The Ninja Class
As a ninja, you gain the following Class Features.
Hit Points
Hit Dice: 1d8 per ninja level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ninja level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: none
Weapons: Simple Weapons, Tantos
Tools: any one type of artisan's tools or any one musical instrument of your choice
Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Saves: Strength and Dexterity
Starting Equipment
You start with the following items, plus anything provided by your background.
• (a) a Tanto or (b) any simple weapon
• (a) a Dungeoneer's Pack or (b) an Explorer's Pack
• 10 shuriken
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.
Martial Arts
Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and ninja weapons, which are any weapons in which you are proficient that you gained from the Ninja class or a Prestige class.
You gain the following benefits while you are unarmed or wielding a ninja weapon and you aren't wearing 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 and ninja weapons.
• When you use the Attack action with an unarmed strike or a ninja weapon on your turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the attack action and attack with a Bō , you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Trained Combatant
You favor a particular ninja weapon. You gain mastery properties of a single weapon of your choice with which you have proficiency, such as Tanto.
Whenever you finish a long rest, you can change the kind of weapon you chose. For example, you could switch to using the mastery properties of Kunai.
Chakra Points
A ninja has a well of power that allows them to use mighty spell-like powers known as jutsu. Starting at 1st level, you have a number of chakra points equal to 2 + your Constitution modifier. Whenever you gain a level as a ninja, your chakra point maximum increases by 2.
You spend chakra to use jutsu and other class abilities. In order to regain chakra points, you must complete a long rest.
Jutsu
Ninja are trained to use their chakra to manipulate nature, minds, and their own bodies. They do this through using Jutsu. Starting at 1st level, you know two simple jutsu that are classified as “General Skill/Natureless”: Substitution and Clone. Your Background can replace or add to your starting jutsu list.
Learning new Jutsu
Whenever you take a level as a ninja after 1st level, you can choose to learn one new jutsu. The new jutsu you choose must follow the restrictions set by your level and your available jutsu lists (all ninja have access to the Ninjutsu, Taijutsu, Genjutsu, Shurikenjutsu, and General Skill/Natureless lists, but can receive more through their background, subclass, feats, or prestige class), and you add it to the jutsu you know and can prepare. You can also learn jutsu from other sources. You might stumble upon a scroll, or perhaps you impress a Jonin who decides to teach you a special technique. The cost to learn a jutsu in this way is determined by the game master. It might cost money, time, a favor, etc., or a combination of the above (see Learning Jutsu). Jutsu you learn from sources other than when you gain a level need not follow the jutsu rank restrictions, but they still must conform to the chakra cost limits.
Chakra Natures
Your background grants you one or more chakra natures. The five elemental chakra natures are Earth, Fire, Lightning, Water, and Wind. You may only take ninjutsu from lists associated with those natures if you posses that nature. You may have the opportunity to attain additional natures, the most common way being through the Additional Nature feat.
Preparing Jutsu
As you level up, you will develop many techniques. Unfortunately, not all of them are available to you at once. When you complete a long rest, you prepare a number of jutsu that you know equal to your ninja level + your Constitution modifier.
Combat Chakra
Starting at 2nd level, you can spend chakra points to fuel various features. You know three such features: Flurry of Blows, Patient Defense, and Step of the Wind.
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 chakra point to make two unarmed strikes as a Bonus Action.
Patient Defense
You can spend 1 chakra point to take the Dodge action as a Bonus Action on your turn.
Step of the Wind
You can spend 1 chakra point to take the Disengage or Dash action as a Bonus Action on your turn, and your jump distance is doubled for the turn.
Unarmored Movement
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain ninja levels, as shown in the ninja table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Jutsu Specialization
When you reach 3rd level, you commit yourself to a Jutsu Specialization. Your specialization grants you features at 3rd level and again at 6th, 11th, and 17th level. Select one of the following:
Genjutsu Specialist: Manipulate the minds of your foes.
Ninjutsu Specialist: Bombard your opponents with the elements.
Taijutsu Specialist: Your fists are your most trusted weapon.
Medical Ninja: Heal yourself and your allies while impairing your foes.
Blade Specialist: Become a master of the blade.
Sealing Specialist: Create seals that can provide protections, impair your foes, or even transport you and your allies.
Sensory Specialist: Detect the presence of dangers before they happen.
Puppet Master: Control a ninja tool puppet to battle on your behalf.
Tactician Specialization: Use your genius to stack the deck against your enemies.
Master of Weapons: Use any and all weapons to destroy your foes.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your ninja level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 chakra point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of Ammunition you just caught, as part of the same reaction. You make this Attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a ninja weapon for the attack.
Ability Score Improvement
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.
Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your ninja level.
Extra Attack
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.
Chakra-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a well-placed paper bomb or a Fireball jutsu. 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.
Tongue of the Sun and Moon
Starting at 13th level, you learn to touch the chakra of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
Diamond Soul
Beginning at 14th level, your mastery of chakra grants you proficiency in all Saving Throws.
Additionally, whenever you make a saving throw and fail, you can spend 4 chakra points to reroll it and take the second result.
Timeless Body
At 15th level, your chakra sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You still appear to age, and you can still die of old age however. In addition, you no longer need food or water.
Empty Body
Beginning at 18th level, you can use your action to spend 8 chakra points to become Invisible for 1 minute. During that time, you also have resistance to all damage but force damage.
Perfect Self
At 20th level, when you roll for initiative and have no chakra points remaining, you regain chakra points equal to 8 + your constitution modifier.
Ultimate Jutsu
At 20th level, you have mastered the use of a particular jutsu. Choose one jutsu that you know. You can cast that jutsu without expending chakra, and if that jutsu requires an attack roll or a saving throw you can add 3 to the roll or save DC. You cast this jutsu as if you spent the minimum amount of chakra required to cast it. Once you use this feature, you cannot use it again until you complete a short or long rest.
Legal
Disclaimer: Naruto and Boruto and all other affiliated properties are all owned by Masashi Kishimoto, Shueisha, Viz Media, Shonen Jump and all affiliated partners.
This work contains material that is copyright Masashi Kishimoto other authors. Such material is used with the intent of fan works and will not be distributed for profit
Naruto5e is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Ninja Class
Contacts
rollthemtomes@gmail.com