Ninjutsu
The Ninjutsu Onmyoji channels ancient, esoteric arts that blend stealth, illusion, and mystic power. Drawing on the secret arts of the shadowy shinobi, these practitioners master techniques to disappear into thin air, conjure shadowy doubles, create magical barriers, and manipulate elements to evade or confound their foes. The Ninjutsu Onmyoji exemplifies the balance between mystical prowess and stealth, making them formidable infiltrators and elusive combatants.
You gain access to the ninja spells from the
Spells List
Ninjutsu Spell List
3rd Level: Disguise Self, Silent Image
5th Level: Mirror Image, Pass without Trace
7th Level: Major Image, Gaseous Form
9th Level: Greater Invisibility, Hallucinatory Terrain
Shadow Arts Initiate
At 3rd level, you gain access to the following Ninjutsu abilities:
Shinobi Veil: You can cast Invisibility once without expending a spell slot. You regain the ability to do so after a short or long rest. When you cast Invisibility this way, you can also choose to become invisible along with one willing creature within 5 feet of you.
Substitution Technique (Bonus Action): When you are hit by an attack, you can use your reaction to teleport up to 15 feet to an unoccupied space you can see. You leave behind a minor illusory double (a log, shadowy copy, etc.) that vanishes at the end of the attacker’s turn. This ability can be used once per short or long rest.
Shadow Clone Jutsu
At 6th level, you gain the ability to create shadowy duplicates to confuse and misdirect your enemies.
Shadow Clone Technique (Action): As an action, you create up to two shadow clones of yourself that last for 1 minute or until destroyed. These clones share your AC and have 1 hit point each. While a clone is active, you can cast your spells and make attacks from its position as if you were standing there. Enemies must succeed on a Wisdom saving throw against your spell save DC when they target you or a clone. On a failed save, they must choose a random target (you or any active clone). This feature can be used once per long rest.
Elemental Shuriken Technique
At 11th level you master the art of imbuing ranged attacks with elemental power.
Ninjutsu Infusion: You can create up to three magical shuriken (or other ninja-themed throwing weapons). These shuriken count as magical and deal 2d6 force damage, plus an additional 1d6 elemental damage of your choice (fire, cold, lightning, or acid). When thrown, they automatically return to your hand. This feature can be used once per short or long rest.
Optional Upgrade: At higher levels, you may spend an additional spell slot to further enhance their elemental damage or effects (e.g., causing area damage on impact or imposing conditions).
Greater Ninjutsu Mastery
At 17th level your mastery of Ninjutsu reaches its pinnacle, allowing you to blend seamlessly with the shadows and unleash devastating techniques.
Total Vanishing (Action): You can enter a state of perfect invisibility for up to 1 minute. While in this state, you are invisible to all creatures, cannot be detected by magical means (including True Seeing), and leave no physical traces. Attacking or casting a spell does not break this invisibility. This feature can be used once per long rest.
Phantom Step (Bonus Action): You can teleport up to 30 feet to a shadowed area or lightly obscured space that you can see. This teleportation does not provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
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