Ninja: Monk in Kutania | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Ninja: Monk

Those who follow the Way of the Ninja are trained to master weapon, shadow, and body. Their knowledge enables them to strike swiftly from stealth and end a conflict with deadly precision.  
Path of the Shinobi
When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the art of preparing poisons. You gain the following benefits.  
  • Teishu Weapons. Choose two types of weapons to be your Teishu weapons: one melee weapon and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks the heavy and special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for you. Many of this tradition’s features work only with your Teishu weapons. When you reach 6th level in this class, you can choose another type of weapon — either melee or ranged — to be a Teishu weapon for you, following the criteria above.
 
  • Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are holding a Teishu weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.
 
  • Precise Shot. You can use a bonus action on your turn to make your ranged attacks with a Teishu weapon more deadly. When you do so, any target you hit with a ranged attack using a Teishu weapon takes extra damage of the weapon’s type equal to your Martial Arts die. You retain this benefit until the end of the current turn.
 
  • Way of Pain. You gain proficiency with a poisoner's kit.
 
One with the Blade
At 5th level, you extend your ki into your Teishu weapons, granting you the following benefits.  
  • Magic Teishu Weapons. Your attacks with your Teishu weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
 
  • Deft Strike. You can use a bonus action on your turn to make your melee attacks with a Teishu weapon more deadly. When you do so, any target you hit with a melee attack using a Teishu weapon takes extra damage of the weapon’s type equal to your Martial Arts die. You retain this benefit until the end of the current turn.
 
Teishu Weapon
When you reach 6th level in this class, you can choose another type of weapon — either melee or ranged — to be a Teishu weapon for you, following the criteria above.  
Cloak of Shadows
At 8th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.  
Shadow Step
At 11th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.  
Death Strike
Starting at 17th level, your melee strikes with your Teishu weapons can channel the energy of death into a creature. When you hit with a melee attack using a Teishu weapon you may expend 1 to 10 ki points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!