Path of the Assassin (Shinobi World Supplement)

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Path of the Assassin[edit]

A Shinobi capable of silent and efficient kills whilst being able to go undetected.


Design Note: Jutsu from this path count as taijutsu.

Silent Killing[edit]

At 3rd level, you are a menace, able to kill with utmost efficiency and speed, once per turn, when you hit a creature with a weapon attack that you have advantage on, you can deal an extra amount of damage to the target equal to a your proficiency bonus number of d6s (2d6 at 3rd level, 3d6 at 5th, 4d6 at 9th, etc). The attack must use your Dexterity modifier, and can not be a jutsu, additionally you can spend your bonus action and 3 chakra when you hit with a weapon attack to increase the damage die by one tier.

Killing Intent[edit]

At 7th level, even the weight of your danger actively threatens the lives of your opponents. As an action, any creatures of your choice that can see or hear you must succeed a charisma saving throw or become frightened of you for 1 minute, they may reroll this saving throw at the end of each of their turns, no longer being frightened on a success (you can do this a number of times equal to your charisma modifier). Additionally, when a creature is frightened of you, you can spend a chakra point as a free action at the start of your turn to cause any creatures which are frightened of you and that can see or hear you to attempt a charisma saving throw, on a failure, your killing intent cuts deep into their psyche, causing them to take psychic damage equal to a roll of your unarmed strike die + your charisma modifier, on a success they take half as much.

Alternate Feature: Skilled Killer[edit]

At 7th level, you are educated in the art of killing, capable of ending lives in whatever situation you find yourself, you may spend 2 chakra to use Silent Killing without having advantage on the attack, additionally you may increase the damage die of your weapon attack by one tier with only a bonus action and no chakra, given that you have advantage on the attack.

Afterglow[edit]

At 10th level, you've become masterful with your techniques to the point that you can assassinate with jutsu just as well as your weapons. If a creature has disadvantage on a jutsu's saving throw or you have advantage on a jutsu's attack roll, your jutsu may benefit from Silent Killing and you may spend your bonus action and 5 chakra to increase its damage die by one tier.

Alternate Feature: Versatile Killer[edit]

At 10th level, you gain one 7th level Path of the Assassin feature you did not take.

Vanish[edit]

At 15th level, you can't be tracked by non-magical means, unless you choose to leave a trail and you can see normally in lightly obscured environments, and heavily obscured count as lightly obscured for you. In addition, while lightly obscured, you can expend 2 chakra as a bonus action to become invisible. You remain invisible until you are no longer lightly obscured, take the attack action, or cast a jutsu.

Alternate Feature: Demonic Shroud[edit]

At 15th level, your intent to kill manifests itself in the form of a demonic aura that envelopes your body. As a bonus action on your turn for 5 chakra, you may activate your Demonic Shroud, granting you the following for 1 minute:

  • You gain a +2 bonus to your attack and damage rolls made with melee weapons and unarmed strikes.
  • When you have advantage on an attack roll against a creature you may make an additional weapon attack as part of the same action, once per turn.
  • When you drop to 0 Hit Points and are not killed outright, you may immediately take a turn before taking 30 psychic damage and falling unconscious, after which you roll your first two death saving throws with disadvantage.
  • If you don't deal damage to a creature during your turn, you take 5 points of psychic damage at the end of your turn.
  • Creatures frightened of you gain disadvantage against saving throws to resist your jutsu.
  • You must spend 1 chakra point at the start of each of your turns to maintain this feature.
  • You may use this feature an amount of times equal to your Charisma modifier (Minimum of 1), regaining all uses at the end of a long rest.

Alternate Feature: Blade Artisan[edit]

At 15th level, your mastery over assassination techniques is not a skill, but an art. When you deal damage from Afterglow on a Bukijutsu, you may double the additional damage. You may use this feature a number of times equal to your Charisma modifier (minimum 1), regaining all uses at the end of a long rest.

Alternate Feature: Perfect Alignment[edit]

At 15th level, you have fully mastered normal attacks, honing down such a basic ability into an unavoidable force. You gain proficiency in all melee weapons, additionally, you gain a +1 bonus to attack and damage rolls with melee weapons and can increase your weapon attack's damage die tier by one once per turn without spending your bonus action, as long as you have at least 1 chakra point.

Alternate Feature: Summoning Assassin[edit]

At 15th level, you are no longer a lone assassin. You may spend 2 chakra when you summon a creature with the summoning jutsu to grant them the benefits of Afterglow and Silent Killing Jutsu until the end of your next turn. You may spend 2 chakra when this feature would end to extend its duration to the end of your next turn.

Alternate Feature: Expert Killer[edit]

At 15th level, you gain one 10th level or 7th level Path of the Assassin feature you did not take.

Master Assassin[edit]

At 20th level, your skill in assassination is unmatched by all. You may wield any weapon with one hand, but if it has the two-handed property you can not wield another weapon or shield in your other hand. You gain a +5 bonus to your stealth as your control over your body extends even onto the ambient noises it makes, additionally your first attack roll made against each creature in combat counts as a critical hit on a hit.

Alternate Feature: Universal Killer[edit]

At 20th level, you gain one 15th, 10th level or 7th level Path of the Assassin feature you did not take.

Path of the Assassin Unique Jutsu[edit]

Attack of the Demon Blade

Cost: 4 chakra

Jutsu Type: Bukijutsu

When given every advantage, a proficient assassin can kill in a single upward slice. As part of an attack with a weapon you are proficient with against a restrained creature, you deal your damage roll's maximum possible roll, and the target is no longer restrained as you cut their bindings.


Blasting Brittle Repeating Death

Cost: 5 chakra

Range: 15 feet

Components: 4 explosive seals

Jutsu Type: Bukijutsu

As an action, you throw four explosive seals, manipulating their shape to keep their explosive faces toward each other to trap a 10 foot cube area within range. At the beginning of your next turn creatures within this area must attempt a Constitution saving throw. On a failure, they take 9d8 fire damage as the tags explode. On a success, they take half as much damage.


Bloody Mist Sword Art: Bone Mutilation

Cost: 8 Chakra

Range: 15 feet

Duration: 1 minute

Jutsu Type: Bukijutsu

You materialize numerous chakra spikes from your hand or weapon that are swung into the body of one creature within range that must attempt a Constitution saving throw. On a failure, they take 2d8 piercing damage and lose 1d4 chakra or maximum hit points at the end of their turn, their choice. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early.


Dragon Tail Foot

Cost: 3 chakra

As an action, or as a bonus action immediately after damaging a creature with an attack with a weapon you are proficient with, you take advantage of their surprise to hit them with a powerful spin kick. Make an unarmed strike. On a hit, they take your unarmed strike's damage and are forced 15 feet away from you.


Evilest Assassins

Cost: 4+ chakra

Jutsu Type: Bukijutsu

As an action, you make a melee weapon attack. You may target any creatures within 5 feet of initial target within your weapon's reach with this attack as well. For every Water Style Shadow Clone destroyed as part of this jutsu, you may spend 5 additional chakra to cast Water Shark Bomb if you know it, targeting only the initial target.


Flying Revolving Sword

Cost: 2 chakra

Jutsu Type: Bukijutsu

When you make an attack with any weapon you are proficient with, you instead throw it, stabilizing its flight with chakra. Make a thrown weapon attack with proficiency against a target within 60 feet. On a hit, they take the weapon's damage. If the weapon is two-handed and you target an object, the blade is planted firmly into its side, and creatures with the Path of the Assassin or a passive Acrobatics of 19 or higher may stand on the blade as if it were normal terrain.


Hammer of the Hidden Mist

Cost: 9 chakra

Range: Reach + 5 feet

Jutsu Type: Bukijutsu

As an action, you slam your weapon or fist into the ground, creating a shockwave. Make an attack against every creature within range. On a hit, they take half the weapon's damage and are knocked prone.


Longsword Ninja Art — Earth Spider Sewing

Cost: 2 chakra to lay the trap

Components: At least 10 feet of metal wire such as from a wired weapon, piano wire, or nuibari

Jutsu Type: Bukijutsu

As an action, you burry 5 feet of wire deep in a surface in a 5 foot square area, leaving a tail of wire at least 5 feet long for you to grab. You may tie multiple traps' tails together. Creatures may attempt a Wisdom Perception check to find the trap. As a bonus action while holding it, you may pull the tail, causing the wire to spring up and slash at the creature within the trap's ankles. They must attempt a Dexterity saving throw. On a failure, they and their right and left legs take 1d8 magical slashing damage.


Longsword Ninja Art — Massacre Method Formation

Cost: 5 chakra

Components: At least 10 feet of metal wire such as from a wired weapon, piano wire, or nuibari

Jutsu Type: Bukijutsu

As an action, you attempt to drive the wire through the bones of one creature you can touch, leaving a tail of wire at least 5 feet long to hold on to. They must attempt a Strength saving throw. On a failure, they take 1d6 magical slashing damage and are restrained as the wire effectively crucifies them. On a success, they take half as much damage. They may retry this saving throw as an action, ending its effect early on a success. This effect lasts until you drop the wire tail. As a bonus action while holding a creature's wire tail, you may cause the target to take 1d4 magical slashing damage as you tighten the wires, further cutting their insides.


Murderous Grasp

Cost: 7 chakra

Components: At least 10 feet of metal wire such as from a wired weapon, piano wire, or nuibari

Jutsu Type: Bukijutsu

When you make an attack with this jutsu's component, you strengthen and extend the wire with chakra, causing it to glow brightly. The attack's range or reach increases by 5 ft. and it targets every creature in a line with a length equal to its range or reach.


Wire Cage

Cost: 4+ chakra

Components: At least 10 feet of metal wire such as from a wired weapon, piano wire, or nuibari

Jutsu Type: Bukijutsu

As an action, or as a reaction when you are targeted by a ranged attack for 6 additional chakra, you erect a 10 ft. radius sphere or wires around you. Any creatures of your choice within this area must make a Strength saving throw or be pushed back 10 ft. and knocked prone. Until the end of your next turn, if a creature enters this range after the initial use, they must succeed a Dexterity saving throw or take 1d6 slashing damage. The wire cage has 10 + your Intelligence modifier hit points and 12 AC, and any attacks against a creature within the wire cage from outside of it, or vice versa, target the wire cage instead. If a creature reduces the wire cage to 0 hit points with a melee attack, you may cast Longsword Ninja Art — Massacre Method Formation as a reaction for 2 chakra, using the same wire used on this jutsu, if you know it.


Return of the Devil

Cost: 2 chakra

Jutsu Type: Bukijutsu

As a bonus action, or as a reaction to a creature unwillingly being sent at least 10 feet into the air, you leap up to 20 feet into the air, making a powerful downward slash at one creature within your reach. Make a melee weapon attack against one creature within your reach. On a hit, they take an additional 2d8 damage as you return the target to the ground. On a success, they take half as much damage.


Falling Descent Blade

Cost: 2 chakra

Jutsu Type: Bukijutsu

As a bonus action, you utilize gravity to effectively throw weapons that would otherwise be unthrowable. One weapon that does not have the thrown property gains the thrown property with a range equal to twice its reach, and a long range equal to four times its reach until the end of your next turn.


Rising Lift Blade

Cost: 3 chakra

Jutsu Type: Bukijutsu

When you hit with an attack with the reach property, you plant the weapon in your target and yank them forward, moving them any number of spaces toward you.


*Conjoined Twin Fangs*

Cost: 2 chakra

Duration: 1 minute

Jutsu Type: Bukijutsu

As an action, you hold two weapons that you would be able to engage in two-weapon fighting with in a single hand using dexterous fingers and a small amount of adhesive chakra. You count as wielding both weapons in separate hands, but your other hand counts as empty.


*Conjoined Twin Fangs: Shred*

Cost: 2+ chakra

Requirements: Conjoined Twin Fangs

Jutsu Type: Bukijutsu

When you take the Attack action before you make any attacks, your weapons become a barrage of deadly blades. For every 2 chakra spend, including the initial cost, you may make 1 additional attack, but you may only make 1 attack with each weapon you are wielding.


*Slicing Clear*

Cost: 2 chakra

Jutsu Type: Bukijutsu

As a reaction when you are targeted by a saving throw that would deal damage, you attempt to clear it with a swing of your weapon and impeccable timing. Make an attack roll one weapon you are wielding against the saving throw's DC. On a hit, the damage you take is halved, except for any psychic damage dealt. If it would already be halved, it is instead reduced to 0. Additionally, the weapon takes half of the damage it reduced. If this damage is over 20, the weapon breaks if one was used, and you take the damage one of its attacks would have dealt.


*Threatening Stolen Blade*

Cost: 3-5 chakra

Range: Touch

When you attempt to disarm a creature (see link or DMG pg. 271), you accelerate your movement, granting you advantage on the check. If you succeed, you may rest the item against the target's neck for 2 additional chakra. If they attempt to act or move in any way before the end of their next turn while they are within your reach, you may automatically deal the weapon's damage to them once.


*Poisonous Claw Excretion*

Cost: 4+ chakra

Duration: 1 minute

As a bonus action immediately after a successful attack that deals slashing or piercing damage, you excrete a deadly poison from the source. The target must attempt a Constitution saving throw. On a failure, they are poisoned for this jutsu's duration. While poisoned in this way, they take 1 poison damage at the beginning of each of their turns. They may retry this saving throw at the end of each of their turns, ending this effect early on a success. You may increase this jutsu's duration by 1 minute for every 2 additional chakra points spent.


*Pressure Point False Killing*

Cost: 10 chakra

Duration: 1 minute

Jutsu Type: Bukijutsu

As an action, you make a thrown attack with senbon or dart against a creature within range with disadvantage, aiming for pressure points in their neck and spine. On a hit, the target enters a death-like state. They may attempt a Wisdom saving throw at the end of each of their turns, ending this effect early on a success. A creature that is aware of this jutsu may prepare for it as a bonus action, causing this jutsu to automatically succeed against them, but allowing them to end its effects at will after the end of their next turn.


*Wire Jump*

Cost: 4 chakra

Components: At least 10 feet of metal wire such as from a wired weapon, piano wire, or nuibari

You burry your wires into your surroundings, creating a makeshift catapult with ease. You move a number of feet up to twice your running long jump distance in a straight line in any direction, including straight up. You may spend 2 additional chakra to use this as a reaction immediately after you are moved against your will.


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