A ninja, trained in the arts of chakra releases.
hit dice:
1d8
hit points at 1st level:
1d10 + CON MOD
hit points at higher levels:
1d8 + CON MOD
armor proficiencies:
Leather, Chainmail, Light, Medium
weapon proficiencies:
Light, Thrown, Martial.
tools:
Tinkers Tools.
saving throws:
Strength, Dexterity
skills:
Choose 3 from Acrobatics, Athletics, Stealth, Survival, Medicine, Intimidation.
starting equipment:
30 Shuriken's, 25 Kunai, Handwraps.
Studded Leather or Chainmail.
spellcasting:
For god's sake, no.
class features:
Chakra Points - Level 1
You gain the ability to cast several deadly Jutsu's. To cast said Jutsu's they will cost Chakra Points. You start with 5 Chakra Points and you gain + WIS MOD Chakra points every 3 levels. Jutsu's count as attack.
Sneak Attack - Level 1
When you attack an enemy from behind or in stealth, deal an extra sneak attack damage die (d6).
Unarmored Defense - Level 1
Your AC without armor is 13 + WIS MOD.
The Basics - Level 1
You can cast Basic Jutsu's without taking Chakra Points. If it is not one of your primary elements, it costs 1 Chakra Point.
Throwing Proficiency - Level 1
You have proficiency with throwing weapons.
Chakra Charge - Level 3
You charge your Chakra, gaining 1d4 chakra points. This uses a turn. This can only be used 5 times per long rest.
Substitution - Level 3
Swap with a target to reduce the damage by half as a reaction. Usable 3 times per long rest.
Chakra Control - Level 3
You can walk on water and have a +10 Movement speed.
Shadow Clone - Level 3
You summon a shadow clone, using up 1 chakra point. These clones can do anything you do, including casting Jutsu's, but they use double cost. These clones disappear after 3 rounds.
Faster Casting - Level 3
You can cast two jutsu's with one attack action.
Double Toss - Level 3
You can throw two weapons per attack action.
Chakra Ball - Level 3
Form a heavy ball of chakra on your hand, that deals 2d12 force damage when it makes contact with someone, you get a free dash when you use this. Uses 6 Chakra Points.
Ability Score Improvement - Level 4
You know the deal.
Transformation Jutsu - Level 4
You can transform into another object, gaining advantage with stealth checks or just out right succeeds. Costs 1 Chakra Point.
Chakra Arts - Level 4
You can mix your jutsu elements and use combo elements.
Genjutsu Release - Level 4
You can release out of Genjutsu's. Costs 1 Chakra Point.
Genjutsu - Level 5
You can cast Genjutsu.
subclass options:
Wind Release
Wind Slash - Level 1 - 0 Chakra Points.
Send out a solidified blade of wind at an enemy.
Has a range of 15ft. Deals 1d8 + WIS MOD slashing damage. Roll to Hit.
Breakthrough - Level 1 - 1 Chakra Point.
Push Someone back 20ft. if they make contact with an object they will take 1d8 bludgeoning damage. Roll to hit.
Great Breakthrough - Level 2 - 2 Chakra Points.
Push Someone back 70ft. if they make contact with an object they will take 1d8 bludgeoning damage. Roll to Hit.
Supreme Typhoon - Level 2 - 3 Chakra Points.
A tornado will surround you, dealing 1d12 + WIS MOD slashing damage to those within 15ft. of you.
Vacuum Blast - Level 2 - 2 Chakra Points.
Shoot a blast of air at someone dealing 1d8 + WIS MOD slashing damage and knocking them back 15ft. Roll to Hit.
Wind Fuma Shuriken - Level 4 - 3 Chakra Points.
Throw a heavy shuriken out of solidified air and throw it. It pierces, dealing 1d8 + WIS MOD slashing damage, and comes back for another 1d8 + WIS MOD slashing damage. Roll to Hit.
Rasen-Shuriken - Level 4 - 8 Chakra Points.
Throw your chakra ball, dealing the same amount of damage as chakra ball, but it pierces and has a range of 50ft.
Lightning Release
Thunder Shock - Level 1 - 0 Chakra Points.
Clap and release a thunderbolt that pierces and deals 1d4 + WIS MOD thunder damage. Roll to Hit.
Lightning Web - Level 1 - 1 Chakra Point.
A lightning web do will surround you, dealing 1d12 + WIS MOD Thunder damage to those within 15ft. of you.
Lightning Strike - Level 1 - 2 Chakra Points.
Summon a lighting strike that deals 1d8 + WIS MOD damage but has infinite range and always hits.
Lighting Weapon - Level 1 - 3 Chakra Points.
Enchant your blade, making it deal an extra 1d6 + WIS MOD thunder damage.
Wire Shock - Level 3 - 2 Chakra Points.
Place a wire trap, when someone steps on it or passes through it, they will take 1d20 + WIS MOD thunder damage, enemy must roll a perception check to see if they see it, has to be over 15.
Chidori - Level 3 - 3 Chakra Points.
Charge up a thunderous energy in your hand, which gives you blinding speeds of a +120 movement speed. When you ram into someone with this, deal 2d6 + WIS MOD thunder damage and paralyze the enemy if they fail a save of 14.
Lightning Ball - Level 3 - 2 Chakra Points.
Shoot out a ball of thunder, dealing 1d12 + WIS MOD thunder damage to an enemy and paralyzing them. Has a range of 40ft. Roll to Hit.
Lightning Ball Shuriken - Level 3 - 3 Chakra Points.
Chain Lightning Shuriken - Level 4 - 3 Chakra Points.
Toss out thunder shuriken that when landing, deals 1d8 + WIS MOD thunder damage, and will also deal 1d6 + WIS MOD thunder damage to anyone within 15ft. of the original target.
Chidori Senbon - Level 4 - 3 Chakra Points.
Learnable.
Chidori True Spear - Level 4 - Chakra Points.
Learnable.
Sealing Jutsu
Sealing Tags - Level 1
You have the ability to write sealing tags and seals.
Tags -
Tags can be used as a bonus action.
Barrier Tag
When you place down this tag onto the floor, it activates when it makes contact with something. When activated, will place a 15ft. barrier that cannot be broken unless a release jutsu is used.
Five Elements Tags
These weaponized tags can be chosen to be different elements.
Fire: The tag shoots 6 balls of fire at the opponent, dealing 1d4 fire damage for each fire ball. They can be targeted at different opponents.
Earth: The tag shakes the area around the opponent, giving them disadvantage for until the end of your next turn.
Water: The tag creates a flow of gushing water under the opponent which traps them in a sphere of water. You can perform an attack while the opponent is trapped.
Wind: The tag unleashes a wave of wind that slashes at the opponent, dealing 5d4 Slashing damage.
Lightning: From the tag, a wave of lightning bolts fire at the opponent, dealing 1d12 thunder damage.
Chain Tag
When you place down this tag onto the floor, it activates when it makes contact with something. When this is activated, it will grasp the activator with chains. They may roll a STR save of 10 + STR MOD + PB to get out. The chains last for 2 rounds.
Explosion Tag
When you place down this tag onto the floor, it activates when it makes contact with something. When activated, will explode and deal 1d12 fire damage to those within 10ft. of the tag.
Kunai Barrage Tag
This is a tag you can place or use immediately. When activated, a barrage of kunai will erupt from the tag and the target will roll a DEX SAVE of 10 + WIS MOD + PB. If failed, the target will take 8d4 piercing damage. If succeeded, they will take half that amount.
Hatake Moves
White Light Chakra Sabre - Level 1
Gain a Tanto, very cool! + DEX MOD and PB to hit. (With expertise). Deals 2d4 Slashing OR Piercing Damage. Returns when thrown.
White Fang - Level 1
The chakra sabre glows a brilliant white, making it deal an extra 1d6 radiant damage for 3 rounds. Takes 2 Chakra points to use.
Flowing Light - Level 2
Light will seep out of the chakra sabre and solidify to increase the range of the blade significantly for one strike, dealing chakra sabre damage and an extra 1d8 radiant damage to those within a 15ft. cone or a 15ft. radius. Uses 1 Chakra Point. The enemy rolls a DEX 13 + PB + DEX MOD. Passing will evade the attack.
Headhunter Jutsu - Level 3
Teleport under an enemy and grab onto their leg, and then slam them downwards, dealing 1d12 bludgeoning damage. Enemy will roll a DEX save of 13 + PB + DEX MOD. Can be used as a reaction after substitution.
Sharingan Opportunity - Level 4
You can gain the Sharingan.
Electrifying Wind Release
Vanishing Rasen-Shuriken - Level 4 - 10 Chakra Points.