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Class record

Jonin

Striker / Support

Tier
3
Difficulty
3 / 5
Main role
Striker
Secondary role
Support

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Ninja mastered

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Athletics, Stealth, Deception, Roguecraft, Perception, Insight, Negotiation, Intimidation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Cunning.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power or Agility.
  8. Level 8Ultimate ability

Identity & lore

Class overview

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Tactical guidance

Playing Jonin

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Jonin

Class features

Abilities unlocked

Complete rules for every ability granted by Jonin.

Key ability

Ninja Techniques

Class feature

Benefit 1

Your Ninja Run now lasts for the entire turn.

Benefit 2

You may use Genjutsu Kai

Ability

En-dama

2 AP1 MP
Range
5ft
Keywords
Hiding,Stealth

You throw a smoke bomb on the ground within range that blocks line of sight in a 5ft radius (15x15 area total) of where it was thrown. Targets inside or within 5ft of the smoke can only see up to 5ft into or out of the smoke.

If you’re inside of it at the point it's thrown, you may immediately gain the Hiding state from anyone you have cover or concealment from.

The smoke lasts until the start of your next turn. When it ends, if you are inside your smoke, you may immediately move up to your speed and you are considered hidden up until you finish that movement. If you end your movement in cover, you keep being Hidden from people you have cover from.

0 AP
Range
5ft

Your clone assists in the preparation of your next Ninjutsu, reducing the AP cost of it by 1.

Requirements

You must have a Bunshin clone active and within range.

2 AP3 MP
Range
Self
Keywords
Secret Art,Ninjutsu,Illusion,Upkeep,Active

You create 3 illusionary copies of yourself within 10ft of yourself or your Bunshin clone. These copies can take actions similar to your Bunshin Tai no Jutsu, but each of them may also act with its own 2 AP from the start of your next turn.

Each clone has 1 HP and upon taking any damage, they vanish. You may use RP for these clones as normal.

Upkeep: 2 AP