied. The clone can be stopped if the water is removed from the clone, an earth chakra nature is required. A water clone requires a water chakra nature, and these clones have only a tenth of the power of the original caster, damage and all techniques or attributes decreased accordingly (multiple by one tenth), also the water clone cannot go very far from the caster 120 ft. max, and can take 2 points of damage before reverting back to water.
Shadow Bind Shadow / Nara Clan 5 6&1 Hold one target in place, target must make a grapple check opposing the character's concentration check. 6 chakra to initiate the jutsu, and 1 chakra per round after initiation.
Shuriken Replication None 5 6 Creates 3 copies of one thrown weapon that last til the end of the player's action.
Dragon Fire Fire 7 3+1/d6 50 ft line dealing 1d6/level(max15) fire damage.
Release None 7 11 Can use this ability to make a concentration check instead of will save for mind affecting spells, spell-like abilities, powers, etc.
Phoenix Fire Fire 9 8+1/d6 Imbues thrown weapons with 1d6/4levels fire damage.
Third Eye Earth 9 6 Creates an eye of sand, dirt, clay, etc. that can move 15 feet away from char.
Grand Fireball Fire 11 10+1/d8 1d8/level(max 15) fireball that explodes with a 20-foot radius and 80 foot limit range.
Summoning I Special Training 11 20 Summons one ally to combat. Must be marked with a contract seal which is included with Summoning Jutsu. Anything marked with the contract seal can be summoned. This takes special training from a master of the summoning already. It requires 9 months too master any given summoning technique three month for each level of summoning. It is at the DM's discretion to allow masters to teach students, and to what extent these students must go to be trained, as most masters will not take on students openly. This jutsu acts as summon monster III.
Dance of the
Crescent Moon
A Sword is Required 11 10 Creates two copies of the character for one round to attack a target. This acts as a Daze spell affecting enemies with 4 or fewer hit dye, a will save can counter the jutsu, but if the jutsu succeeds an automatic hit is achieved dealing double damage.
Chidori Lightning 11 5+1/d12 Character must prepare a charge attack action and designate that he is activating Chidori in order to use this attack. Adds 1d8/level(max20d8) lightning damage to one unarmed melee charge attack. This unarmed strike leaves the player slightly fatigued, increasing the normal charge attack penalty by another -2, to -4. If you choose this jutsu, you cannot choose RasenShuriken at level 20.
Rasengan None 11 1/d10 Character must be unarmed to use this attack. Takes one round to charge. Character cannot make any other action while charging. Next round the character may move 10 feet before making the attack. This attack deals 1d10/level(max20d10)+strength mod force damage. If you choose this jutsu, you cannot choose Improved Chidori at level 20.
Earth Rising Wall Earth 13 11 Creates a 15 foot long 5 foot wide wall of earth, 5 hp/level, 2 hardness/level.
Shadow Strangulation Shadow / Nara Clan 13 4/round Can only use after successfully using Shadow Bind. Deal unamred strike damage per round while both are active.
Mass Shadow Clone None 15 2*x/round As Shadow Clone, but creates x copies of character.
Summoning II Special Training 15 22 Summons one ally to combat. Must be marked with a contract seal which is included with Summoning Jutsu. Anything marked with the contract seal can be summoned. The second phase of training a new level monster can be summoned like in Summon Monster VI.
Chakra Barrier None 15 3/round +5 AC per round active. Character cannot move or attack.
Time Space Jutsu None 16 10/5 miles+ 10 per passenger Character can transport themselves anywhere they can see or remember in detail including other planes of existence.
Mud Cannonball Earth 17 10+1/d6 Creates the head of a Blue Dragon that is made of mud and shoots 2 balls of mud at 2 specified targets dealing 1d6/level earth damage up to 100 feet away. Lasts 3 rounds.
Fire Dragon Blast Fire 17 10+1/d8 Creates the head of a Red Dragon that is made of fire and shoots a cone of flame that reaches out 50 feet and deals 1d8/level fire damage. Lasts one round.
Wind Blade Wind 19 10+1/d6 Deals 1d6/level wind damage to enemy.
Summoning III Special Training 19 25 Summons one ally to combat. Must be marked with a contract seal which is included with Summoning Jutsu. Anything marked with the contract seal can be summoned. The third phase of training, just like summon monster XI.
Spirit Projection None 19 20 Character projects spirit that moves at half the character's normal speed. If moved into a space with a living creature, character can start a will battle, and if they win, the player takes control of that creature for 5 minutes/50 rounds or until cancelled. The player's body remains vulnerable to attack and weather, however, and as such this jutsu should never be performed when going solo.
Improved Chidori Lightning 20 15+1/d10 As Chidori, but deals 20d10, Half Electric, Half Force. Can also channel Improved Chidori through an equipped melee weapon.
RasenShuriken Wind and Rasengan 20 15+1/d12 Same as Rasengan, but takes two rounds to charge, can be thrown, and deals 20d12+strength mod damage + 10d12 to everything within 10ft. Half Force, Half Wind. 30 ft range.
Sonic Boom Sound Special: Only Sound ninja with sound as a base of attacks 2 Using the sound based weapon or attribute the ninja deals 1d8 points of sonic damage to every creature within a 10 ft. radius of target. Range: 25 ft. + 5 ft./2 levels. They must succeed on a fortitude save to avoid being stunned for 1 round + 1 round/2 levels of caster. Those that do not have inner ears are not affected.

Now Taijutsu! All Taijutsu are only added onto full-round attack actions, unless stated otherwise.

Jutsu Level Effect
Spinning Leaf Wind 3 you gain an extra attack at your Highest attack bonus
Pain of a
Thousand Years
3 Must be behind enemy. +1d6 damage and 20 foot knockforward.
Lion's Combo 5 Extra attack at highest and another extra attack at 2nd highest bonuses.
Lotus 5 Three extra attacks at highest attack value, 5 round fatigued effect.
Open 1st Gate 9 Full round action to force open some of the limiters on the body's muscles. +2 damage to all attacks, +10 speed, +2 dodge ac bonus for con mod + 5 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter.
Initial Lotus 11 Must have opened 1st gate in same encounter. Extra Four Attacks at highest attack bonus, Ends 1st gate opened effect as if the length hit 0 rounds left. Adds a 4 round fatigue onto the normal fatigue time.
Open 2nd Gate 13 Must have 1st gate already open. Full round action to force open some more of the limiters on the body's muscles.+4 damage to all attacks, +20 speed, +4 dodge ac bonus for con mod + 6 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 1st gate open effect, but the effect length and the fatigue rounds stack.
Shadow Leaf Dance 15 After dealing damage to opponent, move right behind opponent for more opportunities.
Mach Punch 15 Must be unarmed, unless character is using punching daggers. Extra 7 attacks at lowest attack bonus.
Mach Kick 17 Same as Mach Punch, but with legs. Must be able to move legs.
Open 3rd Gate 17 Must have 2nd gate already open. Full round action to force open some of the limiters on the body's muscles. +6 damage to all attacks, +30 speed, +6 dodge ac bonus for con mod +7 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 2nd gate open effect, but the effect length and the fatigue rounds stack.
Secondary Lotus 18 Must have 3rd gate opened. Extra Six Attacks at highest attack bonus, Ends 3rd gate opened effect as if the length hit 0 rounds left. Adds a 6 round fatigue onto the normal fatigue time.
Great Spinning
Leaf Wind
18 Two extra attacks at highest bonus, +5 to hit and to damage.
Open 4th Gate 19 Must have 3rd gate already open. Full round action to force open some of the limiters on the body's muscles. +8 damage to all attacks, +40 speed, +8 dodge ac bonus for con mod +8 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 3rd gate open effect, but the effect length and the fatigue rounds stack.
Primary Lotus 20 Must have 4th gate opened. Extra Eight Attacks at highest attack bonus, Ends 4th gate opened effect as if the length hit 0 rounds left. Adds a 8 round fatigue onto the normal fatigue time.
Drunken Fist 20 You have become one with the sake. Due to your intoxicated anger, you gain +10 to all damage rolls. On top of that, because of your erratic movement you've got a +10 dodge bonus to your ac. And to top it all off, Your inebriation makes your movements unreadable, giving you a +10 to hit your opponent. Drink and Power up! And yes, you actually need to drink an alcoholic beverage. Lasts 1d8 rounds per alcoholic beverage downed.

(im sorry i had to jump in and add this and don't know the rules on the </@&$*%)$* stuff so fix it for me please.) Anyways! where genjutsu? You totally forgot to add that in. So here i am TRYING to fix that. anyways.

















And Finally, the Bloodline traits. Byakugan Rinnegan and Sharingan. Although Byakugan has more, Sharingan is easier to acquire.

Sharingan Ability Level Chakra Effect
Sharingan Sight 1 1/round Character is treated as having true sight out to 10 ft. Character can also see through invisibility. +2 dodge bonus to all defences.
Sharingan Hypnotization 5 10 The user of the Sharingan is able to affect his opponent's mind as if he were using a "Suggestion" spell as an equal level sorcerer, as long as he maintains eye contact for one full round.
Sharingan Sight 5 1/round Character is treated as having true sight out to 20 ft. Character can also see through invisibility. +4 dodge bonus to all defences.
Sharingan Sight 10 1/round Character is treated as having true sight out to 30 ft. Character can also see through invisibility. +10 dodge bonus to all defences. Copy ninja- any technique that involves a somatic component the sharingan user can attempt to copy but must succeed a concentration check of 10 plus spell and caster level
Sharingan-Triple Windmill 10 10 Character can make three ranged attacks at their highest attack bonus and one Dragon Fire Jutsu on one opponent. Character must pay the jutsu cost for Dragon Fire Jutsu.
Sharingan Sight 15 1/round Character is treated as having true sight out to 40 ft. Character can also see through invisibility.+15 dodge bonus to all defences.
Mangyekou Sharingan 15 2/round You must see a character die or come close to dying, whether you do it yourself or somebody or something else has done it. If done in the past before acquiring this class you will still get it.
Mangyekou Sharingan
Kamui
15 Varies This attack has multiple different abilities. With one eye the user is able to teleport themselves to another dimension, as well as parts of themselves to become intangible. With the other they are able to teleport anything(objects, creatures, other players, etc.)to another dimension. If they choose to they can also teleport it back to this dimension after teleporting it away. Teleporting objects costs 25 chakra points, teleporting yourself costs 5/round, intangibility costs 10/round, the user cannot attack while intangible. Bringing objects back costs 15 chakra points.

</tr?

Mangyekou Sharingan
Amaterasu
17 30 This is a very powerful attack that should only be used in last-case scenarios. The user deals 15d20 damage, half divine, half fire, with the same parameters as a normal "fireball" spell, but at a price. He takes 1d6 damage as he bleeds from his eyes, causing a permanent -3 to Spot and Search checks as the damage slowly causes him to go blind.
Mangyekou Sharingan
Amaterasu shield of black flames
17 40 This is a very powerful attack that should only be used in last-case scenarios. The user surrounds himself in bones covered in amaterasu flames, any persons attacking the sharingan user must succeed a dc 45 reflex save or take full 10 d20 damage, half divine, half fire. On a successful attack on sharingan user the weapon used to deal damage is now on fire and will burn until destroyed 1 round per size category larger than medium, smaller weapons are immediately destroyed. To activate user must pay a price. He takes 1d6 damage as he bleeds from his eyes, causing a permanent -3 to Spot and Search checks as the damage slowly causes him to go blind, also an additional 1 permanent damage per 3 rounds active.
Sharingan Sight 20 1/round Character is treated as having true sight out to 50 ft. Character can also see through invisibility. +20 doge bonus to all defences.
Mangyekou Sharingan
Amaterasu/Susanoo
20 50 This is a very powerful attack that should only be used in last-case scenarios. The user summons Susanoo a creature completely made of amaterasu that that surronds their person. Shield of black flames x 2 good and bad. User has complete concealment, and cannot act. Susanoo is equipped with his size category + 5 Bastard sword(Susanoo can be summoned in a place as small as large to his max size of gargantuan if space allows however an extra -1 to spot and search for each size in excess of large) and deals an additional 15d20 damage, half divine, half fire, to every strike. Susanoo's saves and abilities are same as user's with a +39 to base attack bonus, not including shaingan and clone, he has a ranged attack Yasaka magatama its states are the same as grand fire ball x 3 with the attribute of amaterasu cost= 3 x grand fireball, His health is twice the max of user and can be regenerated completely with spending 30 chakra


Now to Rinnegan.

Rinnegan Ability Level Chakra Effect
Decipher Text 1 N/A The character can decipher texts with a +2 to the skill. He gains a +2 every other level.
Six Paths Technique 3 5/Per Person The character is given the ability to reanimate 6 dead bodies ad use the as if they were his own body. Each body costs 5 points to reanimate. Once reanimated the new body acts like an extension of the original, being able to cast the same jutsus and attacks, he uses the same ability scores and chakra points from the original host. When it's the players turn he can move all his bodies at the same time as if they had their own turns. Each body shares the same field of vision. Once gaining the other Rinnegan abilities the user is able to split his abilities to the other paths.
Deva Path 5 10 Character learns how to use Shinra Tensei and Bansho Ten'in. Shinra Tensei repels enemies back 1d4 amount of feet, and does a 1d8 amount of damage. Every 5th level add another dice of the same kind to increase push range and damage. Bansho Ten'in pulls enemies up to 20 feet towards the caster and allows the caster to attack once as his turn and allows for opportunity attack.
Asura Path 7 10 The Asura Path allows for the user to become mechanized, temporarily increasing all physical ability scores By +4(Str, Dex, and Con)as well as gaining a +4 to your AC. While in this form the user can grow two pairs of arms and two more faces, allowing for more attacks and allowing for a character to not be flanked or sneaked upon.
Human Path 9 15 This allows the user to read minds. The user must have physical contact with the person who's mind they're trying to read, and must role a d20 to see if the user finds the information he needs. Once contact isn't made anymore the person they must make a Fort save 15+1/2 the caster level or their soul is sucked up by the caster or not. If they survive they get an attack of opportunity or are able to run away and alert others to what happened(if they're in a city).
Animal Path 13 Varies The Animal Path allows the user to summon any creature. The chakra usage depends on the size of the creature being summoned. Fine creatures uses 1/per creature, diminutive creature uses 2/per creature, tiny creatures uses 3/per creature, medium creatures uses 5/per creature, large creatures uses 10/per creature, huge creatures uses 15/per creature, gargantuan creature uses 25/per creature, colossal creatures uses 40/per creatures, and colossal+ uses 50/per creature. When using the animal path the caster is also capable of summoning party members and his other Paths. Party members work the same way as any creature, while other Paths use half of the chakra point of their size class.
Petra Path 15 N/A Any non physical attacks(so any attack that isn't done by some weapon or a strike using one's body)can be absorbed. If the user gets attacked he gets to automatically attempt to absorb it. He must role the same amount of dice as the attacks damage roll and get higher than the enemies score. For example, if a magic missile is cast, the user rolls a 1d4+1 to get the damage, the Petra Path then must roll a 1d4+1 and get a higher score than the caster of the magic missile. If they're the same then it counts as a failed absorption. If the absorption is failed then the Petra Path must take an extra 1d6 damage, and can only take on action the next turn. If succeeded then the user gains 1d6 chakra points.
Nakara Path 17 25 The jutsu "King of Hell" is learned. With this ability the user is able to heal party members as well as others. It also allows for interrogations where the one being asked must tell the truth, if not they must make a Fort save of 15+1/2 the caster level or have their soul sucked up. The King of Hell isn't physically seen so if any death occurs after it's used the character must make a sneak check of 15 to see if anyone notices that they have just killed someone, even in public, which makes it an ability that can be used in public more discretely than the Human Path's mind reading ability. This ability also allows the user to know the information better than the Human path's since it allows the user to know the information he's looking for as opposed to possibly finding it.
Outer Path 19 All Chakra Points Upon extreme cases if a someone is killed, they can try to revive them, first they must make a concentration check of 30 to see if they're capable of bringing back the member, regardless of whether the check succeeds or not the user then has to make a Fort saving throw of 40 even if failed(this is mostly meant for people to not even consider using or, or for people at a very high level to use it, note this ability can be used at any time once unlocked, with great risk). The caster is left incredibly fatigued.
Chibaku Tensei 20 50 This is an advanced form of Shinra Tensei. It releases a large gravitational force that sucks everything up(excluding the caster and any other Paths)within a 30ft radius into a giant ball for 1d6 turns and roll 1d4 for the height of the ball. While sucked up, the only attacks able to be made are ones that can be done from a distance. Once the attack is done the ball crumbles and all who were sucked into it get dealt 1d12 damage per turn that they were within it, plus a 1d8 damage for the force of gravity. As the ball crumbles anyone trapped in it also takes the fall damage of the height of the ball.


Here's Byakugan. Byakugan users must be using unarmed attacks to use any of these abilities other than Byakugan Sight. Their unarmed strikes are also considered to do damage in accordance with their alignment for overcoming damage reduction of good or evil, lawful/chaotic.(For true neutral, just assume it breaks all 4, but only deals half damage).

Byakugan Ability Level Chakra Effect
Byakugan Sight 1 1/round Character is treated as having true sight in a 20 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.
Gentle Fist Style 2 N/A Character has 25% chance to deal 1 point of Temporary
Con and Wis damage
Byakugan Sight 5 1/round Character is treated as having true sight in a 30 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.
Divination Field
64 Strikes
5 10 Character is given an extra 5 attacks at second
lowest attack bonus. if there are only two attack bonuses available, use the lowest.
Byakugan Sight 10 1/round Character is treated as having true sight in a 40 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.
Divination Field
Heavenly Spin
10 10+x Character must save their action to use this jutsu. If and when they are attacked, this jutsu activates, dealing 1d6 damage times "x"(max15d6) and 15 foot knockback as the attacking opponent is blown back by a powerful force of chakra.
Byakugan Sight 15 1/round Character is treated as having true sight in a 50 ft radius. Character can also see through invisibility.
Divination Field
128 Strikes
15 15 Character is given an extra 10 attacks at second
lowest attack bonus. if there are only two attack bonuses available, use the lowest.
Byakugan Sight 20 1/round Character is treated as having true sight in a 60 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.
Divination Field
256 Strikes
20 20 Character is given an extra 15 attacks at second
lowest attack bonus. if there are only two attack bonuses available, use the lowest.

Shadow Clones : Shadow Clones have the exact same stats, skills, feats, etc. as the player who created them, but the hp and chakra are cut to 1/4 the player's amount.

Epic Shinobi[edit]

Table: The Epic Shinobi

Hit Die: d8

Level Special Chakra Points Unarmored
Ac Bonus
Unarmored
Speed Bonus
Unarmed Damage
21st Second Ninja Path con+wis +4 +40 2d8
22nd con+wis +4 +40 2d8
23rd con+wis +4 +40 2d8
24th con+wis +4 +40 2d8
25th con+wis +4 +40 2d8
26th con+wis +5 +50 2d10
27th con+wis +5 +50 2d10
28th con+wis +5 +50 2d10
29th con+wis +5 +50 2d10
30th con+wis +5 +50 2d10

8 + Int modifier skill points per level.

Second Ninja Path: A Shinobi, at 21st level, is able to choose another path as if he had just started his journey. It's kind of easy to figure out, if you took Ninjutsu, you're gonna take Taijutsu. If you took Taijutsu, you're gonna take Ninjutsu. If you have one of the two bloodlines, you have a free choice. You CANNOT gain a bloodline using this second chance, though.

Chakra Points: A Shinobi continues to gain chakra points that he can use for any reason.

Human Shinobi Starting Package[edit]

Weapons: 5 Shurikens; 1d2 damage; x2 crit; 1/2lb each, 2&1/2lbs total; Piercing Damage.
ShortSword; 1d6 damage; 19-20/x2 crit; 2lb; Slashing Damage

Skill Selection: Pick a number of skills equal to 7 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Dex
Climb 4 Str
Concentration 4 Str
Escape Artist 4 Dex
Hide 4 Dex
Move Silently 4 Dex
Spot 4 Wis
Listen 4 Wis
Sleight of Hand 4 Dex
Disable Device 4 Int
Bluff 4 Cha
Gather Information 4 Cha
Sense Motive 4 Wis
Tumble 4 Dex

Feat: Improved Initiative.

Bonus Feats: Stealthy.

Ability: Ninjutsu - Substitution

Gear: Backpack, Bedroll, Flint and Steel, 3 pints of Oil, 5 Trail Rations, 3 Torches, Waterskin.

Gold: 1d4 ×10.

Campaign Information[edit]

Playing a Shinobi[edit]

Religion: Seeing as how i'm going mostly from the show here, i can't really say what their religion is :/ Go to town with it.

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: The Naruto Shinobi 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 Shinobi : [[2]]

Shinobi Sage : Work In progress

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

The Hyuuga :[[4]]

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, Water, Earth, Sound, and Lightning, plus many more, smaller hidden villages.

NPC Reactions:

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. Or, if going down the Sharingan path, a party liability.....

Adaptation: Idunno.

Sample Encounter

Naruto Uzumaki (pre-Time Skip)

CR 8

Male human Shinobi 8
NG(CG tendencies) Medium humanoid
Init/Senses +7/Listen +14, Spot +14 Chakra 56
Languages Common, Elven, Dwarven
AC 14, touch 14, flat-footed 14
(+3 Dex, +1 ninja)
hp 75 (8 HD)
Resist evasion
Fort/Ref/Will +11/+9/+9
Speed 40 ft. (8 squares)
Melee Unarmed Strike +10/+5 (1d8+3/×2)
Ranged shuriken +10/+5 (1d2/×2)
Base Atk/Grp +6/+1/+6
Atk Options Sexy Jutsu, Shadow Clone, Transformation, Release, Mass Shadow Clone, Rasengan
Combat Gear 2 potions of cure moderate wounds
Abilities Str 16, Dex 16, Con 20, Int 16, Wis 14, Cha 16
SQ Evasion, Ninja Path(Ninjutsu), Sudden Strike +2d6, Chakra Accumulation, Great Leap, Trapfinding, Purity of Body, Acrobatics +2, Slow Fall 20 ft
Feats Improved Initiative, Weapon Focus (Shuriken), Weapon Focus (Unarmed), Toughness
Skills Balance;+14, Bluff;+14, Climb;+16, Escape Artist;+14, Gather Information;+14, Hide;+14, Listen;+14, Move Silently;+14, Sense Motive;+14, Sleight of Hand;+14, Spot;+14, Tumble;+16
Possessions combat gear plus 5 shuriken, Backpack, Bedroll, Flint and Steel, 3 pints of Oil, 5 Trail Rations, 3 Torches, Waterskin

EL 10: Naruto usually stays nice and quiet at his task. Or ramen shop. Until someone see fit to blame something on the PCs. Naruto then engages words with the PCs. Should the PCs see fit to attack, Naruto uses Shadow Clone, then the clones use Sexy jutsu to daze the Pcs. Begin the beating on. When Naruto is subdued(20 hp or lower) he realizes said other npc set him up, apologizes to the PCs, 75% chance he takes out his frog wallet and pays the PCs 1d20 Platinum, and chases after the other NPC.


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