Mugen Tenshin clan (Shinobi)

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Mugen Tenshin clan (Shinobi)[edit]

The Mugen Tenshin clan is a prominent clan of shinobi, located within the mountains. A secret society, only certain groups such as the Hayabusa clan, and the Black Spider clan know of them and their capabilities. The clan has existed for eighteen generations. As with all shinobi clans, the Mugen Tenshin clan is governed by a group of master shinobi, with the lower shinobi "troops" ranking from greater shinobi to lesser shinobi. The master shinobi govern the clan’s activities both within and outside the village, and are regarded with respect by other members of the clan.

Creating a Mugen Tenshin clan (Shinobi)[edit]

The Mugen Tenshin clan has two different styles Tenjinmon and Hajinmon

Tenjinmon ("Heavenly God Gate") is the foreground perspective of Mugen Tenshin style ninjutsu. Most ninjas from the Mugen Tenshin clan belong to this perspective. Tenjinmon practitioners train in order to acquire superhuman physical strength and battle technique and are highly resistant to physical pressure. this style gets to add Strength proficiency to its saves instead of Dexterity, and uses Strentgh instead of Dexterixy for attack rolls as well.

Hajinmon ("Supreme God Gate") is the background of Mugen Tenshin style ninjutsu and is considered a secret style within the Mugen Tenshin clan. Hajinmon practitioners possess the same capabilities of Tenjinmon practitioners. However, the style is a lot less direct in attacks with emphasis on stronger ninpo abilities. The ninja of the Hajinmon style, despite possessing unbelievable powers, provide background support and loyalty to the Tenjinmon ninja. Gets to add 1d4 to all Ninpo attack rolls and damage

Kunai 3 gp 1d4 piercing 1 Ib. Finesse, light, thrown (range 30/60)

Fuma Kodachi 30 gp 1d6 Slashing/Piercing 21b. Finesse, light

Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution, then Intelligence, and Charisma. Second, choose the style Tenjinmon and Hajinmon.

Class Features

As a Mugen Tenshin clan (Shinobi) you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mugen Tenshin clan (Shinobi) level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mugen Tenshin clan (Shinobi) level after 1st


Armor: Light armor
Weapons: Simple weapons, martial weapons
Saving Throws: Dexterity, Constitution
Skills: chose six of the following Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, Deception, Intimidation, Persuasion, Insight, Perception, Survival, Investigation, Nature


You start with the following equipment, in addition to the equipment granted by your background:

  • 6 Kunai, 2 Fuma Kodachi, leather armor, 100 gold peices

Table: The Mugen Tenshin clan (Shinobi)

Level Proficiency
1st +2 Torn Sky Blast (Ninpo) Sneak Attack Expertise Martial Arts Gain Feat
2nd +2 Cunning Action Uncanny Dodge Unarmored Movement
3rd +2 Ability Score Improvement Extra Attack Unarmored Defense
4th +2 Ability Score Improvement, Art of the Raging Mountain God (Ninpo) Slow Fall Ninpo chant blast
5th +3 Teleportation (Ninpo) Stunning Strike Ninpo increased jump ability
6th +3 Evasion Favored Enemy
7th +3 Stillness of Mind Ninpo single hand blast
8th +3 Ability Score Improvement, Gessen Goryu Ha (Ninpo) Ability Score Improvement
9th +4 Art of Substitution (Ninpo) Vanish
10th +4 Unarmored Movement improvement Ability Score Improvement
11th +4 Purity of Body
12th +4 Ability Score Improvement, Ability Score Improvement
13th +5 Slippery Mind
14th +5 Blindsense
15th +5 Favored Enemy improvement
16th +5 Ability Score Improvement, Elusive Ability Score Improvement
17th +6 Ninpo weapon manipulation
18th +6 Ghost Step
19th +6 Ability Score Improvement, Ability Score Improvement
20th +6 Untouchable Shinobi

Torn Sky Blast (Ninpo)[edit]

A deadly ninpo technique that allows the user to generate a large lightning-like blast of energy from their hands and shoot it toward their target dealing 1d4 + Dexterity modifer + Constitution modifer (at level 11 it becomes 1d8 + Dexterity modifer + Constitution modifer). The color of the energy summoned differs from person to person.

Sneak Attack[edit]

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, use the Rogue class Table for this classes sneak attack as well.


Refer To Rogue Class

Martial Arts[edit]

Refer to Monk Class

Gain Feat[edit]

Chose 2 Feats at first level then gain one every thrid level till level 12

Cunning Action[edit]

Refer To Rogue Class

Uncanny Dodge[edit]

Refer To Rogue Class

Unarmored Movement[edit]

Refer to Monk Class

Extra Attack[edit]

Refer to Monk Class

Unarmored Defense[edit]

Refer to Monk Class

Art of the Raging Mountain (Ninpo)[edit]

A very powerful and mortal technique that allows the user to draw in energy from the surrounding area and expel it in a large blast of energy around themselves deals 3d6 damage + Constitution modifer to all within a 30ft radius (at level 14 add 2d6 to damage), they can make a Dexterity save to take half damage and need to make a Strentgh save to keep from getting knocked over. Dexterity DC is 15 or better, Strentgh DC is 15 or better. This takes a full round to prepare and will not happen till the end of your turn that round, requires a concentration check if hit while trying to enact.

Slow Fall[edit]

Refer to Monk Class

Ninpo chant blast[edit]

An energy blast attack that requires the user to mutter a spell, and use both of their arms to aim the energy deals 2d6 + Dexterity modifer + Constitution modifer (at level 12 add 2d6) Takes a turn to use, no other actions may be taken.

Teleportation (Ninpo)[edit]

Teleportation abilities used by some of the shinobi allow the user to leave one place and arrive at another without the need of walking, usually used for travelling long distances or for a quick escape from danger. Actions performed for teleporting differ from person to person: used as a Standard Action, and can only be done in combat once an encounter, with a maxium distance of 100ft (unless disengaging) if used to disengage then you can't rejoin the battle even if party memberss are still there.

Stunning Strike[edit]

Refer to Monk Class

Ninpo increased jump ability[edit]

Adds a plus 8 to all Jump Checks, and makes it so you can jump long distances and extremely high.


Refer To Rogue Class

Favored Enemy[edit]

Refer To Ranger Class

Stillness of Mind[edit]

Refer to Monk Class

Ninpo single hand blast[edit]

A powerful engery blast that causes an explosion dealing 2d4 damage + Constitution modifer to anything in a 15ft radius, counts as your attack

Gessen Goryu Ha (Ninpo)[edit]

Similar to the Torn Sky Blast deals damage based on level and takes one round to prepare: damge is 1d6 for every 2 levels

Art of Substitution[edit]

once per encounter you can switch your self out with an object to take no damage from an attack. if you do this you gain advantage on your next attack but don't get your sneak attack bonus


Refer To Ranger Class

Unarmored Movement improvement[edit]

Refer to Monk Class

Purity of Body[edit]

Refer to Monk Class

= Elusive[edit]

Refer To Rogue Class

Slippery Mind[edit]

Refer To Rogue Class


Refer To Rogue Class

Favored Enemy improvement[edit]

Refer To Ranger Class

Ninpo weapon manipulation[edit]

Once an encounter you can choose to add 3d6 damage to your attack, but doing so means you can't use any other Ninpo attacks

Ghost Step[edit]

twice a day you can use this ability to become invisible and are undetectable by any means for upto 30 minutes at DM's discretion, requires concentration to maintain

Untouchable Shinobi[edit]

Adds 1d6 to all saving throws plus and advantage On Dexterity and Constitution saves, also you are not able to be surprised

Ability Score Increase[edit]

When you reach 3rd level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


You can not multiclass

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