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.
Certain fighting styles use specialized forms of the ninja weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a ninja weapon, you can use the game statistics provided for the weapon.
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 kinds of weapons 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, you can choose to learn one new jutsu dependant on 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 can be 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.
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.
Jutsu Specialization
At 3rd level, a ninja chooses a specific jutsu classification to become exceptionally skilled with. Your specialization grants you features at 3rd level and again at 6th, 11th, and 17th level.
Genjutsu Specialization
An enemy strikes a killing blow against the ninja they are fighting. They chuckle to themselves as they begin to clean the blood off of their blade. They have no idea that they are fast asleep, trapped within a dream of their foe’s making. Ninja who wish to deceive their opponents with illusions tend to choose the Genjutsu Specialization. Genjutsu can be used for any number of abilities, but the most common is the creation of illusions. Strong Genjutsu can be used to read thoughts or even change memories. Masters of Genjutsu can trap their opponents in false battlefields, or they can physically damage their opponents with illusions.
Illusory Shift
When you choose this specialization at 3rd level, you gain the ability to use a Genjutsu in reaction to an attack. When an enemy makes a melee attack against you, you can use your reaction to cast a genjutsu of C-Rank or lower that has the casting time of 1 action or bonus action on the attacking creature. A Genjutsu cast in this way takes effect before the melee attack hits or misses. You can use this ability a number of times equal to your intelligence modifier (minimum of 1), and you regain all uses when you finish a long rest.
At 11th level, you regain all uses of your Illusory Shift feature when you finish a short or long rest.
Malleable Genjutsu
Starting at 6th level, when you cast a genjutsu that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the jutsu’s normal parameters for the illusion), provided that you can see the genjutsu.
Reversal
Beginning at 11th level, you learn how to turn the mind-affecting jutsu of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your Genjutsu save DC or be charmed by you for 1 minute or until the creature takes any damage.
Genjutsu Mastery
At 17th level, your skills with Genjutsu become nearly limitless. Whenever you cast a Genjutsu, you can choose to spend 3 additional chakra points to make your target suffer disadvantage on its saving throw. Additionally, whenever you cast a Genjutsu that targets only one creature, you can instead choose to have it affect a number of creatures equal to your intelligence modifier.
Ninjutsu Specialization
A mighty dragon made of water hurdles across the battlefield. A ball of fire disperses a group of shinobi, forcing them to retreat. The ground quakes as a wall of earth appears in front of a ninja seeking cover. This is the power of ninjutsu. Ninjutsu is used to deal damage, or it is used to control the battlefield. Extremely powerful ninjutsu users can summon storms of fire, waves the size of a mountain, and winds with the power of a hurricane.
Jutsu Manipulation
When you choose this Specialization at 3rd level, you find new ways to manipulate your jutsu. You have 3 ninjutsu points. Ninjutsu points can be used to manipulate your ninjutsu in specific ways known as Metajutsu. Whenever you gain a ninja level, you gain an additional ninjutsu point. You regain all of your spent ninjutsu points when you complete a long rest.
At 3rd level, you gain two of the following Metajutsu options of your choice. You gain another one at 10th and 17th level.
You can use only one Metajutsu option on a jutsu when you cast it, unless otherwise noted.
Whenever you receive an ability score increase from this class, you can replace any number of metajutsu options with another at that time.
Careful Jutsu
When you cast a ninjutsu that forces other creatures to make a saving throw, you can protect some of those creatures from the jutsu's full force. To do so, you spend 1 ninjutsu point and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the jutsu.
Distant Jutsu
When you cast a ninjutsu that has a range of 5 feet or greater, you can spend 1 ninjutsu point to double the range of the jutsu. When you cast a jutsu that has a range of touch, you can spend 1 ninjutsu point to make the range of the jutsu 30 feet.
Empowered Jutsu
When you roll damage for a ninjutsu, you can spend 1 ninjutsu point to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls.
You can use Empowered Jutsu even if you have already used a different Metajutsu option during the casting of the spell.
Extended Jutsu
When you cast a ninjutsu with a duration of 1 minute or longer, you can spend 1 ninjutsu point to double its duration, to a maximum duration of 24 hours.
Heightened Jutsu
When you cast a ninjutsu that forces a creature to make a saving throw to resist its effects, you can spend 3 ninjutsu points to give one target of the jutsu disadvantage on its first saving throw made against the spell.
Quickened Jutsu
When you cast a ninjutsu that has a casting time of 1 action, you can spend 2 ninjutsu points to change the casting time to 1 bonus action for this casting.
Subtle Jutsu
When you cast a ninjutsu, you can spend 1 ninjutsu point to cast it without any somatic or verbal components.
Twinned Jutsu
When you cast a ninjutsu that targets only one creature and doesn't have a range of self, you can spend a number of ninjutsu points equal to the amount of chakra you spent on the jutsu to target a second creature in range with the same spell.
To be eligible for Twinned Jutsu, a jutsu must be incapable of targeting more than one creature when used.
Potent Ninjutsu
Starting at 6th level, you learn how to use your ninjutsu to deal optimal damage. When you roll for damage caused by a ninjutsu, you deal an additional amount of damage equal to your Wisdom modifier (minimum of 1).
Piercing Ninjutsu
At 11th level, you learn how to pierce through your enemies' resistances and immunities. When you hit a creature with resistance to the damage of one of your ninjutsu, you can spend 2 ninjutsu points to ignore the resistance.
When you meet the same situation with a creature that has immunity to a specific damage, you can spend 2 ninjutsu points to make its immunity considered resistance for the purposes of that Ninjutsu.
Ninjutsu Mastery
Starting at 17th level, your control over ninjutsu has become nearly incomparable to others. You become so familiar with the energies of ninjutsu that you learn how to better defend yourself from their damage. You become resistant to acid, cold, fire, and lightning damage. You are also resistant to bludgeoning piercing and slashing damage caused by jutsu.
In addition to this ability, whenever you take damage from one of those sources, you can use a reaction and spend 5 chakra points to become immune to that damage type until the start of your next turn.
Taijutsu Specialization
A Ninja charges into the fray of battle wielding nothing but their fists. An enemy shinobi creates a wall of stone to only be destroyed seconds later. The pure force of chakra enhances the blows of a mighty ninja as he races from opponent to opponent, striking them into an unconscious state. This is the strength of a Taijutsu specialist. An experienced user of taijutsu can unlock the perfect melee fighting styles, capable of utterly decimating the physicality of an opponent.
Enhanced Strikes
When you choose this specialization at 3rd level, you learn how to use your unarmed strikes more effectively. You score a critical hit on a roll of a 19 or 20 when you attack with your unarmed strikes.
Forceful Impacts
When you choose this specialization at 3rd level, your unarmed attacks are much more effective. Your damage die for your unarmed strikes increases by one die to 1d6. This die increases as you gain levels as a ninja. At 5th level, your unarmed strike damage becomes 1d8. At 11th level, your unarmed strike damage becomes 1d10. At 17th level, your unarmed strike damage becomes 1d12.
Brutal Critical
Beginning at 6th level, when you score a critical hit using your unarmed strike or a ninja weapon, you add an additional die of damage after the critical hit damage is calculated. For example, when you score a critical hit with an unarmed strike at 6th level, you deal an extra 1d8 damage after the initial damage is calculated.
This ability enhances at specific levels. It improves at 11th level (2d*) and at 17th level (3d*).
Combat Timing
At 11th level, when you are targeted by a melee attack, you can immediately use your reaction to attack your opponent with two unarmed attacks if they are within your reach.
Taijutsu Mastery
At 17th level, you become the epitome of physical power. You deal double damage to objects and structures. In addition to this ability, you can make your melee strikes extremely powerful. When you successfully strike a creature with a melee attack, you can spend 1 chakra point to choose one of the following options:
You shove the creature 20 feet away from you as long as it fails a Strength saving throw against your Taijutsu save DC.
You trip the creature and knock it prone as long as it fails a Dexterity saving throw against your Taijutsu save DC.
You immediately take the Disengage action as part of the attack.
Medical Ninja
Wounded shinobi cry out in pain on the field of battle. A ninja dressed in white begins to tend to their wounds, relieving them of their pain. An enemy slowly sneaks up behind the figure in white, readying a strike. Before they can, the figure quickly turns and jabs into the enemy’s chest, severing their pulmonary artery with their chakra. The Medical Ninja are the ultimate healers in the shinobi world, but their knowledge of the body and chakra control also makes them a deadly weapon.
Novice Healing
When you choose this specialization at 3rd level, your knowledge of jutsu expands, allowing you to select jutsu from the Medical Ninjutsu List (healing). You learn the Healing Hands Jutsu which you always have prepared, and it doesn’t count against your total prepared jutsu.
Additional Proficiencies
Additionally at 3rd level, you gain proficiency with the medicine skill. If you are already proficient in the skill, you add double your proficiency to it from now on.
Combative Biology
Starting at 6th level, your knowledge of the body becomes a great help to learn how to disable foes by touch. Your jutsu list expands once again. You now have access to the Medical Ninjutsu List (harming). You learn the Harming Hands Jutsu which you always have prepared, and it doesn’t count against your total prepared jutsu.
Lingering Restoration
Beginning at 11th level, whenever you heal a creature using a Medical Ninjutsu, you heal yourself with some of the lingering healing energy. You heal a number of hit points equal to 2+the number of chakra points you spent on the healing jutsu.
Strength of Body
At 17th level, you have learned how to push healing energy throughout your body to strengthen yourself. Your Strength and Constitution both increase by 4 to a maximum of 24.
Additionally, you are constantly passively healing your injuries without thought. You regain 1d6 hit points every 10 minutes. If you lose a body part, the missing part regrows and returns to full functionality after 1d6 + 1 days as long as you have at least 1 hit point during that period of time.
Blade Specialist
A lone swordsman wanders across a raging battlefield. Several aggressive foes rapidly approach. With one swift strike, all the aggressors collapse. The swordsman continues to walk forward, sheathing their blade. In a world where people can breathe fire as a primary attack, many forget how useful a blade can be. Whether that blade is small and precise or broad and destructive, a blade specialist learns how to wield their weapons with the highest amount of skill.
Expanded Jutsu List
When you choose this specialization at 3rd level, you gain access to the Kenjutsu list when choosing a new jutsu. You also learn the Sharpness Kenjutsu which you always have prepared, and it doesn’t count against your total prepared jutsu.
Versatile Combatant
Additionally at 3rd level, you gain proficiency with the with all Simple and Martial melee weapons that deal slashing and piercing damage, and they are considered ninja weapons for you. You gain mastery properties of two additional kinds of weapons of your choice with which you have proficiency, such as Katana and Bo.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Kunai and Kama.
Fighting Style
Additionally at 3rd level, you choose a fighting style based on your favored style of combat.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Blade Weaving
Beginning at 6th level, you learn how to weave your jutsu in the midst of clashing blades. When you use your action to cast a jutsu, you can make one melee weapon attack with your weapon as a bonus action on your turn.
Reflexive Parry
Beginning at 11th level, your combat senses greatly increase. Once per turn when you are targeted by an attack, you can use your reflexive parry to do one of two things:
If the attacker is within the reach of your weapon, you can make one melee weapon attack against the creature.
If the attack would hit you, you can roll 1d10 + your dexterity or strength modifier (whichever is higher). You reduce the incoming damage by the amount you roll.
Multi-strike technique
At 17th level, your skills with a blade are unmatched. Whenever you take the attack action using a weapon, you can make an additional attack using that weapon. Additionally, your flurry of blows can use a weapon you are proficient with instead of unarmed strikes.
Sealing Specialist
A shinobi works tirelessly throughout the night, frantically scribbling notes down onto a scroll. A group of rival ninja infiltrate his home, and begin to search for their target. As they prowl the shinobi’s home, one by one, they begin to trigger hidden traps. One becomes paralyzed, and is decimated by a shuriken trap. Another is incinerated in a fiery explosion. The third simply disappears, warped away to a distant location. Sealing specialists are often overlooked, but their skills are necessary in combat. From the explosive tags a ninja uses, to a curse mark placed on an ally, sealing specialists provide strong defensive and offensive abilities.
Sealing Knowledge
When you choose this specialization at 3rd level, your knowledge of jutsu expands, allowing you to select jutsu from the Fuinjutsu (seals) list. Your sealing slots also increase to ½ your ninja level (rounded up) + your constitution modifier.
Tactical Movement
Additionally at 3rd level, whenever you roll for initiative, you add your intelligence modifier to the roll as well.
Additional Proficiencies
Additionally at 3rd level, you gain proficiency with calligrapher’s supplies, and you learn how to craft Ninja Tag. The price to craft a Ninja Tag is ¼th the cost of the listed price when you craft them.
Forbidden Knowledge
Starting at 6th level, your study of seals has deepened. Your knowledge of jutsu expands, allowing you to select jutsu from the Fuinjutsu (curse mark) list. You learn two of the curse mark jutsu at this time for free, as long as they are B-Rank or lower.
Improved Ninja Tags
Beginning at 11th level, your skills with crafting paper bombs has increased. The save DC of the paper bombs you create increases to be equal to your sealing jutsu DC (8+proficiency+Intelligence modifier), and paper bombs that you create deal additional damage equal to your intelligence modifier.
Tactical Brilliance
At 17th level, your wits in the heat of battle are heightened. You deal additional damage with melee and ranged weapon attacks equal to your intelligence modifier. You also add your intelligence to your armor class instead of wisdom if your intelligence bonus is higher than your wisdom.
Additionally, you can use your action on your turn to analyze a target. Choose a creature within 60 feet of you. You study their movements and find openings in their defenses. You gain advantage on attack rolls against that creature until the end of your next turn. If you subject that creature to a saving throw before the end of your next turn, they make their first saving throw at disadvantage.
Sensory Specialist
One shinobi sits alone, appearing to be in meditation. They sit, focusing on the minds of allied shinobi, connecting all of their chakra. The shinobi has created a connection to all of them, allowing them to communicate with one another without speaking out loud. All while maintaining this connection, the shinobi has located the enemy that they seek, all without moving a muscle. Sensory ninja are considered to be one of the most important ninja in any conflict. With their ability to track combined with their overall battlefield awareness, there is no hiding from an enemy sensory ninja.
Chakra Sense
When you select this specialization at 3rd level, you gain access to the Sensory Jutsu list. You can also perceive the build up of potentially harmful jutsu. You can choose to gain advantage on a saving throw against a Ninjutsu, Dojutsu, or Genjutsu as long as you can see its source. You can use this feature a number of times equal to your wisdom modifier (minimum of 1), and you regain all uses when you complete a long rest.
Improved Senses
Additionally at 3rd level, your overall senses have improved to assist you in detecting danger. You gain proficiency in the perception skill. If you already have proficiency in the skill, you add double your proficiency to perception checks from now on. Your primary senses have become sensitive to chakra as well. You can smell, hear, and even taste a palpable release of chakra.
Mental Connection
Starting at 6th level, you can link multiple creatures' minds together allowing you all to communicate. In order to activate this ability, you must spend 3 chakra points. You forge a telepathic link among up to eight willing creatures of your choice, psychically linking each creature to all the others for one hour. Creatures with Intelligence scores of 2 or less aren't affected by this feature.
For the next hour, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.
Combat Sensory
Beginning at 11th level, your battlefield awareness greatly improves. Due to your extensive sensory training, your reaction time has become lightning fast. Each turn, you can take multiple reactions. You can take a number of additional reactions equal to your dexterity modifier (minimum of 1). Once you use your first reaction on your turn, you can take another if prompted, however you must spend 2 chakra points to do so.
Distant Tracing
Additionally at 11th level, you learn how to send your chakra out from your body to detect creatures capable of using chakra. You must spend 10 minutes preparing this technique, and you must spend 4 chakra points at the beginning of the preparation. If you are searching for creatures in general, you learn the amount and approximate location of those creatures if they are within 20 miles of you. If you are searching for a specific creature, you make a wisdom (perception) check to locate them. If you are familiar with the creature’s chakra, you have advantage on the perception check. The creature you are looking for must be within 50 miles of you in order for you to locate them. The DC you must meet to locate the creature is equal to the target’s passive stealth score.
Combative Mind Link
At 17th level, your mental connection with others creates a powerful defense when you are close to each other. When you use your Mental Connection feature or a different Sensory jutsu to link the minds of creatures together, you and the creatures gain several benefits as long as you remain within 60 feet of each other. Each creature affected in that range gains a +1 bonus to their dexterity saving throws for each creature present. Each creature also gets a +2 bonus to their armor class as long as there are at least 2 creatures benefiting from this ability. As long as one creature within the area is not under a genjutsu, they can use their action on their turn to free a creature from a genjutsu.
Puppet Master
A shinobi stands opposed against two foes. The enemies have her cornered, and they move in to strike. Before they do, the shinobi waves their hand, summoning a large mannequin-like figure. With a flick of her wrist, the shinobi causes the mannequin to sprout blades across its body. The enemies are swiftly decimated, leaving unrecognizable piles of dripping meat where they once stood.
Puppetry
When you select this specialization at 3rd level, you learn how to stretch your chakra out from your fingertips to manipulate objects. The most effective way to use this ability in combat is to control a puppet. This puppet is equipped with powerful ninja tools, and if wielded properly, a puppet can fill any combative role you may need. You gain access to the Puppetry jutsu list (intelligence being the associated ability modifier). You also have a Basic Puppet. You can acquire additional puppets on your travels, but you can only control one at a time.
Whenever you gain a level in the Ninja class, your Basic Puppet’s Hit Die increases by 1, and its hit points increase accordingly.
Your Basic Puppet gains a bonus to its armor class and damage rolls equal to your proficiency bonus.
You command your puppet on your turn in combat as a bonus action. Your puppet can use its movement, a bonus action, and an action when you command it in this way. You can use your reaction to use the puppet’s reaction. Your puppet can be no more than 60 feet away from you at any one time. Your puppet can sustain damage during a fight. If it is damaged, you can spend the period of a short rest repairing it to restore 3d6 of its hit points. If the puppet is reduced to 0 hit points, it is rendered useless. You can attempt to make a quick repair to your puppet while in combat. As an action, you can make a DC 12 intelligence check. If you succeed, the puppet returns to 1 hit point. If you fail the check, you must spend the period of a short rest to restore it to functionality. Doing this brings it to 1 hit point. If you use a jutsu that is capable of restoring its hit points, you forgo the ability check and short rest.
If you are paralyzed, unconscious or incapacitated, you are unable to control your puppet. While you are not controlling your puppet it becomes inert. Generally, ninja will carry their puppet with them in a concealed manner as to not alert potential opponents to their specialty. When a puppet master has two or more puppets, they tend to store them in storage seals for easier travel.
Puppet Modifications
Additionally at 3rd level, you learn how to modify your Basic Puppet to fit your specifications. You can select three modifications from the modification section of Puppetry Jutsu to add to your puppet. You can add an additional modification at 6th, 10th, 15th, and 20th, and whenever you gain a level in this class, you can replace any of your known modifications with another.
Body Modifications
Starting at 6th level, you have learned how to integrate puppetry into your own body. You have replaced one of your limbs with puppetry. The limb functions as normal and chakra can flow through it. You select one of the puppet modifications available at your level (it must be a modification that can function as one of your limbs). The modification is integrated into your limb. You can use that modification as if it were your puppet’s modification. You can replace the modification with another whenever you gain a level in this class. You gain an additional limb modification in this way at 11th level, and another one at 17th level.
Improved Control
Beginning at 11th level, your control over your puppet greatly improves. Your puppet can now be up to 120 feet away from you, you can use your own action to use one of the puppet’s actions, and your puppet can use its reaction without you using your own.
Duel Puppetry
At 17th level, your control over puppets has been heightened. You can now control 2 puppets at once, one with each hand, using your bonus action as normal to command them both. If you choose to use your action to command your puppet from the Improved Control feature, you can do so with only one of the puppets.
Tactician Specialization
A Ninja rushes through a narrow valley. Kunai and shuriken go flying over their heads as rival shinobi attempt to strike them down. The Ninja is calm however, even when they hit a dead end. The enemy shinobi slowly move in, but the Ninja just smiles as they do. The Ninja has already won. The area around the ninja bursts into flame and rubble. The paper bombs that they set days ago in preparation for this go off without an issue.
Tactical Surge
When you choose this specialization at 3rd level, you gain flashes of brilliance that can assist you in many ways. When you make an attack roll, ability check, or saving throw, you can use this ability to gain advantage on the roll. You can use this feature a number of times equal to 1 + your intelligence modifier, regaining all uses when you finish a long rest.
Master Plan
When you choose this specialization at 3rd level, you have an affinity for making detailed and precise plans. You and up to 5 willing creatures may be affected by this feature. You must spend 10 minutes going over a plan for an upcoming scenario. You must be aware of the upcoming event, and you must have a rough idea of what the terrain will be like. Roll a number of d20 equal to your intelligence modifier. Make note of what you roll, keeping the numbers separate. This is your Plan Pool.
If you enter the scenario that you had used this feature for within 24 hours of making the plan, you and any creature involved in the planning process may use one of the d20 rolls that were rolled during the planning process instead of rolling a d20 during that scenario. You can also use the Plan Pool dice to replace the roll of an enemy creature, but only you can do so. In either case, you must decide to use a roll from the Plan Poll before the target rolls.
You may only have one Master Plan active at a time. If you have a Master Plan active and you use this feature again, the new Master Plan replaces the old one. You must roll a new Plan Pool if you make a new Master Plan.
Tactical Advice
Beginning at 6th level, you provide helpful advice to yourself and those around you while in combat. You and any creature within 10 feet of you gain a bonus to their saving throws equal to your intelligence modifier.
Strike Reading
At 11th level, you become particularly skilled at focusing on and reading your opponents attacks. You can take the dodge action as a bonus action. Additionally, whenever you take the dodge action, you add half of your intelligence (rounded down) to your armor class until the start of your next turn.
Shared Genius
At 17th level, you become so tactically precise that your genius literally rubs off on others. You can use your Tactical Surge on a creature within 60 feet of you, no action required.
Additionally, your Tactical Surge regains its uses on a short or long rest instead of only a long rest.
Master of Weapons
One spear. Then another. And another. How many weapons does she have? The scout thought as he crouched behind a boulder for cover. He thought his target was supposed to be some talentless ninja with no ninjutsu or genjutsu. So why am I bleeding out? He heard what sounded like a dragon's roar, and when he peaked out from behind the boulder to see what happened, he saw a terrifying and awe-inspiring sight: his target, silhouetted by the moon, appeared to be floating surrounded by hundreds of bladed weapons.
Weapon Seal Expert
When you choose this specialization at 3rd level, you learn the Weapon Seal and the Accelerated Weapon Seal jutsu from the Fuinjutsu (seals) list. You can cast either jutsu targeting yourself without using your Sealing Jutsu Slots, and you can have a number of these special seals equal to your proficiency bonus at one time.
Versatile Combatant
Additionally at 3rd level, you gain proficiency with the with all Simple and Martial weapons and they are considered ninja weapons for you. You gain mastery properties of six additional kinds of weapons of your choice with which you have proficiency, such as Katana and Bo.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Kunai and Manriki Chain.
Fighting Style
Additionally at 3rd level, you choose a fighting style based on your favored style of combat. You choose another at 11th level.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Quick Draw
Beginning at 6th level, you learn how to unseal your weapons faster. When you unseal a weapon using a Weapon Seal, you can do so as a bonus action.
You can switch weapons as part of one object interaction, and you gain an additional object interaction on your turn.
Forceful Impacts
Also at 6th level, when you hit a creature with a weapon you are proficient in, you can choose to deal an additional 1d8 points of damage with that weapon. This increases to 2d8 at 17th level.
Weaponry Artist
Beginning at 11th level, you weave your weapons into your combative style in an almost artful way. While you are holding a weapon in one or both hands, you gain a +2 bonus to your armor class and saving throws.
Additionally, you cannot be disarmed of a weapon you are holding.
Weapon Barrage
At 17th level, you unseal all of your weapons at one time and propel them at your foes. You must have a minimum of 15 weapons sealed with the Weapon Seal or the Accelerated Weapon Seal jutsu. You can use an action to unseal every weapon in your arsenal and hurl them in your choice of a 90-foot cone or a 100-foot long, 10-foot wide line. Creatures in that area must make a Strength, Dexterity, or Constitution saving throw (you decide for each creature individually) with a DC equal to 8 + your proficiency bonus + your Strength and Dexterity modifier. Creatures take 8d6 slashing damage, 8d6 piercing damage, and 8d6 bludgeoning damage on a failed save, or half as much on a successful one. This damage is considered magical for the purposes of overcoming resistances and immunities. If a creature fails their saving throw against this effect, select one of the following for each creature individually:
Off Balance: The creature has disadvantage on the next Strength or Dexterity saving throw they make.
Toppled: The creature is knocked prone.
Bleeding: The creature takes 2d6 points of slashing damage at the start of each of their turns. This effect ends when the creature receives magical healing or when a creature makes a DC 15 Medicine check to stop the bleeding.
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
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