Shinobi

A bandit leaps from a bush stabbing at a lone man on the road. The blade sink deep into what he realizes is a small log that is now where the man was just moments ago. Before the bandit has time to realize what has happend he jerks and slumps forward as a barrage of shuriken slam into his back.

A shadowy figure leaps gracefully from rooftop to rooftop, valuable document in hand. Whistles blow as guards fill the streets attempting to find the figure. As two guards turn a silhouette cuts across the moon before landing with a foot in the face of one guard and a swift punch doubles the second before the figure dashes across the large koi pond into the darkness.

A group of wild hounds circle an elderly looking woman, hunger in their eyes. The woman quickly makes a few hand signs while taking in a deep breath before exhaling a stream of fire onto the hounds sending them scurrying away, the hunger replaced with fear.

Master Ones Self

A shinobi is a studios warrior who seeks to master their craft both physically and mentally. A shinobi must be both sharp of mind and deft of blade. Harsh training is undergone to strengthen both body and mind, such as meditating on hot coals, carrying logs accros thin rope bridges and sparring in absolute darkness. The life of a shinobi is harsh, only those with strong mental and physical resiliance can train and live as shinobi.

Ancient and Secret

The art of jutsu is a closely guarded secret known only to the shinobi who live in secluded temples that are nearly impossible to get to. Few can use it and fewer still can master this ancient art. This mystical craft harness inner strength known as ki to create mystical effects that can be mistaken for magic. Should the secret of jutsu ever be discoverd or stolen shinobi will stop at nothing to keep the knowledge known to only themselves.

Blades for Hire

Shinobi are often hired for espionage and assassination missions and occasionally body guards by the wealthy and powerful. Shinobi follow a strict code that varies from temple to temple when it comes to contracting their services and violation results in immediate termination of services and in some cases termination of the contractor.

The Shinobi
Level Proficiency Bonus Ki
Points
Jutsu
Known
Features
1st +2 2 2 Jutsu, Ki, Unarmored Defense
2nd +2 4 2 Know The Land, Trap Finding
3rd +2 6 2 Shinobi Way
4th +2 8 3 Ability Score Improvment
5th +3 10 3 Vanish
6th +3 12 4 Shinobi Way
7th +3 14 4 Evasion
8th +3 16 5 Ability Score Improvment
9th +4 18 5
10th +4 20 6 Meditation
11th +4 22 6 Shinobi Way
12th +4 24 7 Ability Score Improvment
13th +5 26 7 Toxin Immunity
14th +5 28 8
15th +5 30 8 Death Blow
16th +5 32 9 Ability Score Improvment
17th +6 34 9 Shinobi Way
18th +6 36 10
19th +6 38 10 Ability Score Improvment
20th +6 40 10 Master Shinobi

Quickbuild

You can make a shinobi quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom . Second, choose the criminal 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 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per shinobi level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: Thieve's tools

  • Saving Throws: Wisdom, Dexterity
  • Skills: Choose three from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • (a) a martial weapon or (b) two simple weapons
  • ten shuriken
  • burgalers pack

Jutsu

The staple of the shinobi. Jutsu are mystical abilities learned through rigoriuse training that allow a shinobie to accomplish wonderious feats.

At 1st level, you know two jutsu of your choice. Your jutsu options are detailed at the end of the class description. When you gain certain shinobi levels, you gain additional jutsu of your choice, as shown in the jutsu known column of the Shinobi table.

Additionally, when you gain a level in this class, you can choose one of the jutsu you know and replace it with another jutsu that you could learn at that level.

Ki

Starting at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your shinobi level determines the number of points you have, as shown in the Ki Points column of the Shinobi table. You can spend these points to fuel various ki features and jutsu. You begin knowing three such features: Death Mark, Flash Step, and Steel Wind.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features and jutsu require your target to make a saving throw to resist the effects. the saving throw DC is calculated as follows.

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Death Mark

As a bonus action you can expend 1 ki and mark a creature for death for 1 minute. You deal an extra 1d6 damage to the marked target whenever you hit it with an attack.

If the target drops to 0 hit points before the mark ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Flash Step

As a bonus action you may expend 2 ki points to teleport to a location you can see within 30 feet. You may make a Dexterity (Stealth) check to hide as part of this action if the destination of your teleport is obscured. If you wish you may leave a small 2 foot long log behind in the space you vacated.

At 7th level you may flash step as a reaction if you would be hit by an attack, instead taking no damage if you would move out of the attacks reach.

Steel Wind

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two ranged attacks with shuriken as a bonus action.


Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Know The Land

Starting at 2nd level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. W hen you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.

Trap Finding

Starting at 2nd level, when you make a Wisdome (Perception) test to spot traps and the result of the die roll is less then 10 you can instead take 10.

Jutsu Style

When you reach 3rd level you adopt a particular style of jutsu: Genjutsu, Ninjutsu or Tiajutsu, all detailed at the end of the class description. Your jutsu style grants you features at 3rd level and again at 6th, 11th, and 17th level.

Vanish

Starting at 5th level you can use the Hide action as a bonus action on ynur turn. Also, you can't be tracked by nonmagical means, unless ynu choose to leave a trail

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Meditation

Beginning at 10th level you can complete a brief meditation to call on your ki reserves. As an action you immediatly regain a number of ki points equal to your proficiency bonus. Must complete a long rest before using this feature again.

Toxin Immunity

Starting at 13th level, by dosing yourself with small amounts of toxins over the years has caused your body to gain immunity to them. You have immunity ti poison damage and cannot be effected by poisons.

When tasting food or drink you immediatly know if it has been poisoned. Additionally when attempting to identify a poison you have advantage on the roll.

Death Blow

You may expend 10 ki the next time you hit a creature with an attack and deal 10d12 additional damage. You must complete a short rest before using this feature again.

Master Shinobi

To master yourself is to master the mind. You have aquired mastery of the Shinobi way. The ki cost of abilities that use Ki are reduced by 1(minimum 1)

Shinobi Way

Genjutsu

Shinobi who choose to pursue genjutsu muddle the minds of their opponents making them easier targets and make them their own worst enemy.


Mind Spike

Starting when you choose this Shinobi Way at 3rd level, creatures who fail their saving throw or ability check against a genjutsu cast by you take 1d6 + your Wisdom modifier psychic damage.

This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)

Misdirection

Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your ki save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

Reality Sculpt

Starting at 11th level, when you cast an illusion genjutsu that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s norm al parameters for the illusion), provided that you can see the illusion.

When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonm agical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.

Ninjutsu

Shinobi who pursue ninjutsu master a wide variety of powers, most notable or those that call forth the elementse to do their bidding.

Empower

Starting when you choose this Shinobi Way at 3rd level, when you use a ninjutsu that lets you cast a spell, you can increase the spell level by 1 for each ki point you spend in addition to the normal cost.

Quick Handsigns

Starting at 6th level when you use a ninjutsu that has a casting time of 1 action, you can spend 2 ki points to change the casting time to 1 bonus action for this casting.

Potent Jutsu

Beginning at 11th level, you can add your Wisdom modifier to the damage roll of any ninjutsu you cast.

Taijutsu

Shinobi who pursue taijutsu seek to turn their body into the perfect weapon. Practitionoers of taijutsu need no weapon, using their iron hard knuckles, strength, and speed to devistate their foes.

Unarmed Specialist

Starting when you choose this Shinobi Way at 3rd level, 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 strikes.

When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Additionally your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage

Ellusive

Starting at 11th level you cannot be suprised and creature suffer disadvantage when making opprotunity attacks against you.

Jutsu

If a jutsu has prerequisites, you must meet them to learn it. You can learn the jutsu at the same time that you meet its prerequisites.

Genjutsu

Agonize

Prerequisite: level 5
You cause the mind to feel great pain no matter how small the injury. As an action you can spend 2 ki points to target a creature within 30 feet. The target creature must make a Charisam saving throw or gain vulerability to a damage type of your choice. At the end of each of its turns, the target repeats the saving throw, ending the effect on a success.

Dream Eater

Prerequisite: level 7
As an action you can spend 5 ki points to cast Phantasmal Killer

False Form

Prerequisite: level 5
As an action you can spend 5 ki points to cas seeming

Ghost Walk

Prerequisite: level 3
As an action you can spend 3 ki points to cast invisibility on yourself

Greater Misty Visions

Prerequisite: level 5
As an action you can spend 3 ki points to cast major image

Hydra Form

Prerequisite: level 2
As an action you may spend 2 ki points to cast mirror image

Hydra Head

You can cast disguise self at will.

Mind Mold

Prerequisite: level 3
As an action you can spen 2 ki points to cast phantasmal force

Mirror Prison

Prerequisite: level 4
As an action you can spend 3 ki points and begin concentraiting. Choose a creature within 60 feet. The creature must makes a Charisma save, and on a failed save they become trapped in a six sided illusoryy box made of mirrors abd must attack one of the dark reflections. The target automaticcly hits a reflection, shattering the mirror and taking half the damage they dealt.

At the end of each of its turns, the target repeats the saving throw, ending the effect on a success or when all six illusory mirrors have been shatterd. If the creature is dealt damage by another source they have advantage on their next saving throw

Misty Visions

You can cast silent image at will.

Phantom Form

Prerequisite: level 5
As an action you can spend 5 ki points to cast mislead

Phantom Land

Prerequisite: level 13 As an action you can spend 7 ki points to cast mirage arcane

Ninjutsu

Dragon Breath

Prerequisite: level 3
As an action you can spend 2 ki points to cast Aganazzar’s Scorcher at its lowest level.

Eyes of the Owl

As an action you can spend 1 ki point to gain darkvision out to a range of 120 feet for 1 hour.

Expansion

Prerequisite: level 3
As an action you can spend 2 ki points to cast enlarge/reduce

Grasping Roots

As an action you can expend 2 ki points to cast the entangle

Hidden Mist

Prerequisite: level 3
As an action you can spend 2 ki points to create a 20-foot-radius sphere of fog for 1 minute centered on a point within 30 feet. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

You deal an additional 1d6 damage when making an attack against a creature inside the fog.

Mimic

Prerequisite: level 3
As an action you can spend 2 ki points to cast Alter Self

Phantom Step

Prerequisite: level 3
As a bonus action you can spend 2 ki points and cause your form becomes transluscent. You can move through other creatures and objects as if they were difficult terrain. You takes 5 (1d10) force damage if you end turn inside an object and are immediatly shunted outside the object to the closest open space.

Wind Walk

When making a long or high jump you can do so as if effected by the jump spell

Sand Burial

Prerequisite: sand coffin
As a bonus action you can spend 1 ki point to crush a creature effected by the Sand Coffin Jutsu. The creature takes 3d10 bludgeoning damage.

Sand Coffin

As an action you can expend 1 ki points to wrap a creature within 60 feet of you in sand. The target creature must make a Dexterity saving throw. On a failed save the target is restrained. At the end of each of its turns, the target repeats the saving throw, freeing itself on a success.

Shadow Clone

Prerequisite: level 5
As an action you can spend 3 ki points to create a shadow clone in an unoccupied space with in 10 feet of you that lasts for 1 minute. This shadow clone is identical to you in ever way. Your shadow clone has 1 hit point and the same ability modidiers and AC as you. If subject to a saving throw to take half damage your shadow clone instead takes no damage on a succesful save.

You can mentally command your shadow clone, this does not require an action and your shadow clone acts on your turn. It can take the attack and move action and use a reaction to take opprotunity attacks.

Shadow Paralysis

Prerequisite: level 3
As an action you can spend 1 ki point and target a creature within 60 feet. The target must succeed on a Wisdom saving throw or be paralyzed. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the jutsu ends.

At the beginning of your turn you must immediatly expend another ki point or the effect ends and if you leave the range of the jutsu the effect ends. When in dim light the range increases to 90 feet and when in darkness the range increases to 120 feet.


Shadow Strangle

Prerequisite: shadow paralysis
As a bonus action you can expend 1 ki point to target a creature effected by shadow paralysis. The target must make a Constitution saving throw, suffering a level of exhaustion on a failed save.

Smoke Bomb

As a bonus or disengage action you may spend 2 ki points to use a smoke bomb and vanish. Creature with in 5 feet of you must make a Constitution save or become blinded until the end of their next turn. Using a smoke bomb also renders you invisible until the end of your next turn or you make an attack.

Spider Style

As an action you can spend 3 ki points and gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free for 1 minute. You also gains a climbing speed equal to your walking speed.

Striking Shadow Snake

As an action you can spend 3 ki points to send out a serpent of shadow at a target within 30 feet. The target must make a Dexterity saving throw. On a failed save the target is grappled for 1 minute and takes 3d8 bludgeoning damage. The target can repeat the saving throw at the beginning of its turn, ending the grapple on a success and taking the damage again on a failed save.

Summoning

Prerequisite: level 5
As an action you can spend 3 ki points to casn Conjure Animals at its lowest level

Water Dragon

Prerequisite: level 5
As an action you can spend 3 ki points to cast Tidal Wave

Water Prison

Prerequisite: level 7
As an action you can spend 4 ki points to cast Watery Sphere

Water Shark Bomb

A watery shark darts through the air to devour its target. As an action you can expend 2 ki points and begin concentraiting to summon a shark made of water in unoccupied spaces that you can see within 60 feet. This shark has the same stats as a reef shark and acts on your turn. It obeys any verbal commands that you issue to it (no action required by you).

You can spend additional ki points to summon a more powerful shark when casting this jutsu. You can spend 4 ki points to instead summon a hunter shark, or 8 ki points to instead summon a gaint shark.

Water Vortex

Prerequisite: level 9
As an action you can spend 5 ki points to cast Maelstrom

Watery Destruction

Prerequisite: level 15
As an action you can spend 8 ki points to cast tsunami

Taijutsu

Air Palm

Prerequisite: level 5
Your swift and powerful strikes can send out buffeting wind. Your unarmed attacks gain the reach property.

Body Boost

As an action you can spend 1 ki point to cast bless targetting yourself.

Dancing Leaf

Prerequisite: leaf hurricane
As a reaction when hit by a melee attack, you can make two unarmed attacks against the creature that hit you.

Dragon Claw

Your unarmed attacks deal slashing damage in addition to bludgeoning. Once per turn when you hit a creature with an unarmed attack you can spend 3 ki points and leave a bleeding wound. For 1 minute, the creature takes 2d8 damage at the beginning of each of its turns The target can can make a Constitution saving throw to end the effect and can repeat the saving throw at the end of its turn.

Iron Body

Prerequisite: level 4
Intesne training has hardend your muscle like iron. Bludgeoning, piercing, and slashing damage that you take from non- magical weapons is reduced by 3

Leaf Hurricane

As an attack action you can make one unarmed attack against each creature adjacent to you.

Lotus Release

Prerequisite: level 5
As an action you can spen 2 ki points to cast haste targetting yourself

Rock Breaker

Prerequisite: level 5
When you hit another creature with an unarmed attack, you can spend 3 ki points to deal 2d6 bonus damage and the target must succeed on a Constitution saving throw or be stunned until the end of your next turn

Roundhouse Kick

Once per turn you can replace one of your unarmed attacks with a roundhouse kick. The roundhouse kick deals damage equal to your strength modifier and the hit creature must make a Strength saving throw or be knocked prone.

Tiger Release

As an action you can spend 2 ki points to caste heroism targetting yourself.

Tornado Fist

Prerequisite: Air Palm
When making an unarmed attack you can spend 1 ki point to have the target creature make a Strength saving throw or be pushed 10 feet away from you in the direction of your attack in a striaght line

Kekkai Genkai

A Kekkai Genkai is a special jutsu availible only to a rare few shinobi. It is not something that can be taught, rather it is a part of you, something you were born with that cannot be duplicated. If you choose a kekkai genkai you cannot learn another kekkai genkai and you cannot later switch it out to learn different jutsu. It is forever a part of you.

Byakugan

Prerequisite: 5th level


Your eyes become solid white orbs. Despire appearing blind, your vision goes beyond what standerd sight could achieve. You gain the following benefits:

  • You can spend 1 ki to cast detect magic.

-All Seeing Eye. As a bonus action you can expend 2 ki to activate your Byakugan, which causes veins to visibly swell around your eyes. You can see through solid matter for 1 minute to a range of 30 feet. To you, objects within this radious appear transparent and dont prevent light from passing through them. You can see through 1 foot of stone, 1 inch of metal and 3 feet of wood and dirt. Thicker substances block this vision as does a thin sheet of lead.

Activating the Byakugen again without completing a long rest requires a DC 15 Constitution saving throw or aquire one level of exhaustion.

Mangekyō Sharingan

Prerequist: sharingan, 12th level


A Mangekyō Sharingan is distinguished from a normal Sharingan by its appearance. The exact design differs for each user, though all resemble pinwheels.

The AC bonus granted from sharingan increases to +2

Tsukuyomi. With a glance you send a creature into a world of illusion where seconds seems like days and pain cannot be ignored. As an action you can expend 6 ki and choose a creature that you can see within 120 feet. The target creature must make a Charisma saving throw, on a failed save thy are restrained and enter a world of illusion created by you. You may immediately take 3 actions, but only to effect the creature target by by tsukuyomi. For the purpose of attacks and spells the creature is considered to be within range no matter how far away they are. After you complete the last action the illusion ends and the target must make a Charisma save, taking 6d6 psychick damage on a failed save and half as much on a successful save.

You must complete a long rest before using this power again.

Susonoo. As an action you expend 7 ki points to conjure a large armor clad being of translucent energy with you at its center for 1 minute. Susonoo has the same statistics as an Earth Elemental. While inside Susonoo it acts on your turn and you can direct its action but may take no actions of your own but to dismiss it as a bonus action. While inside Susonoo you cannot be targeted by attacks or spells.

You must complete a long rest before using this power again.

Rinnegan

Prerequist: 5th level


Your eyes take on a purple hue and your iris spreads out into four rings. You gain the following benefits:

All Mighty Push. As an action you can expend 2 ki and send a line of strong force 30 feet long and 10 feet wide in a direction you choose originating from your position. Each creature in its path takes 2d10 force damage and must make a Strength saving throw or be pushed back 15 feet and knocked prone. If they would collide with an object or creature as part of this movement they take 1d6 damage for every 5 feet of movement they were pushed.

This damage increases by 1d10 when you reach 11th level (3d10), and 17th level (4d10)

All Mighty Pull. As an action you can expend 1 ki point to pull 1 creature you can see within 60 feet. The target must make a strength saving throw or be pulled 15 feet forward in a straight line towards you.

Sharingan

Prerequist: 5th level


Your iris becomes red and additional pupils form within the iris, wrapping around the central pupil. As a bonus action you can expend 2 ki points to activate the sharingan for 1 minute. While active you gain the following benefits:

  • As an action you can spend 1 ki point to cast command at its lowest level
  • You gain a +1 bonus to your AC
  • You have advantage on Wisdom (Perception) test that rely on sight

Tenseigan

Prerequisite: Byakugan, 12th level
Your eyes change to blue pupils and irides which contain a white, floral pattern. You gain the following benefits:

  • You can expend 5 ki to cast scrying
  • You can cast detect magic at will, this does not cost an action
  • The DC for activating the all seeing eye beyond the first time is reduced to 10
  • The range of your all seeing eye is increased to 90 feet

Art Credits

  • Rikamaru - Tenchu 4
  • Concept Art by artcobai
  • Concept Art by Andrée Wallin
  • Art by Unknown