Naruto Shinobi (shippuden) (3.5e Class)

From D&D Wiki

Jump to: navigation, search


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: 4d8×10 gp (320 gp).

Starting Age: Simple.

Table: The Naruto Shinobi

Hit Die: D8

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, Bloodline, Unarmed Strike con+wis 1d6 +1 +0 ft.
2nd +1 +0 +3 +3 Evasion, Sudden Strike +1d6 con+wis 1d6 +1 +0 ft.
3rd +2 +1 +3 +3 Chakra Accumulation con+wis 1d8 +2 +10 ft.
4th +3 +1 +4 +4 Great Leap con+wis 1d8 +2 +10 ft.
5th +3 +1 +4 +4 Trapfinding con+wis 1d10 +3 +20 ft.
6th +4 +2 +5 +5 Purity of Body con+wis 1d10 +3 +20 ft.
7th +5 +2 +5 +5 Acrobatics +2 con+wis 1d12 +4 +30 ft.
8th +6/+1 +2 +6 +6 Slow Fall 20 ft con+wis 1d12 +4 +30 ft.
9th +6/+1 +3 +6 +6 Sudden Strike +3d6 con+wis 2d6 +5 +40 ft.
10th +7/+2 +3 +7 +7 Improved Chakra Accumulation con+wis 2d6 +5 +40 ft.
11th +8/+3 +3 +7 +7 Poison Use con+wis 2d8 +6 +50 ft.
12th +9/+4 +4 +8 +8 Improved Evasion con+wis 2d8 +6 +50 ft.
13th +9/+4 +4 +8 +8 Slow Fall 40 ft con+wis 2d10 +7 +60 ft.
14th +10/+5 +4 +9 +9 Acrobatics +4 con+wis 2d10 +7 +60 ft.
15th +11/+6/+1 +5 +9 +9 Sudden Strike +5d6 con+wis 2d12 +8 +70 ft.
16th +12/+7/+2 +5 +10 +10 Wholeness of Body con+wis 2d12 +8 +70 ft.
17th +12/+7/+2 +5 +10 +10 Trap Sense +1 con+wis 3d6 +9 +80 ft.
18th +13/+8/+3 +6 +11 +11 Slow Fall 60 ft con+wis 3d6 +9 +80 ft.
19th +14/+9/+4 +6 +11 +11 Acrobatics +6 con+wis 3d8 +10 +90 ft.
20th +15/+10/+5 +6 +12 +12 Diamond Body con+wis 3d8 +10 +90 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 bloodline traits available are Huyga, Rinnegan, Uchiha, Yuki, Nara, Izunaka, Aubrame, Akamechi, Yamanaka, Uzumaki, Kaguya. 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.
Rain 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 learns to accumulate chakra in his feet, allowing him to affix himself to any surface with his hands or feet. This ability functions as the first level wizard spell spider climb, which a few exceptions. First, this ability works regardless of the shinobi's apparel (gloves or footwear) and second, the shinobi moves at his base speed whether he upside down (affixed to a ceiling) or parallel to the ground (affixed to a wall). This technique will work on any solid surface. Unlike spider climb, if the shinobi is hit by an attack or spell that causes damage, he must make a Concentration check (DC 5 + damage dealt) or loses his chakra accumulation and fall, taking damage as is appropriate for the distance fell. Using the ability does not cost chakra, since the chakra is merely accumulated at one point, rather than being released.

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 add special values to your repitoire of normal abilities.

You start the game knowing 1 jutsu + your wisdom Modifier. Each level after that you learn 1+ half your wisdom Modifier.


Tailed Beast's and Being a Jinjuriki

Players may begin the game a Jinjuriki of one of the 9 tailed beasts with the exception of Kurama the 9 tails, and Gyuki the 8 tails. Players who begin the game as a Jinjuriki must first earn the respect of the tailed beast residing in side them. Those who ear that respect will then be able to unleash the full potential of the tailed beast they have inside of them. The choice of tailed beast to choose from are as followed.

Shukaku is the One-Tailed Raccoon: Player gain additional damage die to their sand based justu. half transformation( +2 STR and gains 15ft reach)

Matatabi is the Two-Tailed Cat: Player gains +10 speed, +2 to their DEX, can spit 1 ball every 2/lvl of blue fire 40ft dealing 1d8 damage. REF, DC 18 4 1/2.

Isobu is the Three-Tailed Turtle: Player gains additional damage die on water based justu. Can breath underwater.

Son Gokū is the Four-Tailed Ape: Player gains additional damage die on fire based justu. gains fire resistance 5.

Kokuō is the Five-Tailed Horse: player gains additional damage die to their Taijustu attacks, grows horns and can charge 3/day dealing 1d8 every 2/lvl if charge is sucessful.

Saiken is the Six-Tailed Slug: player is immune to acid, and may spit acid 3/day as a 40ft cone doing 1d8 damage every 2 levels DC 18 REF save for half.

Chōmei is the Seven-Tailed Beetle: player may sprout wings and fly 3/day, and gains additional damage die to their wind based justu.


Additionaly when you have learned to master your tailed beast you gain additional benefits.

Shukaku: Gain the ability to turn into your tailed beast, wind bullets (200 ft, 8d8 damage REF/half DC 25 on in tailed best state). Chakra cloak giving you fast healing 5 and reach 10, Fuinjustu sealing justu. complete sand shield. Tailed beast bomb (in tailed beast state, 300ft, 100ft radius, 12d12, REF/half DC 35.)

Matatabi: Gain the ability to turn into your tailed beast, Chakra cloak giving you fast healing 5 and reach 10, 300ft, 100ft radius, 12d12, REF/half DC 35.), Gains +4 STR and 2 claw attacks for 2d8 damage. Tailed beast bomb (in tailed beast state, 300ft, 100ft radius, 12d12, REF/half DC 35.)

Isobu: Gain the ability to turn into your tailed beast, Chakra cloak giving you fast healing 5 and reach 10, 300ft, 100ft radius, 12d12, REF/half DC 35.), Spiked Bullet Tank (tiled beast sate, 400ft, 8d8 damage, REF/half DC 25) Tailed beast bomb (in tailed beast state, 300ft, 100ft radius, 12d12, REF/half DC 35.) Water Bullet ( 60ft, 2d8, Ref/half DC 18)

Son Goku: Gain the ability to turn into your tailed beast, Chakra cloak giving you fast healing 5 and reach 10, 300ft, 100ft radius, 12d12, REF/half DC 35.), Tailed beast bomb (in tailed beast state, 300ft, 100ft radius, 12d12, REF/half DC 35.), Lava Armour ( complete fire immunity, does 3d6 fire damage upon contact with user, 3/day, 1 hour/lvl.), Green Fire (tailed beast state, 100ft cone, 8d8 fire damage, Ref/half DC 25).

Kokuo: Gain the ability to turn into your tailed beast, Chakra cloak giving you fast healing 5 and reach 10, 300ft, 100ft radius, 12d12, REF/half DC 35.), Tailed beast bomb (in tailed beast state, 300ft, 100ft radius, 12d12, REF/half DC 35.), Steam release ( gain +6 STR, 3/day, you realease steam from your body dealing 1d6/2 lvls damage to anyone in a 10ft radius.) Horn charge (tailed beast state, 8d8 Ref/half DC 25 and pushes target hit back 50ft.)

Saiken: Gain the ability to turn into your tailed beast, Chakra cloak giving you fast healing 5 and reach 10, 300ft, 100ft radius, 12d12, REF/half DC 35.), Tailed beast bomb (in tailed beast state, 300ft, 100ft radius, 12d12, REF/half DC 35.), Disintergrate Acid (tailed beast state, 100ft, instant death upon failed DC save of 25 REF, upon save does 8d8 acid damage.) Acid Bubble (60ft,3/day, 2d8/2 lvls, DC 18 REF/half.)

Chomei: Gain the ability to turn into your tailed beast, Chakra cloak giving you fast healing 5 and reach 10, 300ft, 100ft radius, 12d12, REF/half DC 35.), Tailed beast bomb (in tailed beast state, 300ft, 100ft radius, 12d12, REF/half DC 35.), Bug Cutter (60ft, 3/day, 2d8/2 lvls, DC 18 REF/half), Chakra Absorption thread ( 3/day, can create a shield that can asorb damage from any justu that it hits equal to 20 + lvl + WIS & CON modifiers.)


Back to Main Page3.5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: