Shinobi (5e Class)

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Shinobi[edit]

History[edit]

The Shinobi have been around for centuries, and are most known for their work as spies and master assassins. They train from birth, with discipline ground into their very bones. For these spiritual warriors, training is their life. Death on the battlefield is honor. And failure is not an option.

Creating a Shinobi[edit]

ryu_hayabusa_by_seilan_bloom-d4qd4z1.jpg
by seilan at deviantart

How did your character become shinobi? Is it a family secret, passed down from parents to children? Did they learn from a master who took them under their wing? Or did they learn it all on their own from a difficult life?

Quick Build

You can make a Shinobi quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Professional Assassin background.

Class Features

As a Shinobi you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: Simple weapons, Martial weapons
Tools: Poisoners kit
Saving Throws: Dexterity Wisdom
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

Equipment

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

  • (a) A long sword or (b) Two Sickles or (c) Hand Crossbow and 20 bolts
  • (a) One Martial Weapon or (b) 2 Simple Weapons or (c) 2 Daggers
  • (a) A Long Bow and a quiver of 20 arrows or (b) Two Daggers or (c) One Simple Weapon
  • (a) An explorer's pack or (b) An adventurer's pack or (c) A set of blue Shinobi clothing with a mask with an insignia of your clan
  • If you are using starting wealth, you have 6d4 x 10 gp in funds.

Table: The Shinobi

Level Proficiency
Bonus
Features Martial Arts
1st +2 Martial Arts, Expertise 1d4
2nd +2 Wind Run Technique, Shadow Walk 1d4
3rd +2 Shinobi Path 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack 1d6
6th +3 Expertise Improvement, Invisible Path 1d6
7th +3 Shinobi Path Feature 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Sword Flash 1d6
10th +4 Untouchable 1d6
11th +4 Shinobi Path Feature 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Izuna Drop 1d8
14th +5 Doppleganger 1d8
15th +5 Shinobi Path Feature 1d8
16th +5 Ability Score Improvement 1d8
17th +6 Obliteration Technique 1d10
18th +6 1d10
19th +6 Ability Score Improvement 1d10
20th +6 Shinobi Path Feature 1d10

Martial Arts[edit]

When you start, your practice of martial arts gives you mastery of Combat styles that use unarmed strikes.

You gain the following benefits while you are unarmed and you aren't wearing heavy armor or wielding a Shield.

• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes.

• You can roll a d4 in place of the normal damage of your unarmed strike.

Expertise[edit]

When you start, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Shadow Walk[edit]

Beginning at the 2nd level, you learn how move as a shadow. When you are in darkness, and move half of your movement speed, you have advantage on stealth checks.

Shinobi Path[edit]

Beginning at the 3rd level, you are able to walk a Shinobi Path of your choice. You may choose between The Way Of The Dragon, The Way Of The Falcon or The Way Of The Snake. Depending on your choice, you learn feature's at the 3rd level, and again at the 7th, 11th, 15th and 20th levels.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 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.

Extra Attack[edit]

Beginning at the 5th level you to make one additional attack when you take the Attack action.

Invisible Path[edit]

Beginning at the 6th level you learn to get to hard to reach places more easily. You can now run up and across any vertical surface at no extra cost to your movement speed.

Sword Flash[edit]

Beginning at the 9th level you learn to cut through enemy's with your sword as an action you can move 30ft in a straight line and any creature in that line or 5ft beside you takes 6d6 slashing damage.If an enemy dies by this damage have their bodies cut in half.

Untouchable[edit]

Beginning at the 10th level,you become so nimble you become nearly untouchable.as a reaction from being hit creatures have disadvantage until the start of your next turn.you can use this feature a number of times equal to Wisdom modifier regaining expended uses on a short or long rest.

Izuna Drop[edit]

Beginning at the 13th level, when you attack a creature you can lift them 20ft into the air and and grab and spin them in the ground the creature takes 2d6 bludgeoning damage for every 20ft attacked this way when you use this feature you must complete a short or long rest to use it again.the creature must be of medium to small size to use the Izuna Drop.

Doppelganger[edit]

Beginning at the 14th level, As an action you can create a shadow of yourself it cant attack and has half of your Hit points it also follows your mental commands when it dies it disperses into nothingness.once you use this feature you must complete a long rest before using it again.

Obliteration Technique[edit]

Beginning at the 17th level, You can enter a stance that focuses your energy into unleashing a rapid flurry of strikes. While in this stance, your movement speed is reduced to 10 feet and you can only use your action to focus your energy. On each turn you focus, you gain an Energy point. The maximum amount of Energy points you can have is your Shinobi level divided by 4, rounded down. When you exit this stance, you can make a number of melee attacks equal to how many Energy points you have. All unused points are gone when you finish a long rest. After you use this feature, you must finish a long rest

Shinobi Paths[edit]

Way of The Dragon[edit]

Shinobi who walk this path are stronger than most others. They trade stealth for death dealing strikes and finesse for brute strength.

Dragon Hide

At the 3rd level, you are already tougher than other shinobi. When you are not wearing armor, your AC equals 10 + your dexterity modifier + your proficiency bonus.

Dragon Fist

At the 7th level, you learn to channel the power of dragons into your body. Your unarmed strikes now count as magical for the sake of overcoming resistance.

Dragon Fangs

At the 11th level, you learn a deadly technique. When you are moving, you may use an action to attack a creature that you stop within 5 feet of. You are able to use this feature 3 times, and regain expended uses upon finishing a short or a long rest.

Dragon Breath

At the 15th level, you gain a breath weapon and can use it as an action it deals 4d6 fire damage. At level 11, this increases to 6d6. At level 17, this increases to 10d6. Targets make a saving throw against your breath weapon, and take full damage on a failed save, and half damage on a successful one. This saving throw 8 + your Wisdom modifier + your proficiency bonus. If you have a natural breath weapon, (such as in dragonborns) all breath weapon features allow you to roll d8s for damage,If your natural breath weapon is not fire it becomes fire.you can only use one breath weapon after which needing to complete a short or long rest.

Dragon Wrath

At the 20th level, your spirit has become one with a dragon's. As an action, you are able to surround yourself with the form of a fiery dragon for 1 minute. When this feature is active, you gain the following benefits:

  • Your AC now equals 10 + your dexterity modifier + your wisdom modifier + your proficiency bonus.
  • The fiery dragon you conjure moves with you, and deals 2d12 fire damage to any hostile creature within 10 feet of you.

Way Of The Falcon[edit]

Swiftness. Agility. Balance. These are the tenets of a shinobi who walks this path. These shinobi are experts at being unseen, and often get to places others cannot.

Falcon Boost

At the 3rd level you become more lighter and faster.Your base walking speed is increased by 10 feet. Additionally, when you use the Dash action, you are able to move an additional 10 feet.

Takeoff

At the 7th level, you learn to emulate the creature of the path you walk. As an action, you are able to jump a number of feet into the air equal to half your base walking speed x 2. Additionally, you are able to fall a number of feet equal to your jump without taking any damage.

At the 11th level,

At the 15th level,

Hayabusa Hunter

At the 20th level, you have reached the end of your path and become one with a falcon. As an action, you are able to channel the powers of this path for 1 minute. When this feature is active, you gain the following benefits:

  • You gain a flight speed equal to 60 feet, even without wings.
  • You have advantage on all stealth checks

Way of the Snake[edit]

The Way Of The Snake is the path of the underhanded and deceitful. The shinobi who walk this path are adept in dealing damage indirectly, and stopping enemies in their tracks.

At the 3rd level,

At the 7th level,

At the 11th level,

At the 15th level,

At the 20th level,

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Dexterity 14, Wisdom 12

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light armor, Martial weapons


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