Shinobi no Mono (3.5e Class)

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= Shinobi-No-Mono:

Masters of the art of going unperceived

Shinobi-no-mono are stealthy warriors that learn to harness their ki into magical arts that compliment their fierce fighting prowess. These ninja mystics alter energy, matter and time through the strength of their will alone; allowing them to manipulate their body, the percerptions of others, and even reality itself. Though these skills are often not as potent as magic spells cast by sorcerers and clerics, they give the shinobi a wide, versitile arsenal to call upon in their missions.


  • BAB: +10
  • Skills: Knowledge (arcana) 4, Sleight of Hand 5, Spellcraft 4, Concentration 4
  • Feats: Quickdraw, Flick of the Wrist, Improved Unarmed Strike, Stunning Fist, Freezing the Lifeblood
  • Class Features: Sudden Strike +3d6, 6 ki points per day

Table: The Shinobi
Hit Die: d6

Level Base
Attack Bonus
Special Genjutsu
1st +0 +0 +2 +0 Sudden Strike +1d6, Haijutsu 0
2nd +1 +0 +3 +0 Bonus ki point 1
3rd +2 +1 +3 +1 Sudden Stike +2d6 2
4th +3 +1 +4 +1 ki Grace, Meditation 3
5th +3 +1 +4 +1 Bonus ki point 3
6th +4 +2 +5 +2 Sudden Strike +3d6 4
7th +5 +2 +5 +2 Improved Ninjutsu 5
8th +6 +2 +6 +2 Bonus ki point 6
9th +6 +3 +6 +3 Sudden Strike +4d6 7
10th +7 +3 +7 +3 Kuchiyose no justu 7
Class Skills (6 + Int modifier per level)
Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Craft(Int), Disable Device(Int), Escape Artist(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spellcraft(Int), Spot(Wis), Swim(Str), and Tumble(Dex)

Class Features[edit]

All the following are class features of the Shinobi:

Ki Power: A Shinobi can channel his ki to manifest special powers of illusion and attack. The Shinobi’s class levels stack with his ninja levels to determine his daily number of ki points available.

Haijutsu: At 1st level, Shinobi learns several simple ninjutsu skills, known as haijutsu. Haijutsu skills are spell-like abilities that can be activated as a swift action and consumes one ki power usage. Haijutsu are treated as being cast at caster level 2nd. Haijutsu can come from the following – animate rope, darkness, daze, disguise self, endure elements, feather fall, ghost sound, Ki push, longstrider, mage hand, jump, magic weapon, obscuring mist, prestidigitation, pass without trace, true strike.

Genjutsu: Starting at 2nd level, a Shinobi learns a new genjutsu skills at most levels. Each genjutsu skill is a spell-like ability that can be activated as a standard action and consumes one ki power usage. Genjutsu skills are always treated as caster level 3rd. Whenever a shinobi gains a genjutsu, choose a spell from the following list that the Shinobi learns – air walk, alter self, bear’s endurance, blacklight, blur, bull’s strength, cat’s grace, chill metal, cone of cold, death knell, deep slumber, detect thoughts, eagle’s splendor, fear, fox’s cunning, gust of wind, hallucinatory terrain, haste, Ki ball, mirror image, owl’s wisdom, poison, rage, rusting grasp, scrying, shadow walk, shatter, shield of faith, spider climb, stone skin, web.

Sudden Strike (Ex): If a Shinobi can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Starting at 1st level, whenever a Shinobi’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), he deals +1d6 extra damage with his attack. This bonus increases to +2d6 at 3rd level, +3d6 at 6th level and +4d6 at 9th level(plus sudden strike bonuses gained from other character levels). Shinobis can't use sudden strike when flanking an opponent unless that opponent is denied its Dexterity bonus to AC.

Ki Grace: At 4th level, a Shinobi's entire body becomes focused with his ki. The Shinobi gains an insight bonus equal to his Wisdom modifier on all Balance, Jump, Tumble, checks as well as Reflex saves. This Bonus applies as long as there is at least one ki point in the user's ki pool. ki Grace does not apply if the user is immobile.

Meditation (Ex): At 4th level, a Shinobi uses the comforts and blessings of meditation to bring greater clarity and focus to their ki. Once per day, the Shinobi can spend 1 minute in a meditative state. If he does, he regains a number of uses of his ki power equal to (1/2) his Wisdom bonus (min 1). This ability cannot be used to increase the maximum number of uses the Shinobi can have.

Improved Ninjutsu: At 7th level, a Shinobi learns to focus his powers and increase the potency of his ninjutsu skills. The effective caster level of all haijutsu and genjutsu skills is increased by +2.

Kuchiyose no Jutsu: At 10th level, a Shinobi harnesses his ki into a ninjutsu skill allows him to bind a spirit creature and summon it for aid. A Kuchiyose no jutsu is a spell-like ability that can be activated once per day as a full round action and consumes three ki power usages. It functions as a summon monster spell at caster level 10. When he learns the Kuchiyose no jutsu, he chooses the creature(or set of creatures) he will summon from the list below.

Creature (Description) Required Genjutsu
Tusaiga, The Tracking Fangs (2 Dire wolves, 2 wolves, 3 riding dogs, 4 dogs) gains tracking feat
Karitorikaze, The Reaping Wind (Huge air elemental) air walk, cat’s grace, gust of wind
Tsubasa Enkou, Wings of Flame (Young red dragon) detect thoughts, bull’s strength, rage
Kodaija, Slithering Death (Fiendish giant constrictor snake) fox’s cunning, melf’s acid arrow, poison
Zaisei Iwayama, The Moving Mountain(Stone Giant) bear’s endurance, shield of faith, stone skin
Amaterasu, The Shining Heavens (2 Half-celestial Giant Eagles) eagle’s splendor, scrying, haste
Tsubasa Kousou, Wings of Frost (Young silver dragon) chill metal, cone of cold, owl’s wisdom
Shado Hofuku, creeping Shadow (Greater Shadow) blacklight, hallucinatory terrain, shadow walk

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