Ninja

by Tallis

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The Ninja
Level Proficiency Bonus Sneak Attack Mudra Features
1st +2 1d6 - Expertise, Sneak Attack
2nd +2 1d6 1 Cunning Action, Ninjutsu
3rd +2 2d6 1 Ninja Way
4th +2 2d6 1 Ability Score Improvement
5th +3 3d6 2 Evasion
6th +3 3d6 2 All Fours, Expertise
7th +3 4d6 2 Advanced Ninjutsu
8th +3 4d6 3 Ability Score Improvement
9th +4 5d6 3 Ninja Archetype feature
10th +4 5d6 3 Ability Score Improvement
11th +4 6d6 4 Reliable Talent
12th +4 6d6 4 Ability Score Improvement
13th +5 7d6 4 Ninja Archetype feature
14th +5 7d6 5 Master Ninjutsu
15th +5 8d6 5 Trick Attack
16th +5 8d6 5 Ability Score Improvement
17th +6 9d6 6 Ninja Archetype feature
18th +6 9d6 6 Ten Chi Jin
19th +6 10d6 6 Ability Score Improvement
20th +6 10d6 7 Bunshin

Class Features

As a Ninja, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per ninja level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ninja level

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, scimitars, shortswords, shuriken
  • Tools: Thieves' Tools
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Arcana, Athletics, Deception, Insight, Investigation, Nature, Perception, Sleight of Hand, and Stealth
Shuriken

Martial Weapon, 2 gp, 1 lb, 1d4 slashing, finesse, light, thrown (Range 30/90)

Expertise

At 1st level, choose two skills from the Ninja skill list that you are proficient in, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you can strike subtly or exploit a foe’s distraction. You can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Ninja table. Once you inflict this damage, you cannot do so again tuntil the start of your next turn.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Ninjutsu

At 2nd level, you have begun to learn how to manipulate the vital energies of the land, the air, and living beings through hand signs, called mudra. You learn the 3 mudra: Ten (heaven), Chi (earth), and Jin (man). As a bonus action, you make the associated hand sign to activate a mudra. A mudra remains active for a number or rounds equal to your Intelligence modifier (minimum of 1 round). While a mudra is active, you can unleash it as an action to cast a basic ninjutsu. Unleashing a ninjutsu functions like casting a spell with only somatic components. A mudra closes after it has been used to cast a ninjutsu, or until you activate another mudra on a

subsequent turn. Each mudra can be used a number of times as indicated in the mudra column of the Ninja class table, and you regain all uses of each mudra after a long rest. Some of your ninjutsu require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ninjutsu Save DC = 8 + your proficiency bonus +

your Intelligence modifier

At 7th level, you can open 2 mudra with one bonus action, allowing you to release advanced ninjutsu. At 14th level, you can open 3 mudra with 1 bonus action, allowing you to release master ninjutsu.

Ninja Way

At 3rd level, you choose an archetype that you emulate in the exercise of your Ninja abilities: Jonin, Kage, or Onmyoji. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th 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.

Evasion

Beginning at 5th level, you can nimbly dodge out of the way of certain area effects, such as an horde wyvern’s fiery breath or an ice storm spell. 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.

All Fours

Beginning at 6th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Ninja level.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Trick Attack

Starting at 15th level, you can channel the magic of your mudra into your blows. When you successfully inflict your Sneak Attack damage, you may expend one use of each mudra to perform a trick attack. The target becomes vulnerable causing all attack rolls to have advantage against that creature until the end of your next turn.

Ten Chi Jin

At 18th level, your mastery of ninjutsu allows you to unleash then in rapid succession. As an action, you enter a state of utmost connection with the world around you, as you expend a mudra to cast a ninjutsu that requires 1 mudra. On your next turn, you can use your action to expend a second mudra to use a ninjutsu that requires 2 mudra, using the chosen mudra and the mudra expended on the previous turn. On the next turn, you can use your action to expend a third mudra to use a ninjutsu that requires 3 mudra, using the chosen mudra and the two mudra expended on the previous turns that you were in this state. A mudra may be activated multiple times while in this state. After this third turn, the state ends. You can enter this state once, and regain the ability to do so when you complete a long rest.

Bunshin

At 20th level, you can make your shadow spring to life as a bonus action. For a number of turns equal to your Intelligence modifier, an illusory copy of you shares your space and assists you against your foes. Each time you use your action to make an attack or cast a ninjutsu, your shadow also makes the same attack or casts the same ninjutsu. If the shadow would inflict damage, it inflicts half of the damage you would deal, rounded down.

Ninja Ways

Jonin

The majority of aspiring Ninja tend to be inclined toward the way of the Jonin, as the most honorable and recognizable of the ninja ways. Masters of blades and shadowy arts, they deftly slay their foes.

Aeolian Edge

Starting at 3rd level, when you engage in two-weapon fighting while wearing light or no armor, you do not expend your bonus action and you add your ability modifier to the second attack. You can still gain the benefits of two-weapon fighting once during your turn. Additionally, you can draw or stow two light one-handed weapons when you would normally be able to draw or stow only one.

Fleet of Foot

Those who choose the path of the Jonin value agility of mind and body. When you choose this archetype at 3rd level, your walking speed increases by 5 feet.

Shadow Shift

At 9th level, you gain call shadows to conceal your presence. You can take the dodge action as a bonus action. You can do so a number of times equal to your Intelligence modifier and regain all uses when you complete a long rest, or any number of times if you are in dim light or darkness.

Shadow Fang

At 13th level, you can infuse mudra into your attacks. When you inflict your Sneak Attack damage to a creature, you can expend a mudra to make shadowy energy seep into the wound. The target's speed is reduced by 10 feet and it takes 1d6 necrotic damage at the start of each of its turns for a number of turns equal to your number of Sneak Attack dice. At the end of each of its turns, the creature can make a Constitution saving throw against your ninjutsu save DC. On a success, the effect ends.

Dream Within a Dream

Starting at 17th level you can strike with incredible speed and mastery while simultaneously leaving your opponent open for another blow. As an action, you make 3 melee attacks against a creature within range. The next time you make an attack against that creature on your next turn, it is at advantage. Once you use this feature, you cannot do so again until you complete a long rest.

Kage

Kage are ninja who pursue mastery or their most famous tools- the shuriken. The subtlety of this weapon makes them prized for infiltration and assassination.

Quick Draw

Those who follow the path of the Kage train relentlessly in the usage of projectiles. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with thrown weapons and your ranged weapon attacks with thrown weapons ignore half and three-quarters cover.

The Last Place You'd Look

Also at 3rd level, your practice hiding and drawing your weapons of choice has made you highly adept at knowing where others would do similarly. You have advantage on Dexterity (Sleight of Hand) or Dexterity (Stealth) checks to conceal a weapon as well as on Intelligence (Investigation) and Wisdom (Perception) checks to find or notice concealed weapons on others.

Mug

At 9th level, the manual dexterity you have refined can be used for new purposes- whether defensive or illicit. As an action, you can attempt to disarm a creature within 5 feet of you, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw against your Ninjutsu save DC. On a failed save, it drops the object you choose and the object lands at its feet. You can do so a number of times equal to your Intelligence modifier and regain all uses when you complete a long rest.

As a Whisper

At 13th level, you weave a hint of your mudra into each of your skuriken. Skuriken you throw count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. As an action, you can expend a mudra to teleport to a shuriken you have thrown within the past minute or to cause all skuriken you have thrown within the past minute to teleport into a container you are carrying.

Death Blossom

By 17th level, you can bring your entire arsenal to bear immediately. As an action, you can leap into the air and throw a shuriken at all creatures of your choice within 60 feet of you. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls done when perforing this attack. You can only inflict your Sneak Attack damage against one target.

Onmyoji

Philosophers and wanderers, Onmyoji seek to learn of and master the natural world around them. They focus on the usage of their ninjutsu, that they can explore the depths of the power they hold.

Lesser Ninjutsu

Starting at 3rd level, you can precisely manipulate your mudra to exert minor effects without expending your reserves. You learn one of the following cantrips of your choice: Gust, Mold Earth, or Shape Water, as well as one of the following cantrips of your choice: Ray of Frost, Produce Flame, or Shocking Grasp. Intelligence is your spellcasting modifier for them. You learn another cantrip of your choice from each list at 9th and 13th levels.

Principled Recovery

Also at 3rd level, you can regain some of your mudra by sitting in meditation and communing with nature. During a

short rest, you choose a number of expended mudra to recover that is equal to or less than half your Ninja level (rounded up). You can't use this feature again until you finish a long rest.

Potent Mudra

At 9th level, you are capable of pouring your internal strength into the jutsu you cast. You add your Intelligence modifier to one damage roll when you inflict damage with any ninjutsu or a cantrip you have learned through Lesser Ninjutsu.

Shadow Arts

At 13th level, you can better incorporate your magic into your fighting style. When you damage a creature with a damaging cantrip you have learned through your Lesser Ninjutsu feature.If you have not inflicted your Sneak Attack damage this round, you can expend a mudra to inflict your Sneak Attack damage

Kassatsu

At 17th level you can unleash your full power all at once. As a action, you cast a ninjutsu without expending any mudra. If the ninjutsu inflicts damage, all damage rolls instead use the highest number possible. Once you use this feature, you cannot do so again until you complete a long rest.

Ninjutsu

Basic Ninjutsu

Fuma Shuriken: Requires 1 Ten, Chi, or Jin. A massive throwing blade appears in your hand, as you lob it at a target enemy within 60 feet. Make a ranged attack roll using either your Dexterity or Intelligence modifier for the attack roll. On a hit the target takes 3d8 slashing damage. Hit or miss, the blade disperses after the attack.

Shukuchi: Requires 1 Ten, Chi, or Jin. You teleport up to 30 feet to an unoccupied space that you can see, leaving a smoke cloud that persists for 1 round before dispersing.

Expert Ninjutsu

Expert ninjutsu require either multiple uses of one mudra or a use of multiple mudra.

Dokumori: Requires 2 Jin. You manipulate the humors of a creature within 60 feet, turning them toxic. The creature must make a Constitution saving throw or it takes 3d8 poison damage and becomes poisoned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the ninjutsu ends on the target.

Hyoton: Requires 1 Chi and 1 Jin. Ice begins to encase a creature of your choice within 60 feet. The target must succeed on a Constitution saving throw or be paralyzed for 1 minute or until you cast another Ninjutsu. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the ninjutsu ends on the target.

Katon: Requires 1 Ten and 1 Jin. A gout of flame erupts at a point you choose within 60 feet. Each creature in a 15 foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

Migawari: Requires 2 Chi. The earth forms a protective shell around a creature of your choice within 60 feet. The target gains 3d6 tempoary hit points for 1 minute.

Raiton: Requires 1 Ten and 1 Chi. A lightning bolt strikes a creature within 60 feet of you. The target must succeed on a Dexterity saving throw or take 5d8 Lightning damage.

Tonko: Requires 2 Ten. You become one with the air, becoming invisible for 1 minute or until you make an attack, cast a spell, or use a ninjutsu. Anything you are wearing or carrying is invisible as long as it is on your person.

Master Ninjutsu

Master ninjutsu require multiple uses of one mudra and a use of a second mudra.

Doton: Requires 2 Chi and 1 Ten. You awaken the ground in a 20-foot radius centered on a point within 60 feet, causing it to reclaim and absorb the lifeforce of creatures within it. The area becomes difficult terrain for 1 minute or until you cast another ninjutsu. When a creature moves into or within the area, it takes 3d4 necrotic damage for every 5 feet it travels. When you use the ninjutsu, you can designate any number of creatures to be immune to its effects.

Goka Mekkyaku Requires 2 Chi and 1 Jin. A ring of flame up to 20 feet in diameter, 20 feet high, and 1 foot thick forms around a point of your choice within 60 feet. The wall is opaque and lasts for 1 minute or until you cast another ninjutsu. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 4d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

Huton: Requires 2 Ten and 1 Jin. Winds gather around a target within 60 feet, accelerating and facilitating their actions. For 1 minute or until you cast another ninjutsu the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Hyosho Ranryu: Requires 1 Chi and 2 Jin. 5 swirling blades of ice fly towards targets within 60 feet. You can aim them at one target or several. Make a ranged attack roll for each blade using either your Dexterity or Intelligence modifier. On a hit, the target takes 1d6 slashing damage and 1d6 cold damage.

Suiton: Requires 1 Ten and 2 Jin. A 100 gallon geyser of water engulfs a creature of your choice within 60 feet. The target must succeed on a Dexterity saving throw. On a failure, it takes 4d8 bludgeoning damage and you have advantage on the next attack against it before the end of your next turn. On a success, it takes 2d8 damage.

Unspell: Requires 2 Ten and 1 Chi. You send electricity through the target to negate and disperse magical energy. Choose one creature, object, or magical effect within 60 feet. Any spells of 3rd level or lower on the target end.

 

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