Ninja
Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
Enter stealth if you are not already in it, and set your Deathmarks to 10. Your attacks do not break stealth this round. Every attack this round automatically gains Sneak Attack damage.
[REQ: Shade Echo Ninjutsu]: Gain 5 Shade Echoes of yourself this round.
[REQ: Boundary of Death]: Boundary of Death now activates on any d4 roll that is not a nat 1 for this turn.
Gain 1 Deathmark when landing a Sneak Attacks on an enemy, up to a maximum of 10. Deathmarks are used to execute various skills.
Spend 1 Deathmark to throw a smoke bomb at your feet, applying Blind (I) (1) to enemies within a 5 foot radius and instantly putting you in stealth. Stepping in a source of smoke, mist, or other similar material also instantly puts you in stealth.
While stealthed, as a movement action turn into smoke briefly and dash in a direction for up to 20 feet. Can pass through enemies, grates, and other obstructions.
Gain 1 Deathmark upon landing a KO. Gain an additional Deathmark if done from stealth.
You may scale and hold onto walls indefinitely, without needing to make rolls.
Able to make sneak attacks onto enemies from high up above them. For every 10 feet above the target, add an additional Sneak Attack damage modifier to the attack.
Beginning at 4th level, as a reaction when you fall you can reduce any Falling damage you take by a % equal to 3* your class level.
You gain the ability to double jump as a bonus action, and may use it as an evasive maneuver for your Dodge action.
Spend 1 Deathmark to increase your next attack from stealth by 1 Sneak Attack modifier.
After landing a KO, scatter the target’s blood into the air, creating a smokescreen that applies Blind (I) (1) to enemies within 5 feet and puts you in stealth.
Your shurikens, kunai, or other throwing knives can now rebound once off walls. To-hit after rebound is at disadvantage. Additionally, if you miss a shot with a throwing weapon, you may rebound it off a surface at another target.
When attacking a target from stealth, spend 1 Deathmark to attempt to knock the target unconscious, making a DEX roll against a DC determined by the DM.
You store a number of shurikens/kunai/throwing knives made of pure shadow up to your class level / 4, restoring to full after a long rest. Each throwing knife has +20 to-hit, 100 ft range, and inflicts a tier III negative physical status effect of your choice, lasting for 1 round (damage roll 12d10 where applicable). You may throw a Shadow Knife as a free reaction.
If you have 2 or fewer Deathmarks, you regenerate 1 Deathmark every minute you remain in stealth.
You leave no footprints or fingerprints. All enemies you kill turn to ash, and all throwing knives and other physical projectiles return to your inventory after they land.
Create up to 3 shadowy copies of yourself next to you, each lasting 1 round, spending an additional Deathmark and action creating them per echo. You may program each echo to execute a set of instructions at specific triggers, such as waiting at a location for an enemy to pass by. Echoes deal 20% normal damage and have 20% of your health, but inherit all of your abilities.
For 2 turns after you enter stealth via smoke, your body itself turns into smoke; you gain knowledge of the locations of all living creatures within 60 feet, and the ability to phase through most walls no thicker than 5 feet.
Spend 5 Deathmarks to perceive time 50% slower this round. Gain an additional turn this round which you may place at any point in the turn order. Gain advantage on all DEX rolls this round.
Spend 4 Deathmarks to turn your next attack into a precise killing blow. Roll a d4 on hit-- if it rolls a 4, deal 4x damage to the target with the attack (after applying all modifiers). The roll of the d4 dice cannot be affected by any external means. If the roll does not land 4, apply Stun (I) (1) instead and refund 1d4-1 Deathmarks. If the target is on 25% health or lower, reroll the d4 if it lands 2 or lower.
If you reduce a target to 50% health or lower on your first Sneak Attack against it, you may spend 2 Deathmarks to enthrall the target, putting it under Mind Control (V) (4). You may spend additional Deathmarks to keep the target enthralled, with 1 Deathmark granting 2 additional rounds of enthrallment.
While stealthed, all Parry, Dodge, and Guard actions are guaranteed to roll their maximum value.
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
Proficiencies
Same as RogueRequirements
- (Class Bond) Rogue: You must have fully unlocked every ability of the Rogue class.
- (Key Item) Jade Seal: An ancient jade-embossed seal, possessed only by the most skilled swordsmen of East Yomi.
Abilities
Ultimate Ability: Reverberating Echoes
REQ: Deathmarks | Rarity: Exotic | UP: 70 | ZP: 3 | ZL: 0 | Cost: 7 TPEnter stealth if you are not already in it, and set your Deathmarks to 10. Your attacks do not break stealth this round. Every attack this round automatically gains Sneak Attack damage.
[REQ: Shade Echo Ninjutsu]: Gain 5 Shade Echoes of yourself this round.
[REQ: Boundary of Death]: Boundary of Death now activates on any d4 roll that is not a nat 1 for this turn.
Deathmarks
Level 1 | REQ: Sneak Attack | CC: Ninja | Rarity: Legendary | Cost: 0 TPGain 1 Deathmark when landing a Sneak Attacks on an enemy, up to a maximum of 10. Deathmarks are used to execute various skills.
Vanish in Smoke
Level 1 | REQ: Deathmarks | Rarity: Rare | Cost: 2 TPSpend 1 Deathmark to throw a smoke bomb at your feet, applying Blind (I) (1) to enemies within a 5 foot radius and instantly putting you in stealth. Stepping in a source of smoke, mist, or other similar material also instantly puts you in stealth.
Smokestep
Level 2 | Rarity: Legendary | Cost: 3 TPWhile stealthed, as a movement action turn into smoke briefly and dash in a direction for up to 20 feet. Can pass through enemies, grates, and other obstructions.
Soul Harvest
Level 2 | REQ: Deathmarks | Rarity: Rare | Cost: 2 TPGain 1 Deathmark upon landing a KO. Gain an additional Deathmark if done from stealth.
Cloudfoot
Level 3 | Rarity: Legendary | Cost: 1 TPYou may scale and hold onto walls indefinitely, without needing to make rolls.
Aerial Deathblow
Level 3 | REQ: Sneak Attack | Cost: 3 TPAble to make sneak attacks onto enemies from high up above them. For every 10 feet above the target, add an additional Sneak Attack damage modifier to the attack.
Class Feat Slot VII
Level 4 | CC: NinjaSlow Fall
Level 4 | Rarity: Uncommon | Cost: 1 TPBeginning at 4th level, as a reaction when you fall you can reduce any Falling damage you take by a % equal to 3* your class level.
Cloudstep
Level 5 | Rarity: Rare | Cost: 2 TPYou gain the ability to double jump as a bonus action, and may use it as an evasive maneuver for your Dodge action.
Mark of the Reaper
Level 5 | REQ: Deathmarks | Rarity: Rare | Cost: 2 TPSpend 1 Deathmark to increase your next attack from stealth by 1 Sneak Attack modifier.
Bloodsmoke Ninjutsu
Level 6 | Rarity: Legendary | Cost: 4 TPAfter landing a KO, scatter the target’s blood into the air, creating a smokescreen that applies Blind (I) (1) to enemies within 5 feet and puts you in stealth.
Trickshot Blades
Level 7 | Rarity: Legendary | Cost: 3 TPYour shurikens, kunai, or other throwing knives can now rebound once off walls. To-hit after rebound is at disadvantage. Additionally, if you miss a shot with a throwing weapon, you may rebound it off a surface at another target.
Class Feat Slot VIII
Level 8 | CC: NinjaPressure Point Ninjutsu
Level 9 | REQ: Deathmarks | Rarity: Legendary | Cost: 3 TPWhen attacking a target from stealth, spend 1 Deathmark to attempt to knock the target unconscious, making a DEX roll against a DC determined by the DM.
Shadow Knives
Level 10 | Rarity: Exotic | Cost: 5 TPYou store a number of shurikens/kunai/throwing knives made of pure shadow up to your class level / 4, restoring to full after a long rest. Each throwing knife has +20 to-hit, 100 ft range, and inflicts a tier III negative physical status effect of your choice, lasting for 1 round (damage roll 12d10 where applicable). You may throw a Shadow Knife as a free reaction.
Patient Death
Level 10 | REQ: Deathmarks | Rarity: Rare | Cost: 1 TPIf you have 2 or fewer Deathmarks, you regenerate 1 Deathmark every minute you remain in stealth.
Ghostlike
Level 11 | Rarity: Exotic | Cost: 5 TPYou leave no footprints or fingerprints. All enemies you kill turn to ash, and all throwing knives and other physical projectiles return to your inventory after they land.
Class Feat Slot IX
Level 12 | CC: NinjaShade Echo Ninjutsu
Level 13 | REQ: Deathmarks | Rarity: Exotic | Cost: 5 TPCreate up to 3 shadowy copies of yourself next to you, each lasting 1 round, spending an additional Deathmark and action creating them per echo. You may program each echo to execute a set of instructions at specific triggers, such as waiting at a location for an enemy to pass by. Echoes deal 20% normal damage and have 20% of your health, but inherit all of your abilities.
Phantom Smoke
Level 14 | Rarity: Exotic | Cost: 4 TPFor 2 turns after you enter stealth via smoke, your body itself turns into smoke; you gain knowledge of the locations of all living creatures within 60 feet, and the ability to phase through most walls no thicker than 5 feet.
Lightspeed Ninjutsu
Level 15 | REQ: Deathmarks | Rarity: Exotic | Cost: 4 TPSpend 5 Deathmarks to perceive time 50% slower this round. Gain an additional turn this round which you may place at any point in the turn order. Gain advantage on all DEX rolls this round.
Class Feat Slot X
Level 16 | CC: NinjaBoundary of Death
Level 17 | REQ: Deathmarks | Rarity: Exotic | Cost: 6 TPSpend 4 Deathmarks to turn your next attack into a precise killing blow. Roll a d4 on hit-- if it rolls a 4, deal 4x damage to the target with the attack (after applying all modifiers). The roll of the d4 dice cannot be affected by any external means. If the roll does not land 4, apply Stun (I) (1) instead and refund 1d4-1 Deathmarks. If the target is on 25% health or lower, reroll the d4 if it lands 2 or lower.
Enthralling Ninjutsu
Level 18 | REQ: Deathmarks, Sneak Attack | Rarity: Exotic | Cost: 4 TPIf you reduce a target to 50% health or lower on your first Sneak Attack against it, you may spend 2 Deathmarks to enthrall the target, putting it under Mind Control (V) (4). You may spend additional Deathmarks to keep the target enthralled, with 1 Deathmark granting 2 additional rounds of enthrallment.
Class Feat Slot XI
Level 19 | CC: NinjaHypervigilant Stealth
Level 20 | Rarity: Exotic | Cost: 5 TPWhile stealthed, all Parry, Dodge, and Guard actions are guaranteed to roll their maximum value.
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