Ninja Class for D&D 5E

by AlonGoshen

Search GM Binder Visit User Profile
Ninja

Ninja

The guard who stood watch at the highest corner of the keep, didn't notice the figure in black climbing the impossibly tall outer wall, using metal claws and spikes to speed her way. The figure arrived to the top balcony, crouching low so no one will see her. Then, with a blink of an eye she vanishes into the darkness, only to appear behind the unaware guard, and a moment later render him silently unconscious. She then enters the double doors who lead to the sleeping Baron. Few moment later, she comes out with bloodied sword, quiet as the night, and see another guard standing near his unconscious comrade, looking around. The Ninja throws a Shuriken, star shaped metal object, which gets stuck in the guard’s leg, and he yells and raises the alarm. Arrows start to rain down on the black figure, who does not hesitate, throws something on the ground, creating a lot of black smoke. Hidden by the smoke, the Ninja takes a run to the walls, and to the astonishing eyes of the guard, jumps down to the abyss, vanishing in the dark. Another successful mission.

Creating a Ninja

The Ninja was always a source of mystery and wonder. They mastered the night, martial arts, sword fighting and had a wide array of items to help them in their task. They were the perfect assassins and were feared and respected worldwide. In D&D Edition 5, The Ninja class is a Hybrid Class of Monk and Rogue, and something more.

Quick Build

You can make a Ninja quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Criminal background.

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 after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple and Martial melee weapons that are Finesse and Light, all ranged weapons.
  • Tools: Thieves' tools, disguise kit, poisoner's kit

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose three from Acrobatics, Athletics, Deception, History, Insight, Intimidation, Perception, Performance, Persuasion, Religion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Finesse and Light martial weapon or (b) any Finesse and Light simple weapon
  • (a) a shortbow and quiver of 20 arrows or (b) a Finesse and Light martial weapon or (c) a Finesse and Light simple weapon
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • Thieves' tools and 10 darts

If you are using starting wealth, you have 4d4 x 10 gp

Ninjutsu Combat Training

At the start of his training, the Ninja is taught in the secret ways of the Ninjutsu. You gain the following benefits while you are unarmed or wielding only Ninja weapons and you aren't wearing armor or wielding a shield:

  • Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

  • You can roll a d4 in place of the normal damage of your unarmed strike or Ninja weapon. This die changes as you gain Ninja levels, as shown in the Martial Arts column of the Ninja table.

  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, 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.

Ninja Tools

When you reach the 2nd level, you learn how to create and use Ninja Tricks. During a long or short rest, you may spend 1 hour crafting these items from parts that you buy or scavenge in the wild; If you do it during a short rest, you so not get the benefits of the rest. The number of Ninja Tricks you can carry is listed on the Ninja Tricks column. Upon using a ninja trick, it is consumed and a new one must be crafted, unless stated otherwise. The items can get bonuses or penalties if crafted from superior or inferior materials. Using a Ninja trick is performed as a bonus action. If someone other than a Ninja uses one of these items, they do it as an action and with Disadvantage.

Ninja
Level Proficiency
Bonus
Sneak
Attack
Martial
Arts
Ki Ninja
Tools
Features
1st +2 1d6 1d4 - - Ninjutsu Combat Training, Sneak Attack
2nd +2 1d6 1d4 - 2 Ninja Tools, Stances
3rd +2 1d6 1d4 3 3 Ninja Archetype, Ki
4th +2 1d6 1d4 4 4 Ability Score Increase, Cunning Action
5th +3 2d6 1d6 5 5 Extra Attack, Art of the Ninja
6th +3 2d6 1d6 6 6 Uncanny Dodge
7th +3 2d6 1d6 7 7 Ninja Archetype Feature
8th +3 2d6 1d6 8 8 Ability Score Increase
9th +4 3d6 1d6 9 9 Evasion
10th +4 3d6 1d6 10 10 Back against the wall
11th +4 3d6 1d8 11 11 Ninja Archetype Feature
12th +4 3d6 1d8 12 12 Ability Score Increase
13th +5 4d6 1d8 13 13 Cloak of Shadows
14th +5 4d6 1d8 14 14 Dishonorable Strike
15th +5 4d6 1d8 15 15 Ninja Archetype Feature
16th +5 4d6 1d8 16 16 Ability Score Increase
17th +6 5d6 1d10 17 17 Elusive
18th +6 5d6 1d10 18 18 Quivering Palm
19th +6 5d6 1d10 19 19 Ability Score Increase
20th +6 5d6 1d10 20 20 Ninja Archetype Feature

Caltrops

Upgraded version from the normal vendor Caltrops, these caltrops can be thrown as a bonus action for a range of 20/25 feet and spread out in a 10 foot square area. All creatures who enter the radius of the caltrops suffer 1d4 piercing damage and have their movement speed reduced by half for one round after they leave the caltrops area (Including that round). The effects can be avoided if the creature moves at half his speed, which can happen if the creature sees you throwing the caltrops or succeeds on a Perception check of DC 12 to detect the caltrops while moving (If the creature is dashing, the DC is 16).

Climbing Spikes and Claws

When climbing with these on both of your hands, you have advantage on any skill checks involving climbing. Additionally, climbing does not cost you any movement speed during combat.

Gas Mask

When wearing this item over your face, you are able to breathe normally and take no damage from noxious atmospheres. This tool is effective for 8 hours, before the valve inside it loses efficacy and a new one must be crafted.

Grappling Hook

As an action, this item is able to be thrown up to 25/50 feet. Upon being thrown, you must make a dexterity save of DC 12 to be able to anchor it securely. Upon being successfully anchored, you and other creatures are able to climb up the length of the rope for as far as it was thrown. The height of the anchoring is determined by a Dexterity check + your proficiency bonus (limited by the length of the rope). Climbing the rope requires an action, and every foot climbed costs 2 feet of movement.

Shuriken

Upon creating this item, you are granted 5 Shurikens that can be thrown as an action or bonus action for a range of 20/60. On a successful hit, a Shuriken deals 1d4+Dex slashing damage. A Shuriken has the light, thrown and finesse property. Every 5 Shurikens counts as 1 Ninja Tool for the purpose of creating and carrying. If retrieved after battle, you can get back only the thrown Shurikens that hit the targets.

Smoke Grenade

As an action, a smoke grenade can be thrown for a range of 35/60 feet. Upon impact, a cloud of smoke (you choose the color when you make it) appears in a 30 foot radius. Any creature inside the smoke is heavily obscured and effectively Blinded. Before throwing the grenade, the ninja takes a mental picture (radius of 30 ft.) of the environment that allows him to navigate throw the smoke. The ninja can act as if he could see although the same area as it were before the smoke appeared. The ninja can attack with disadvantage creatures that are still in the same place.

Snorkel

A simple tube of hollow reeds. With this item in your mouth, you can swim submerged 1 ft underwater, negating the need to come up for air.

Thief Tools

This allows you to disarm a trap or open locks (doesn't count as Ninja Tools for carrying limit purposes).

Stances

Starting from the 2nd level, your style of fighting relates to a powerful beast of the world, with you mimicking it to supplement your own prowess. Choose two of the following options. You can’t take a Fighting Stance option more than once, even when later you get to choose again. Choose an additional fighting stance at 5th level, and at 11th level. Once you start a fight with a stance, you can't change it during the fight.

Bear Stance

When you use your action to make a melee weapon attack, and have at least one hand free, you can use your bonus action to shove a creature. The creature must succeed on a Strength save of DC 8 + your Dexterity modifier + your Wisdom modifier or be pushed 5 ft. from you.

Cheetah Stance

You have advantage on initiative rolls, and cannot be surprised for the duration of 10 minutes at top. Can be used twice per short/long rest.

Eagle Stance

You gain a +2 bonus to attack rolls you make with ranged weapons. This does not stack with the Archery Fighting Style.

Mantis Stance

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Monkey Stance

You move swiftly and with a lot of agile, making you harder to hit. You add +1 to your AC.

Ninja Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your Ninja abilities: Heikishi, Shinobi and Kigushi, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 7th, 11th, 15th, and 20th level.

Ki

Starting at 3rd level, your training allows you to harness the mystic energy of Ki. Your access to this energy is represented by a number of Ki points. Your Ninja level determines the number of points you have, as shown in the Ki Points column of the Ninja table. You can spend these points to fuel various Ki features.

You start knowing three such features: Catch Me If You Can, Now You See Me, and Running Like The Wind, and also additional Ki ability that goes with your chosen Ninja Archetype. You learn more Ki features as you gain levels in this class.

You regain all expended Ki Points when you finish a short or long rest. You must spend at least 30 minutes of the rest meditating in prayer to regain your Ki points.

Some of your Ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Catch Me If You Can

You can spend 1 Ki point to take the Disengage action as a bonus action on your turn. When you do, no enemy can make an opportunity attack on you during that turn.

Now You See Me

You can spend 1 Ki point to take the Hide action as a bonus action on your turn. When you do, if you choose to attack as hidden, you can move half your speed toward the target before getting spotted in any lighting environment, as long as you come from behind the target.

Running Like The Wind

You can spend 1 Ki point to take the Dash action as a bonus action on your turn. When you do, your running speed and your jump distance is doubled (vertically and horizontally).

Ability Score Increase

When you reach 4th level, and again at 8th, 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 14th level in this class.

Art of the Ninja

Starting at 5th level, you become proficient in either the Acrobatic, Deception, Intimidation or Stealth skill. If you are already proficient in the skill you choose, you get expertise in it. You get to choose another proficiency at level 14.

Uncanny dodge

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Evasion

Beginning at 9th level, 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. 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.

Back against the wall

Starting at 10th level, while two (or more) enemies are attacking you, and you have no allies within 15 ft. from you, you can add +1 AC and 1d4 to your attack and damage rolls.

Cloak of Shadows

By 13th 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.

Dishonorable Strike

Beginning at the 14th level, you learn to take advantage of apparent weaknesses. When a creature is suffering from a condition (prone, poisoned, blinded etc), you add 1d4+1 to the attack and damage roll of your first hit in that turn.

Elusive

By the time you reached the 17th level, 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.

Quivering Palm

Beginning at 18th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 Ki points to start these much-felt vibrations, which last for 20 days. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d 10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Ninja Archetype

Heikishi

The Heikishi are the weapons masters among the Ninja Archetype. They spend their lives to hone their skills with different weapons, making themselves deadly and powerful. Most Heikishi choose to practice bladed weapons such as longswords (katanas), but no matter what are their weapon of choice, they are feared foes on the battleground.

Ninja Weapons

At 3rd level, you choose two melee weapons that are not 2handed, and they will be considered as Ninja weapons for you, becoming Light and Finesse. While wielding and attacking with two melee Ninja weapons, you get +2 to your attack and damage rolls with one of the weapons, or +1 with both weapons. You get one more weapon choice at level 6 and another at level 11.

Heikishi Ki ability: Dual weapons

Starting at 3rd level, when you successfully hit a creature with a melee Ninja weapon attack, you can immediately spend 1 ki point to gain advantage on your next melee Ninja weapon attack against that creature with a weapon in your other hand this turn.

Deflect Missiles

Starting at 7rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d 10 + your Dexterity modifier + your Ninja level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a Ninja weapon for the attack.

Empowered Weapons

Starting at 11th level, you can spend up to 3 Ki points as a bonus action to give one non-magical melee Ninja weapon you are wielding a bonus to attack and damage rolls equal to the number of Ki points spent. This bonus lasts for one minute, and the weapon counts as magical for the duration. You can use this feature on two weapons you are wielding as part of the same bonus action, but you must spend Ki points separately for each weapon. If you want the effect to last even when you give the weapon to an ally, you need to double the Ki points used, and the effect would last 5 rounds only.

Metal Whirlwind

Starting at 15th level, while wielding a melee Ninja weapon in each hand, you can spend 3 Ki points as an action to spin your weapons rapidly through any square you can reach. You can use up to 15 feet of movement as part of this action; this movement does not provoke opportunity attacks, and any square you threaten during this movement is within the area of this effect.

Each creature you choose within the area of effect must make a Dexterity saving throw. On a failed save, the creature takes damage as though hit by both your weapons; on a successful save, they take half as much damage.

Deadly Strike

When you reach the 20th level, you are able to more easily spot a creature's weaknesses. Whenever you use the attack action, you are able to land a critical attack on a roll of 18-20. Whenever you do, roll d20 again. If you got 19-20, the damage is tripled.

Shinobi / Kunoichi

The Shinobi / Kunoichi Archetype is the Assassin Ninja (Shinobi for Male, Kunoichi for Female). These Ninjas made friends with the darkness of the night, and have learn how to reach places undetected, how to infiltrate and take down enemies fast and efficiently.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, the first hit that you score against a creature that is surprised is a critical hit, and so is the off-hand attack that is made as a bonus action (if you have and use it).

Shinobi Ki ability: Shadow Arts

Starting when you choose this tradition at 3rd level, you can use your Ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Alter Self, Darkness, Darkvision, Pass without trace, or Silence without providing material components. While casting Darkness, you can spend another Ki point and see in your own magical Darkness (does not apply to other Magical Darknesses). Additionally, you gain the minor illusion cantrip if you don’t already know it.

By the time you reached the 9th level, your knowledge and control of the shadows and magical nature of the Ki has grown considerably. You can now spend 4 Ki points to cast Greater Invisibility, or Polymorph, 5 Ki points to cast Pass Wall, and 6 Ki points to cast True Seeing without providing material components.

Shadow Step

At 7th 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 attack you make before the end of the turn.

Ninja Reflexes

Beginning at level 11 you have inhuman reflexes. Twice a day, you can use your reaction twice in a turn. At level 19, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative -13. If your 2nd initiative is negative, you can’t use this feature. Also, you can’t use the two turns feature when you are surprised by an enemy. You can only attack with one of the turns gained from this feature.

Silent Takedown

Starting at the 15th level, the Shinobi learns how to make and use Chloroform as a Ninja Tool. With a Chloroform prepared, the Shinobi uses his action to attempt to render a creature unconscious from behind. The target of your grapple must be no more than one size larger or smaller than you, and it must be within your reach. If he’s undetected and using at least one free hand, the Shinobi try to seize the target by making a grapple check, a Dexterity check contested by the target’s Strength or Dexterity saving throw (the attacked creature chooses the ability to use on his behalf).

If the Shinobi succeed, the grappled creature must make a constitution saving throw of DC 8 + half your ninja level (rounded down). On a failed save, the grappled creature is rendered unconscious for a number of minutes equal to his failure distance in the DC throw (minimum of 1). If the DC was 15 and the final roll was 12, then the target is knocked out for 3 minutes. On a successful save, the creature breaks free of your grapple and knows it was attacked.

The cost of average materials to make Chloroform is 50gp per use, and can be purchased at specific traders that deal with Alchemy or the Criminal world (Black markets, Rogue guilds etc.).

Death Strike

At 20th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Kigushi

The Kigushi took the Ninja tools and perfected it so it can aid them greatly in their missions, and they have become masters of the Ninja Tools, and get access to more sophisticated tools, and can use them more effectively

Master of Tools

Starting at 3rd level, you get more items to craft, maybe and you have advantage while using them? you are able to fully and completely conceal a limited number of unique tiny tools and weapons on your person, as shown on the class feature table. If you are stripped completely nude, you can only conceal one item

Fire-Starter

As a bonus action, you are able to place this item on any object or creature within 5 feet of yourself that you can touch. You can roll Sleight of Hands against the target’s Perception to see if you managed to do it undetected. At the start of your next turn, the fire-starter ignites, causing 2d8 fire damage per turn to any creature it is attached to, for 3 turns. At the start of their turn, the creature is able to make a dexterity save of DC10 + proficiency to remove the fire-starter. On a successful save, they are able to remove it.

Firebomb

This device is filled with a thick, sticky, flammable fluid, which can be thrown up to 30 feet. When thrown or crushed, the firebomb explodes, spraying flaming goo over an area of a 15 foot radius. Any place where the firebomb explodes is aflame for 1 minute. All creatures within the blast radius must succeed a DC15 dexterity save, or be set on fire. Any creature who succeeds this save takes no damage. On a fail, the afflicted creatures take 2d8 fire damage at the beginning of each of their turns. The creatures who have caught fire may reroll their save, in order to extinguish themselves. Cost 1 Gold

Poison Darts

A bundle of 3 darts crafted from twigs and tree frog poison. As an action, you are able to shoot a poison dart from a blowgun for a range of 25/100. On a successful hit, the targeted creature takes damage equal to 1d10 piercing + 1d8 poison. Alternatively, you may throw a poison dart for a range of 20/60.

Poison Needle

As an action, you are able to prick a creature that you can touch within 5 feet of yourself with this item (you need to buy or make the poison by yourself separately). On a successful hit, you deal 3d4 piercing damage and the creature must make a constitution saving throw of DC 10 + Proficiency. On a failed save, the creature contracts the poisoned condition. The poisoned creature may attempt the saving throw at the beginning of each of their turns, until they succeed. If the attack roll missed by 7 points or greater, the needle breaks and you need to create a new one.

On a miss of 10 points or greater, you get stabbed yourself and need to roll Saving Throw against the poison. If you get 1 on the attack roll, you get the 3d4 piercing damage and the poison saving throw.

Decoy

A small, simple innocuous object that seems perfectly commonplace. When you are seen during a stealth check, you may use your reaction to place this object in your current position, while you quickly hide elsewhere. The DC for using this action is equal to DC10 + the alerted creature's Wisdom modifier. On a successful stealth check, you are unseen and the creature is not alerted. On a failed stealth check, you are unseen, but the creature is now on alert.

Noisemaker

A small yet loud explosive. When ignited, the fuse burns for 5 seconds before exploding. This item can be thrown up to 30 feet from where you are standing. All creatures within a 50 feet radius can hear the loud cracking noise it makes upon impacting a solid surface. Any creature within 15 feet of the source of the noise suffers 2d8 thunder damage and must make a saving throw of DC8 + Constitution modifier. On a failed save, the targeted creature become deafened for 1 minute, suffering disadvantage on any rolls that involve hearing. Material cost is 100g per item.

Metal Storm

Starting at 11th level, if you have at least 10 light thrown weapons on your person, you can spend 3 ki points as an action to rapidly draw and throw 10 of these weapons at once on up to 5 targets in a 15 foot cone. Every enemy targeted must make a Dexterity saving throw. A creature takes full weapon damage (without ability modifier) on a failed save, and half as much damage on a successful one. If retrieved after battle, you get back only the thrown weapons that hit the targets by this feature (all on a failed safe, half on a successful one). At level 15 you can throw up to 15 light thrown weapons.

Lethal Reflexes

Beginning at 20th level, you can make opportunity attacks with light thrown monk weapons up to the weapon's normal range.


Multiclassing

Prerequisites

To qualify for multiclassing into the Ninja class, you must meet these prerequisites:

Dexterity 13 or higher.
If you have any levels of Ninja, you cannot multiclass into Rogue or Monk.

Proficiencies

When you multiclass into the Ninja class, you gain the following proficiencies:
Simple Weapons, Shortswords, one of your choice from Thieves' Tools, Disguise Kit, or Poisoner's Kit.

Thanks for Reading!





























DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.