Ninja
Ninja
The king returns to his chambers after a long day of settling disputes. His popularity is waning, and while the public has grown restless, he is completely safe in his castle. His guards stand alert at the door, and the walls are too steep for anyone to climb. He sighs as he sits in his favorite chair, letting the day's stresses flow out of him. He doesn’t even hear the sound of sandaled feet sneak up behind him. With a quick slice, it is all over. The king's head topples to the floor.
She tracks her target by moving through the crowd with the grace of a shark. The would-be assassin is approaching the dias where her lord is speaking. The assassin's hand moves to his hip, where his dagger is sheathed. Swiftly, she closes the distance, and before he is aware, she draws the dagger hidden in her sleeve and whips it across the throat of the target. Amid the blood and the shocked cries, the image of the peasant melts away, revealing the face of the leader of the king’s personal guard.
As the cart approaches the bridge, a form darts from beneath and into the tree line. The jingle of the horse's tack covers the sound of the fuse hissing. It is too late by the time the driver hears it, and with a roar, the bomb detonates, destroying the bridge. With a satisfied smile, the saboteur lopes into the forest, happy to know that the shipment of weapons in the cart will not reach the enemy.
Whether removing high-profile political targets or defending the political elite from assassination and harm, the ninja is a master of stealth and violence. Armed with a wide array of tools, mystical abilities, deadly weapons, and keen senses, the ninja is dangerous to meet in an alley or on the battlefield.
Devoted to the Clan:
Ninja are not born, they are made. Some come to the remote training halls seeking a purpose greater than themselves, and others seek the skills to make the world the way they want. Ninja serve their Clans first and all others second. Some serve the interests close to home, working directly for their clan leaders, while others are sent far from home to serve abroad. Not all ninja clans hold the same beliefs, but all are bound together by a similar set of skills. They are masters of the shadows and sabotage. Those who take the mysteries of the clan and try to leave are labeled traitors and marked for death. While not all are politically motivated, few institutions are better suited to help rulers shape the world. When you need something done efficiently and silently, you call a ninja.Masters of the Mystic:
All ninjas are taught to tap into the magic flowing through the world. Some ninjas learn how to vanish into the shadows. Some learn to assume the guise of others. This magic is what makes ninjas true masters of stealth and subterfuge. While this magic is not spells the way a wizard would think of them, it is still potent in the hands of these warriors of the shadows.hit dice:
1d8
hit points at 1st level:
8 + Your Constitution modifier
hit points at higher levels:
1d8 or 5 + your Constitution modifier per level above 1st
armor proficiencies:
Light Armors and Bucklers
weapon proficiencies:
All simple weapons and Longswords, Shortswords, Katana, Crossbows, Firearms, and Bombs
tools:
Choose 2 from Poisoners Kit, 1 Artisans Tool, Thieves Tools, Disguise Kit, Climbers Kit, Alchemy Kit, Forgery Kit, or 1 Musical Instrument
saving throws:
Dexterity, Intelligence
skills:
Choose four from Athletics, Acrobatics, Sleight of Hand, Stealth, History, Investigation, Arcana, History, Insight, Perception, Persuasion, Deception, Gather Information, Knowledge Local, Knowledge Nobility and Heraldry
starting equipment:
(a) a Katana, (b) a shortsword, or (c) a kusarigama
(a) a hand crossbow and 20 bolts or (b) 2 pistols and ten bullets
(a) a burglar's pack, (b) a dungeoneer's pack, or (c) a ninja's pack
Leather Armor, two daggers, and two tool kits you are proficient with
(80 gp.) Includes a backpack, a bedroll, hooded lantern, 2 flasks of oil, a mess kit, a crowbar, a climber's kit, 2 waterskins, 3 pouches, ink, ink pen, 5 sheets of paper, 100 ft. of hempen rope, Traveler's clothes, Fine Clothes, Bag of 20 caltrops, 1 piece of chalk, grappling hook
(a) a Katana, (b) a shortsword, or (c) a kusarigama
(a) a hand crossbow and 20 bolts or (b) 2 pistols and ten bullets
(a) a burglar's pack, (b) a dungeoneer's pack, or (c) a ninja's pack
Leather Armor, two daggers, and two tool kits you are proficient with
Ninja's Pack:
(80 gp.) Includes a backpack, a bedroll, hooded lantern, 2 flasks of oil, a mess kit, a crowbar, a climber's kit, 2 waterskins, 3 pouches, ink, ink pen, 5 sheets of paper, 100 ft. of hempen rope, Traveler's clothes, Fine Clothes, Bag of 20 caltrops, 1 piece of chalk, grappling hook
spellcasting:
class features:
More than Words:
At 1st Level, ninjas learn to speak with their hands with other ninjas. They can do this while carrying on a separate conversation. A DC 15 Intelligence(Insight) check by both the initiator and the receiver is required to keep track of both conversations.Sudden Strike:
At 1st level, Ninjas know how to strike precisely when a target is unaware. Ninjas gain 1d10 extra damage to attacks made during the surprise round, when attacking from hidden, or with a hidden weapon. This damage increases to 2d10 at 5th, 3d10 at 11th, and 4d10 at 17th. You may only get this additional damage once per turn.Never in One Place:
Your quick thinking and agility allow you to move and act fast. You can use the Dash, Disnegage or Use an Object actions as a bonus action on your turn.Move with the Tide:
When a creature uses the attack action against you, you can use a reaction to disengage and move half your speed.Ninja Clan Feature:
At third level, you choose a Ninja Clan: The Watchers in the Crowd or The Blades in the Dark. The Clan grants you features at 3rd, 6th, 11th and 17th level.Ability Score Improvement:
When you reach 4th level, and again at 8th, 12th, and 16th 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. You may, alternatively, choose to take a feat listed in PHB or from elsewhere with DM approval.Extra Attack:
You can attack twice whenever you take the Attack action on your turn.Magical Aptitude:
At 5th level the magic that is a part of all ninja training fully manifests. You can use spell completion items(wands, scrolls, rods, and staves) as if you were the type of caster required for them. Your effective level is equal to half your Ninja level.Evasion:
You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. While conscious and unrestrained, 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.See the Opening:
You get Sudden Strike damage whenever you have advantage on an attack. You may still only get Sudden Strike damage 1/turn.Roll With It:
Any time you are falling you can make an Acrobatics check with advantage to reduce the damage of the fall. The damage of the fall is reduced by a number of feet equal to the result of the check. You also always land on your feet when falling.Tool for Every Situation:
As part of your move action, you can draw as many weapons, items, or tools as you have free hands.Blindsense:
Starting at 14th level, as long as you can hear, you are aware of the location of any hidden or invisible creature within 1O feet of you.Elusive:
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated or unconscious.First in the Fight:
On the first round of combat your speed is increased by 15 feet. Additionally any attack made in the first round qualifies for Sudden Strike.Epic Boon:
You gain an Epic Boon feat(see chapter 5 of the Players Handbook) or another feat you qualify for.Get the Job Done:
You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second at your initiative minus 10. You can't use this feature when you are surprised.subclass options:
Ninja Clans:
Whether deep in the hearts of the greatest metropolis or on top of a nearly unscalable mountain, ninja clans share many beliefs. They teach loyalty to the clan above almost all else, to succeed at any cost, and to never betray the terms of a contract unless it endangers the clan or yourself.Blade in The Dark:
Masters of shadow and death, members of the Blade in the Dark clan, are widely known for killing those thought to be too well protected to be killed. With a supernatural ability to be where they want to be and a deadly array of skills and tools, they are true experts at dispatching any target.Death Attack:
You learn to strike with terrifying lethality. If you successfully observe a target for at least 3 consecutive rounds without them noticing you, you can make a Death attack against them. If the attack hits, it automatically crits, and you get Sudden StrikeSupernatural Acrobatics:
You gain a climb speed equal to your land speed. All checks you make to jump count as though you have a running start. In addition, when you provoke an attack of opportunity, you can use your reaction to make a Dexterity(Acrobatics) check to dodge the attack. The DC is equal to the attack roll against you. If you succeed, you only take half damage from the attack.One with the Shadows:
At 6th level, you can step from one shadow into another. When you are in dim light, darkness, or shadow, as a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light, darkness, or shadow. You gain Sudden Strike on your first attack after using this ability.Gone in a Flash:
You can disappear in a flash of light that leaves your enemies temporarily blinded. As a bonus action, you vanish from where you stand and reappear somewhere you can see in 30 ft. You leave behind a 5 ft radius sphere of smoke that obscures vision in it. You emit a blinding flash when you use this power. Any creature that can see you within 15 ft. makes a Constitution save, DC= 8 + your proficiency bonus + your Wisdom Mod, or be blinded until the end of their next turn.Death From Within:
Your mastery of poisons is second to none. Any poison you make has a DC 10 higher than normal.Watcher in The Crowd:
There have always been those who protect the powerful lords of the realm. Some protectors wear armor, serve in their armies, and campaign alongside their lords. Others stick to the shadows, never seen till it is too late. These ninjas are masters of finding trouble before it starts and are the stuff of nightmares for would-be political rabble-rousers and usurpers to the throne. They are the Watchers in the Crowd.Read a Crowd:
At 3rd level, you can make an insight check to determine the general attitude of people in a crowd. The number of people you can observe per action equals your ninja level. You can use your action to make a Wisdom(Insight) check, DC 15, to gauge the general attitude of the people you are surveying. They either read as friendly, indifferent, or hostile. If they try to hide their intent, the check is opposed to the target's Charisma(Deception) check.Not Truly Empty Handed:
Starting at 3rd level, as part of your attack action you can draw a hidden weapon. If you hit with the weapon on the round it is drawn you get Sudden Strike.Master of Many Faces:
You can alter your face to fit into any crowd. You can use the spell Disguise Self as a spell-like ability at will. Your Spell Save DC = 8 + Proficiency Mod + Wisdom modifier.Deflect Attack:
When an ally of yours is attacked by a creature you are adjacent to, you may try to turn the attack aside. As a reaction, you make an attack roll; if it is higher than the attack made against your ally, you deflect the attack. If you attack the same creature before the end of your next turn, you automatically get Sudden Strike.Death in Two Hands:
While wielding weapons in either hand you can Sudden Strike once per turn with each weapon.1 | More the Words, Sudden Strike |
---|---|
2 | Never in One Place, Move with the Tide |
3 | Ninja Clan Feature |
4 | Ability Score Improvement or Feat |
5 | Extra Attack, Magic Aptitude |
6 | Ninja Clan Feature |
7 | Evasion |
8 | Ability Score Improvement or Feat |
9 | See the Opening |
10 | Roll With It |
11 | Ninja Clan Feature |
12 | Ability Score Improvement or Feat |
13 | Tool for Every Situation |
14 | Blindsense |
15 | Elusive |
16 | Ability Score Improvement or Feat |
17 | Ninja Clan Feature |
18 | First in the Fight |
19 | Epic Boon |
20 | Get the Job Done |
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