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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
Chakra Jutsu
Level Proficiency Bonus Points Known Features
1st +2 1 2 Jutsu, Ki, Unarmored Defense
2nd +2 3 2 Know The Land, Trap Finding
3rd +2 4 2 Shinobi Way
4th +2 6 3 Ability Score Improvment
5th +3 7 3 Vanish
6th +3 9 4 Shinobi Way
7th +3 10 4 Evasion
8th +3 12 5 Ability Score Improvment
9th +4 13 5 ─
10th +4 15 6 Meditation
11th +4 16 6 Shinobi Way
12th +4 18 7 Ability Score Improvment
13th +5 19 7 Toxin Immunity
14th +5 21 8 ─
15th +5 22 8 Death Blow
16th +5 24 9 Ability Score Improvment
17th +6 25 9 Honed Senses
18th +6 27 10 ─
19th +6 28 10 Ability Score Improvment
20th +6 30 10 Master Shinobi

Quickbuild Equipment
You can make a shinobi quickly by following these You start with the following equipment, in addition to the
suggestions. First, make Dexterity your highest ability score, equipment granted by your background:
followed by Wisdom . Second, choose the criminal (a) a martial weapon or (b) two simple weapons
background. ten shuriken
burgalers pack
Class Features Jutsu
As a shinobi, you gain the following class features The staple of the shinobi. Jutsu are mystical abilities learned
Hit Points through rigoriuse training that allow a shinobie to accomplish
Hit Dice: 1d8 per shinobi level wonderious feats.
Hit Points at 1st Level: 8 + your Constituion modifier At 1st level, you know one jutsu of your choice. Your jutsu
Hit Points at Higher Levels: 1d8 (or 5) + your Constituion options are detailed at the end of the class description. When
modifier per shinobi level after 1st you gain certain shinobi levels, you gain additional jutsu of
your choice, as shown in the jutsu known column of the
Proficiencies Shinobi table.
Armor: None Additionally, when you gain a level in this class, you can
Weapons: Simple weapons choose one of the jutsu you know and replace it with another
Tools: Thieve's tools jutsu that you could learn at that level.
Saving Throws: Wisdom, Dexterity
Skills: Choose three from Acrobatics, Athletics, Deception.
Insight, Intimidation, Investigation, Perception,
Performance. Persuasion, Sleight of Hand, and Stealth
Chakra Unarmored Defense
Starting at 1st level, your training allows you to harness the Beginning at 1st level, while you are wearing no armor and
mystic energy of chakra. Your access to this energy is not wielding a shield, your AC equals 10 + your Dexterity
represented by a number of chakra points. Your shinobi level modifier + your Wisdom modifier.
determines the number of points you have, as shown in the Know The Land
Chakra Points column of the Shinobi table. You can spend
these points to fuel various Shakra features and jutsu. You Starting at 2nd level, you are particularly familiar with one
begin knowing three such features: Death Mark, Flash Step, type of natural environment and are adept at traveling and
and Steel Wind. surviving in such regions. Choose one type of favored terrain:
When you spend a chakra point, it is unavailable until you arctic, coast, desert, forest, grassland, mountain, or swamp.
finish a short or long rest, at the end of which you draw all of W hen you make an Intelligence or Wisdom check related to
your expended ki back into yourself. You must spend at least your favored terrain, your proficiency bonus is doubled if you
30 minutes of the rest meditating to regain your ki points. are using a skill that you’re proficient in.
Some of your chakra features and jutsu require your target While traveling for an hour or more in your favored terrain,
to make a saving throw to resist the effects. the saving throw you gain the following benefits:
DC is calculated as follows. Difficult terrain doesn’t slow your group’s travel.
Chakra save DC = 8 + your proficiency bonus + your Your group can’t become lost except by magical means.
Wisdom modifier Even when you are engaged in another activity while
traveling (such as foraging, navigating, or tracking), you
Death Mark remain alert to danger.
As a bonus action you can expend 1 chakra and mark a If you are traveling alone, you can move stealthily at a
creature for death for 1 minute. You deal an extra 1d6 normal pace.
damage to the marked target whenever you hit it with an When you forage, you find twice as much food as you
attack. normally would.
If the target drops to 0 hit points before the mark ends, you While tracking other creatures, you also learn their exact
can use a bonus action on a subsequent turn of yours to mark number, their sizes, and how long ago they passed through
a new creature. the area. You choose additional favored terrain types at
6th and 10th level.
Flash Step
As a bonus action you may expend 1 chakra points to teleport Trap Finding
to a location you can see within 15 feet. You may make a Starting at 2nd level, when you make a Wisdome (Perception)
Dexterity (Stealth) check to hide as part of this action if the test to spot traps and the result of the die roll is less then 10
destination of your teleport is obscured. If you wish you may you can instead take 10.
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.
Steel Wind
Immediately after you take the Attack action on your turn, you
can spend 1 chakra point to make two ranged attacks with
shuriken as a bonus action.
Shinobi who choose to pursue genjutsu muddle the minds of
Jutsu Style their opponents making them easier targets and make them
When you reach 3rd level you adopt a particular style of jutsu: their own worst enemy.
Genjutsu, Ninjutsu or Tiajutsu, all detailed at the end of the Mind Spike
class description. Your jutsu style grants you features at 3rd Starting when you choose this Shinobi Way at 3rd level,
level and again at 6th and 11th level. creatures who fail their saving throw or ability check against
a genjutsu cast by you take 1d6 + your Wisdom modifier
Vanish psychic damage.
Starting at 5th level you can use the Hide action as a bonus This damage increases by 1d6 when you reach 5th level
action on ynur turn. Also, you can't be tracked by nonmagical (2d6), 11th level (3d6), and 17th level (4d6)
means, unless ynu choose to leave a trail
Misdirection
Evasion 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
At 7th level, your instinctive agility lets you dodge out of the reaction to divert the attack, provided that another creature is
way of certain area effects, such as a blue dragon’s lightning within the attack’s range. The attacker must make a Wisdom
breath or a fireball spell. When you are subjected to an effect saving throw against your ki save DC. On a failed save, the
that allows you to make a Dexterity saving throw to take only attacker must target the creature that is closest to it, not
half damage, you instead take no damage if you succeed on including you or itself. If multiple creatures are closest, the
the saving throw, and only half damage if you fail. attacker chooses which one to target.
Meditation Reality Sculpt
Beginning at 10th level you can complete a brief meditation Starting at 11th level, when you cast an illusion genjutsu that
to call on your chakra reserves. As an action you immediatly has a duration of 1 minute or longer, you can use your action
regain a number of ki points equal to your proficiency bonus. to change the nature of that illusion (using the spell’s norm al
Must complete a long rest before using this feature again. parameters for the illusion), provided that you can see the
illusion.
Toxin Immunity When you cast an illusion spell of 1st level or higher, you
can choose one inanimate, nonm agical object that is part of
Starting at 13th level, by dosing yourself with small amounts the illusion and make that object real. You can do this on your
of toxins over the years has caused your body to gain turn as a bonus action while the spell is ongoing. The object
immunity to them. You have immunity to poison damage and remains real for 1 minute. For example, you can create an
cannot be effected by poisons. illusion of a bridge over a chasm and then make it real long
When tasting food or drink you immediatly know if it has enough for your allies to cross. The object can’t deal damage
been poisoned. Additionally when attempting to identify a or otherwise directly harm anyone.
poison you have advantage on the roll.
Ninjutsu
Death Blow Shinobi who pursue ninjutsu master a wide variety of
Starting at 15th level, you may expend 10 chakra the next powers, most notable or those that call forth the elementse to
time you hit a creature with an attack and deal 10d12 do their bidding.
additional damage. You must complete a short rest before
using this feature again. Empower
Starting when you choose this Shinobi Way at 3rd level, when
Honed Senses you use a ninjutsu that lets you cast a spell, you can increase
At 18th level, you gain preternatural senses that help you fight the spell level by one for each chakra point you spend in
creatures you can’t see. When you attack a creature you can’t addition to the normal cost.
see, your inability to see it doesn’t impose disadvantage on Quick Handsigns
your attack rolls against it. You are also aware of the location Starting at 6th level when you use a ninjutsu that has a
of any invisible creature within 30 feet of you, provided that casting time of 1 action, you can spend 2 chakra points to
the creature isn’t hidden from you and you aren’t blinded or change the casting time to 1 bonus action for this casting.
deafened.
Master Shinobi Potent Jutsu
Beginning at 11th level, you can add your Wisdom modifier to
To master yourself is to master the mind. You have aquired the damage roll of any ninjutsu you cast.
mastery of the Shinobi way. The chakra cost of abilities that
use chakra are reduced by 1(minimum 1)

Shinobi Way
Genjutsu
Taijutsu Greater Misty Visions
Shinobi who pursue taijutsu seek to turn their body into the Prerequisite: level 5
perfect weapon. Practitionoers of taijutsu need no weapon, As an action you can spend 3 chakra points to cast major
using their iron hard knuckles, strength, and speed to image
devistate their foes. Hydra Form
Prerequisite: level 2
Unarmed Specialist As an action you may spend 2 chakra points to cast mirror
Starting when you choose this Shinobi Way at 3rd level, You image
can use Dexterity instead of Strength for the attack and
damage rolls of your unarmed strikes. Hydra Head
You can roll a d4 in place of the normal damage of your You can cast disguise self at will.
unarmed strikes.
When you use the Attack action with an unarmed strike on Mind Mold
your turn, you can make one unarmed strike as a bonus Prerequisite: level 3
action. As an action you can spen 2 chakra points to cast phantasmal
force
Extra Attack
Starting at 6th level, you can attack twice, instead of once, Mirror Prison
whenever you take the Attack action on your turn. Prerequisite: level 4
Additionally your unarmed strikes count as magical for the As an action you can spend 3 chakra points and begin
purpose of overcoming resistance and immunity to non- concentraiting. Choose a creature within 60 feet. The
magical attacks and damage creature must makes a Charisma save, and on a failed save
they become trapped in a four sided illusoryy box made of
Ellusive mirrors. The creature must attack one of the dark reflections
Starting at 11th level you cannot be suprised and creature and automaticcly hits a reflection, shattering the mirror and
suffer disadvantage when making opprotunity attacks against taking half the damage they dealt.
you. At the end of each of its turns, the target repeats the saving
throw, ending the effect on a success or when all sfour
Jutsu illusory mirrors have been shatterd. If the creature is dealt
damage by another source they have advantage on their next
If a jutsu has prerequisites, you must meet them to learn it. saving throw
You can learn the jutsu at the same time that you meet its
prerequisites. Misty Visions
You can cast silent image at will.
Genjutsu
Agonize Phantom Form
Prerequisite: level 5 Prerequisite: level 5
You cause the mind to feel great pain no matter how small As an action you can spend 5 chakra points to cast mislead
the injury. As an action you can spend 2 chakra points to
target a creature within 30 feet. The target creature must Phantom Land
make a Charisam saving throw or gain vulerability to a Prerequisite: level 13 As an action you can spend 7chakra
damage type of your choice. At the end of each of its turns, points to cast mirage arcane
the target repeats the saving throw, ending the effect on a
success. Ninjutsu
Dragon Breath
Dream Eater Prerequisite: level 3
Prerequisite: level 7 As an action you can spend 2 chakra points to cast
As an action you can spend 5 chakra points to cast Aganazzar’s Scorcher at its lowest level.
Phantasmal Killer
Eyes of the Owl
False Form As an action you can spend 1 chakra point to gain darkvision
Prerequisite: level 5 out to a range of 120 feet for 1 hour.
As an action you can spend 5 chakra points to cas seeming
Expansion
Ghost Walk Prerequisite: level 3
Prerequisite: level 3 As an action you can spend 2 chakra points to cast
As an action you can spend 3 chakra points to cast invisibility enlarge/reduce
on yourself
Grasping Roots
As an action you can expend 2 chakra points to cast the
entangle
Hidden Mist Shadow Strangle
Prerequisite: level 3 Prerequisite: shadow paralysis
As an action you can spend 2 chakra points to cast fog cloud As a bonus action you can expend 2 chakra point to target a
You deal an additional 1d6 damage when making an attack creature effected by shadow paralysis. The target must make
against a creature inside the fog. a Constitution saving throw, suffering a level of exhaustion on
a failed save.
Mimic
Prerequisite: level 3 Smoke Bomb
As an action you can spend 2 chakra points to cast Alter Self As a bonus or disengage action you may spend 2 chakra
points to use a smoke bomb and vanish. Creature with in 5
Phantom Step feet of you must make a Constitution save or become blinded
Prerequisite: level 3 until the end of their next turn. Using a smoke bomb also
As a bonus action you can spend 2 chakra points and cause renders you invisible until the end of your next turn or you
your form becomes transluscent. You can move through other make an attack.
creatures and objects as if they were difficult terrain. You
takes 5 (1d10) force damage if you end turn inside an object Spider Style
and are immediatly shunted outside the object to the closest As an action you can spend 3 chakra points and gain the
open space. ability to move up, down, and across vertical surfaces and
upside down along ceilings, while leaving your hands free for
Wind Walk 1 minute. You also gains a climbing speed equal to your
When making a long or high jump you can do so as if effected walking speed.
by the jump spell
Striking Shadow Snake
Sand Burial As an action you can spend 3 chakra points to send out a
Prerequisite: sand coffin serpent of shadow at a target within 30 feet. The target must
As a bonus action you can spend 1 chakra point to crush a make a Dexterity saving throw. On a failed save the target is
creature effected by the Sand Coffin Jutsu. The creature grappled for 1 minute and takes 3d8 bludgeoning damage.
takes 3d10 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
Sand Coffin again on a failed save.
As an action you can expend 1 chakra points to wrap a
creature within 60 feet of you in sand. The target creature Summoning
must make a Dexterity saving throw. On a failed save the Prerequisite: level 5
target is restrained. At the end of each of its turns, the target As an action you can spend 3 chakra points to casn Conjure
can make a Dexterity or Strength saving throw, freeing itself Animals at its lowest level
on a success.
Water Dragon
Shadow Clone Prerequisite: level 5
Prerequisite: level 5 As an action you can spend 3 chakra points to cast Tidal
As an action you can spend 3 chakra points to create a Wave
shadow clone in an unoccupied space with in 10 feet of you
that lasts for 1 minute. This shadow clone is identical to you Water Prison
in ever way. Your shadow clone has 1 hit point and the same Prerequisite: level 7
ability modifiers and AC as you. You can summon a number As an action you can spend 4 chakra points to cast Watery
of shadow cones at once equal to your Constitution modifier. Sphere
You can mentally command your shadow clone, this does
not require an action and your shadow clone acts on your Water Shark Bomb
turn. If your shadow clone uses jutsu, chakra points are A watery shark darts through the air to devour its target. As
subtracted from your chakra pool. an action you can expend 2 chakra points and begin
concentraiting to summon a shark made of water in
Shadow Paralysis unoccupied spaces that you can see within 60 feet. The shark
Prerequisite: level 3 swims through water as easily as air, hovering a few feet off
As an action you can spend 1 chakra point and target a the ground. This shark has the same stats as a reef shark and
creature within 60 feet. The target must succeed on a acts on your turn. It obeys any verbal commands that you
Wisdom saving throw or be restrained. While restrained in issue to it (no action required by you).
this way the creature mimics your movements. At the end of You can spend additional chakra points to summon a more
each of its turns, the target can make another Wisdom saving powerful shark when casting this jutsu. You can spend 4
throw. On a success, the jutsu ends. chakra points to instead summon a hunter shark, or 8 chakra
At the beginning of your turn you must immediatly expend points to instead summon a gaint shark.
another chakra 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.
Water Vortex
Prerequisite: level 9
As an action you can spend 5 chakra points to cast
Maelstrom
Watery Destruction
Prerequisite: level 15
As an action you can spend 8 chakra 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 chakra point to cast bless
targetting yourself.
Dancing Leaf
Prerequisite: leaf hurricane
As a reaction when hit by a melee attack, you can spend 1
chakra and 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 chakra 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. Additionally
if the target spends an action bandaging the wound or is
targetd by healing magic the effect ends.
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 chakra points to cast haste
targetting yourself
Rock Breaker
Prerequisite: level 5
When you hit another creature with an unarmed attack, you
can spend 3 chakra 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 Tsukuyomi. With a glance you send a creature into a world
Once per turn you can replace one of your unarmed attacks of illusion where seconds seems like days and pain cannot be
with a roundhouse kick. The roundhouse kick deals damage ignored. As an action you can expend 6 chakra and choose a
equal to your strength modifier and the hit creature must creature that you can see within 120 feet. The target creature
make a Strength saving throw or be knocked prone. must make a Charisma saving throw, on a failed save thy are
restrained and enter a world of illusion created by you. You
Tiger Release may immediately take 3 actions, but only to effect the
As an action you can spend 2 chakra points to caste heroism creature target by by tsukuyomi. For the purpose of attacks
targetting yourself. and spells the creature is considered to be within range no
matter how far away they are. After you complete the last
Tornado Fist action the illusion ends and the target must make a Charisma
Prerequisite: Air Palm save, taking 6d6 psychick damage on a failed save and half as
When making an unarmed attack you can spend 1 chakra much on a successful save.
point to have the target creature make a Strength saving You must complete a long rest before using this power
throw or be pushed 10 feet away from you in the direction of again.
your attack in a striaght line Susonoo. As an action you expend 7 chakra points to
conjure a large armor clad being of translucent energy with
Kekkai Genkai you at its center for 1 minute. Susonoo has the same
statistics as an Earth Elemental. While inside Susonoo it acts
A Kekkai Genkai is a special jutsu availible only to a rare few on your turn and you can direct its action but may take no
shinobi. It is not something that can be taught, rather it is a actions of your own but to dismiss it as a bonus action. While
part of you, something you were born with that cannot be inside Susonoo you cannot be targeted by attacks or spells.
duplicated. If you choose a kekkai genkai you cannot learn You must complete a long rest before using this power
another kekkai genkai and you cannot later switch it out to again.
learn different jutsu. It is forever a part of you.
Rinnegan
Byakugan Prerequist: 5th level
Prerequisite: 5th level
Your eyes take on a purple hue and your iris spreads out into
Your eyes become solid white orbs. Despire appearing blind, four rings. You gain the following benefits:
your vision goes beyond what standerd sight could achieve. All Mighty Push. As an action you can expend 2 chakra
You gain the following benefits: and send a line of strong force 30 feet long and 10 feet wide
You can spend 1 chakra to cast detect magic. in a direction you choose originating from your position. Each
creature in its path takes 2d10 force damage and must make
-All Seeing Eye. As a bonus action you can expend 2 a Strength saving throw or be pushed back 15 feet and
chakra to activate your Byakugan, which causes veins to knocked prone. If they would collide with an object or
visibly swell around your eyes. You can see through solid creature as part of this movement they take 1d6 damage for
matter for 1 minute to a range of 30 feet. To you, objects every 5 feet of movement they were pushed.
within this radious appear transparent and dont prevent light This damage increases by 1d10 when you reach 11th level
from passing through them. You can see through 1 foot of (3d10), and 17th level (4d10)
stone, 1 inch of metal and 3 feet of wood and dirt. Thicker All Mighty Pull. As an action you can expend 2 chakra
substances block this vision as does a thin sheet of lead. point to pull 1 creature you can see within 60 feet. The target
Activating the Byakugen again without completing a long must make a strength saving throw or be pulled 15 feet
rest requires a DC 15 Constitution saving throw or aquire forward in a straight line towards you.
one level of exhaustion.
Sharingan
Mangekyō Sharingan Prerequist: 5th level
Prerequist: sharingan, 12th level Your iris becomes red and additional pupils form within the
A Mangekyō Sharingan is distinguished from a normal iris, wrapping around the central pupil. As a bonus action you
Sharingan by its appearance. The exact design differs for can expend 2 ki points to activate the sharingan for 1 minute.
each user, though all resemble pinwheels. While active you gain the following benefits:
The AC bonus granted from sharingan increases to +2 As an action you can spend 1 chakra 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 chakra 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

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