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The Ninja
\pagebreakNum # The Ninja \pagebreakNum
##### The Ninja | Level | Proficiency
Bonus | Ninjustu
Tools| Features | | :--: | :--: | :--:|:- | | 1st | +2 | — | Shinobi's Arsenal, Quick Strikes | | 2nd | +2 | 3 | Tools of Ninjutsu, Resourseful | | 3rd | +2 | 4 | Ninja Code | | 4th | +2 | 4 | Ability Score Improvement | | 5th | +3 | 5 | Quick Strikes (3 attacks) | | 6th | +3 | 5 | Training of Body and Mind | | 7th | +3 | 6 | Ninja Code Feature | | 8th | +3 | 6 | Ability Score Improvement | | 9th | +4 | 7 | Advance Defensive Techniques | | 10th | +4 | 7 | Ninja Code Feature | | 11th | +4 | 8 | Quick Strikes (4 attacks) | | 12th | +4 | 8 | Ability Score Improvement | | 13th | +5 | 9 | Shinobi's Arsenal Improvement | | 14th | +5 | 9 | Ability Score Improvement | | 15th | +5 | 10 | Ninja Code Feature | | 16th | +5 | 10 | Ability Score Improvement | | 17th | +6 | 11 | Quick Strikes (5 attacks) | | 18th | +6 | 11 | Ninja Code Feature | | 19th | +6 | 12 | Ability Score Improvement | | 20th | +6 | 12 | Master of Ninjitsu |
## Class Features Your Class gains the following features #### Hit Points ___ - **Hit Dice:** 1d8 per ninja level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 5 + your Constitution modifier per Ninja level after 1st. #### Proficiencies ___ - **Armor:** light armor - **Weapons:** simple weapons - **Tools:** any one type of artisan's tools and thieve's tools ___ - **Saving Throws:** Dexterity, Intelligence - **Skills:** Choose 3 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, History, Perception, Nature, Sleight of Hand, and Stealth. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* three simple or martial weapons - *(a)* leather armor - *(a)* (a) a dungeoneer's pack or (b) an explorer's pack - thieve's tools and one type of artisan's tools ### Quick Strikes *1st-level ninja feature* As an action on your turn, you can make up to two attacks with ninja weapons. All targets of these attacks must be within 5 feet of each other. All attacks you make with this feature have a 1d4 damage die instead of the damage die normal for that weapon. Once you use this feature, you cannot make any other attacks until the end of your next turn. The number of attacks you can make with this feature increases to three when you reach 5th level in this class, to four when you reach 11th level in this class, and to five when you reach 17th level in this class ### Shinobi's Arsenal *1st-level ninja feature* You have trained in combat with ninja weapons, which are any weapons you gain proficiency in from the ninja class. You can draw a ninja weapon when you make an attack with it. \pagebreakNum While you are wielding only ninja weapons and are not wearing heavy armor or a shield, you can use Dexterity instead of Strength for the attack and damage rolls of the ninja weapons. Additionally, you have specialized your combat in a certain field. Choose one of the features below: #### Shurikenjutsu When you make an attack with a ninja weapon with the thrown property, the range of it is doubled. #### Kenjutsu You gain profciency with longswords and shortswords. Once per turn when you hit with one of these weapons, you can deal additional damage equal to your proficiency bonus. #### Sōjutsu You gain proficiency with glaves, halberds, and pikes. Once per turn when you hit a creature with one of those weapons or a spear, you can reduce their speed by 10 feet until the end of their next turn. #### Bōjutsu When you make an attack against a creature with a club, mace, or quaterstaff, you do not provoke opertunity attacks from them for the rest of the turn. #### Kyūjutsu You gain proficiency in hand crossbows and longbows. When you make an attack with a weapon with the ammunition property, you can ignore half cover and three-quarters cover. #### Kobudō You gain proficney in two martial weapons of your choice. When you deal a critical hit to a creature with a weapon, you can deal an additional 3d4 damage. #### Jujutsu You gain proficiency in Athletics. Your unarmed strikes count as ninja weapons, and deal 1d4 + your Strength or Dexterity bludgeoning damage. You gain an additional specilization when you reach 13th level. ### Tools of Ninjutsu *2nd-level ninja feature* You have learned how to make powerful tools and gadgets. ***Ninjutsu Tools.*** You have 3 tools of your choice from the "Tools" section at the end of the class. Any tool that makes an attack counts as a ninja weapon, meaning you can use Dexterity for the attack and damage rolls. You gain additional tools of your choice when you reach certain levels, as seen in the "Ninjitsu Tools" column of the Ninja table. ***Switching Tools.*** During a short or long rest, you may exchange one of your tools for another, reconfiguring and repurposing your materials. You must have artisan's tools on hand to switch out your tools. ***Ninja's Pack.*** Your tools are stored in a Ninja's pack. Choose the form of your pack, or roll on the table in the "Ninja Quirks" section. You gain this pack upon reaching 3rd level, and it can store up to 50lbs alongside your tools. If you lose this pack, you can create a new one over the course of a long rest. ***Saving Throw.*** Some of your tools require saving throws. The saving throw DC is calculated as follows: - **Maneuver save DC** = 8 + your proficiency bonus + your Intelligence modifier. ### Resourceful *2nd-level ninja feature* During a short rest, as long as you have artisan tools and access to material such as stone, wood, or other material, you can make a number of simple weapons equal to twice your proficiency bonus + your ninja level. These weapons break after being used to damage creatures a number of times equal to proficiency bonus. ### Ninja Code *3rd-level ninja feature* Choose the code of tactics you choose to embody in your combat, choosing from the Tactician's Code, Terror Master's Code, or Enigma's Code. ### Ability Score Improvement *4th-level ninja feature* When you reach 4th level, and again at, 8th, 12th, 14th, 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats). ### Training of Body and Mind *5th-level ninja feature* Your base speed increases by 5 feet. In addition, you gain advantage on saving throws against being charmed or frightened. ### Advance Defensive Techniques *9th-level ninja feature* As a reaction to being forced to make a saving throw, you can add your Intelligence modifier to the the saving throw. Once you use this feature, you can't use it again until you finish a short or long rest. ### Master of Ninjitsu *20th-level ninja feature* You embody the power of the strongest of ninjas. Your Dexterity and Intelligence scores and your maximums for those scores all increase by 2. \pagebreakNum ## Ninja Codes ### Tactician's Code Tacticians are trained in the art of battle, from full-scale wars to one-on-one combat. They know how to analyze foes and exploit their weaknesses, how to bolster allies, and how to use clever tactics. #### Bonus Proficiencies *3rd-level Tactician feature* When you choose this archetype at 3rd level, you gain proficiency with two skills of your choice. #### Combat Analysis *3rd-level Tactician feature* At 3rd level, as a bonus action, you can closely analyze a creature you can see within 40 feet of you. Choose one of the following traits: resistances, vulnerabilities, AC, or current Hit Points. You learn the chosen trait, along with the target's speed. You can use this feature a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a short or long rest. #### Tactics *3rd-level Tactician feature* At 3rd level, you have trained your mind to react quickly to situations. You gain a bonus to initiative rolls equal to your Intelligence modifier. #### Expertise *7th-level Tactician feature* At 7th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. #### Improved Analysis *10th-level Tactician feature* Starting at 10th level, when you use your combat analysis, you can choose three traits instead of one. Additionally, once per turn when you damage a marked creature you can deal additional damage equal to your Intelligence modifier. #### Tactical Leader *15th-level Tactician feature* Starting at 15th level, when you roll initative you can give each creature of your choice within 60 feet of you a bonus to initative equal to your Intelligence modifier and temporary hit points equal to your ninja level + your intelligence modifier. Once you use this feature, you can't again until you finish a short or long rest. #### Broad Analysis *18th-level Tactician feature* Starting at 18th level, when you use your combat analysis you can affect two creatures instead of one.
### Terror Master's Code Terror Masters are cold and menacing, skulking in the shadows and terrifying foes. They wield fear like a fine blade, using it against their foes while remaining unsuspecting to anyone else. They often wear masks depicting terrifying monsters such as dragons. #### Fearful Power *3rd-level Lurker feature* You gain proficiency with the intimidation skill. Whenever you make are to make a Charisma (Intimidation) check, you can make a Intelligence (Intimidation) check instead. #### Intimidating Presence *3rd-level Lurker feature* Additionally at 3rd level, you have trained to intimidate foes. As a bonus action on your turn, you can try to intimidate a creature. One creature of your choice that you can see within 40 feet of you must succeed on a Wisdom saving throw against your Tool Save DC or be frightened of you until the end of its next turn. Once you use this on a creature, you can not target that creature with this feature again for 1 minute. **Save DC** = 8 + your proficiency bonus + you Intelligence modifier. #### Evasion *7th-level Lurker feature* Your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball 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. #### Terrifying Foe *10th-level Lurker feature* You gain advantage on all Wisdom (Insight) checks and Charisma (Persuasion) checks against creatures frightened of you. Additionally, you have advantage on attacks against frightened creatures. #### Parlyzing Glare *15th-level Lurker feature* When you use your dark presence, you can additionally reduce the target's speed to 0. You can do this a number of times equal to your Charisma modifier, and you regain all expended uses after finishing a short or long rest. #### Master of Fear *18th-level Lurker feature* Starting at 18th level, you have become an unseen terror to your foes. You have an advantage on all Intimidation and Stealth ability checks. Additionally, foes you have damaged have disadvantage on the save against your Intimidating Presence
\pagebreakNum ### Enigma's Code Ninjas of Enigma have extensively studied the magical components of the mind. They practice occult magic that shields their minds from the outside world. They also learn how to weaponize the mind against foes, overstimulating it to confuse and disorient. #### Psionic Power *3rd-level Enigma feature* You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. **Psycho Stealth.** When you make a Dexterity (Stealth) check, you can add a psionic power die + your intellligence modifier to the roll. **Psycho Guard.** As a reaction, you can add a Psionic Energy die to a saving throw. **Disorienting Pulse.** Once per turn when you hit with a weapon attack, you can spend a psionic power die to deal psychic damage equal to that die and impose one of the following effects: - The target can't take reactions until the end of its next turn. - The target has disadvantage on their next attack made before the end of its next turn. - The target subtracts 1d4 from the next saving throw they make before the end of its next turn. - The target's speed decreases by 10 feet until the end of its next turn. Creatures that are resistant or immune to psychic damage can not suffer these effects. #### Blank Zone *3rd-level Enigma feature* You mind is shielded from all attacks. You have resistance to psychic damage, and your mind can not be read telepathically unless you allow it. #### Deprivation *7th-level Enigma feature* WHen you use your Disorienting Pulse, you gain an additional effect to choose. You can cause the target to make a Wisdom saving throw against your tool save DC or be blinded or deafened for 1 minute. Once you use this feature, you can't do so again until you finish a short or long rest unless you expend a Psionic Energy dice. #### Mind over Matter *10th-level Enigma feature* As a reaction to taking and damage, you can turn it into psychic damage instead of it's normal type. Once you use this feature, you can't do so again until you finish a long rest unless you expend two Psionic Energy dice. #### Sense Gouge *15th-level Enigma feature* Starting at 15th level, you can dive deeper into foes minds. You can add your Intelligence modifer to the damage done by your Disorienting Pulse #### Unbreakable Cipher *18th-level Enigma feature* At 18th level, you have become a mystery to even the most inquisitive of beings. You can cast *mind blank* on yourself without expending a spell slot. When you cast it in this way, you also become unable targeted by any divination magic or perceived through magical scrying sensors, as if under the effects of the *nondetection* spell. Intelligence is your spellcasting ability for this spell. Once you use this feature, you can't again until you finish a long rest, unless you expend three Psionic Energy Dice. \pagebreakNum # Tools #### Grappling Gun This small gun fires a claw that sticks to surfaces. The grappling gun counts as a ranged weapon with a range of 20 feet. When you hit with the weapon, the target takes 1 bludgeoning damage and a large or smaller creature must succeed on a Strength saving throw or be grappled. Additionally, you can either pull yourself to them or pull the target to you. You can also target objects with this attack, and they automatically fail the saving throw Only loose objects that weigh less than 50 lbs can be pulled towards you by the attack. You automatically succeed in hitting large surfaces such as walls or ceilings. #### Climbing Claws These metal claws attach to your hands. While you wear these claws, you gain a climbing speed equal to your walking speed. Additionally, the claws count as a ninja weapon and deal 1d4 piercing damage. #### Smoke Bombs These bombs emit a thick smoke. As an action or replacing an attack, you can throw a bomb up to 30 feet. The bomb creates the effect of a *fog cloud* spell centered on where it landed. The fog cloud does not require concentration and instead lasts a number of rounds equal to your Intelligence Modifier. The bomb is consumed by this. When you create smoke bombs during a long rest, you create a number of them equal to your proficiency bonus + your ninja level. #### Mizugumo A pair of inflatable pods that attach to your shoes. While you wear these, you can walk on water. #### Rebreather This mask fits tightly on your face. While you wear it, you can breathe and see underwater. #### Recall Gloves This pair of gloves exudes a magical force, and are often used to retrieve weapons. As a bonus action, choose two loose objects weighing less than 10 lbs within 40 feet of you that you can see. The two objects both fly towards you, one landing in each of your hands. #### Ninja Armor While you wear this light armor, your AC is 13 + your dexterity modifier. #### Sandals of Speed While you wear these sandals, your speed is increased by 10 feet. #### Swift Scarf While you wear this fine silk scarf, you can disengage as a bonus action. Once you do this, you can't do so again until the end of your next turn. #### Auto-Boomerang *Simple weapon (throwing stick)* After you attack with this throwing stick, it instantly flies back to your hand. #### Gauntlet of Force While you wear this gauntlet, your unarmed strikes count as ninja weapons, and deal 1d4 damage. Once per turn when you hit a creature with an unarmed strike, you can force it to make a Strength Saving Throw or be pushed 5 feet away from you. #### Thunder Bombs *Simple weapon* These bombs explode into small a shockwave. The bombs count as simple ranged ninja weapons with the thrown (15/60) property and deal 1d4 thunder damage on a hit. When you create thunder bombs during a short or long rest, you create a number of them equal to your proficiency bonus + your ninja level. #### Fire Bombs These bombs explode into a burst of flame. As an action or replacing an attack, you can throw a bomb to space you can see within 30 feet of you, creating a pool of fire that fills a 5-foot cube. Any creature in the fire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d4 + your dexterity modifier fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there. When you create fire bombs during a short or long rest, you create a number of them equal to your proficiency bonus + your ninja level. #### Vison Goggles While you wear these goggles, you gain darkvison out to 60 feet and advantage on Wisdom (Perception) checks involving sight. #### Flash Grenades As an action or replacing an attack, you can throw one of these grenades to a space you can see within 30 feet of you, where it explodes in a flash of light. Each creature within 10 feet of the explosion, must succeed on a Dexterity saving throw or be blinded until the end of their next turn. When you create flash grenades during a short or long rest, you create a number of them equal to your proficiency bonus. #### Soft Soles These gadgets attach to the bottom of shoes. While you wear them you gain a bonus to Dexterity (Steatlh) checks equal to your proficiency bonus. \pagebreakNum #### Leaping Brace This brace clamps around your leg. While you wear this, your jump distance is doubled. #### Absorber This device captures energy. While you hold this device, you can cast *absorb elements*. Once you have used this tool, you can't use it again until you finish a long rest. #### Glow Stone This stone is set in a necklace. Any creature that wears it can cast *light* at will, targeting the stone. #### Warp Bomb This bomb creates a small wormhole. As an action or replacing an attack, you can throw a bomb to space you can see within 30 feet of you. If a creature is in that space, it must succeed on a Dexterity saving throw or take 1d4 + your dexterity modifier force damage. You then can, as a bonus action after you throw the bomb, teleport to an unoccupied space within 5 feet of where it landed. When you create Warp Bombs during a short or long rest, you create a number of them equal to your proficiency bonus. #### Flametosser This device throws a stream of flame. As an action you can activate it, shooting fire in a 5-foot wide line 30 feet long. Any creature within the line must succeed on a Dexterity saving throw or take 3d4 fire, taking half as much on a failed save. After firing it you can't do so again until you spend a bonus action inserting another pod a fuel. When you create this tool, the flametosser is preloaded with one pod a fuel, and you create additional pods equal to your proficiency bonus. #### Caltrops As an action or replacing an attack, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1d4 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. When you create this tool you create a number of bags of caltrops equal to your proficiency bonus. IF you have already caltrops from this tool on the ground while you make this tool, they disappear. #### Acid Bursts These small vials contain an acid that sprays on contact with a foe. The bursts count as simple ranged ninja weapons with the thrown (15/60) property and deal 1d4 acid damage on a hit. When you create flash grenades during a short or long rest, you create a number of them equal to your proficiency bonus + your ninja level. #### Shoe Spikes These spikes help you keep your balance. While you wear these, you have advantage on save against falling prone or being pushed against your will. #### Alarm Bug These small metal spheres are easy to hide and stick to surfaces. As an action, you can cast *Alarm* by placing one of them. When you create alarm bugs during a short or long rest, you create a number of them equal to your proficiency bonus + your ninja level. #### Weapon Coating As a bonus action, you can apply this coating to one ninja weapon. The next time you hit with that weapon before a short or long rest, you can deal an additional 2d4 damage of the coatings type, which you choose when you make this tool. You may choose from cold, acid, poison, fire, or lightning damage. When you create Weapon Cating during a short or long rest, you create a number of them equal to your proficiency bonus. #### Bolas This ninja weapon can be used to trip up foes. When you hit a creature is hit with this weapon, it takes 1d4 bludgeoning damgage, and must succeed on a Dexterity saving throw or fall prone. When you create bolas during a short or long rest, you create a number of them equal to your proficiency bonus. #### Glider This gilder can be unfolded as an action. While you hold the glider, you can move 2 feet horizontially for every one feet you descend and you don't take fall damage while falling in this way. #### Extra Appendage You have an extra mechanical arm strapped to you back. You can command the arm to do simple tasks like giving you an object as a bonus action. #### Running Shoes While wearing these shoes you are not affected by difficult terrain. \pagebreakNum ## Ninja Quirks #### Ninja's Pack | d6 | Appearance | |:---:|:-----------| | 1 | Backpack | | 2 | Messenger Bag | | 3 | Utility Belt with Pouches | | 4 | Large Coat with Pockets | | 5 | Briefcase | | 6 | Trunk | \pagebreakNum ## Additional Weapons
##### Additional Weapons | Name | Cost | Damage | Weight| Properties | |:---|:---|:---|:---|:---| |*Simple Melee Weapons*||||| |Gauntlet| 1 gp |1d4 bludgeoning|1 lb.|—| |Spike | 5sp |1d4 piercing |1/2 lb.|—| |*Simple Ranged Weapons*||||| |Shuriken |1 sp |1d4 slashing |1/4 lb. |Finesse, thrown (40/60)| |Throwing Stick |2 cp |1d4 bludgeoning |1/2 lb. |Thrown (40/60)|
## Ninja Magic Items #### Shinobi Gloves *Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a ninja)*
While you wear these gloves, any ninja weapon you hold gains a bonus to attack and damage rolls. This bonus is determined by this item's rarity. #### Gravity Gloves *Wondrous item, uncommon*
These gloves exude a magic aura. After you make an attack with a throwing weapon, it flies back into your hand. ## Credits: Art Credits (In order of appearance): - Ninjas by AlekseyBayura on DeviantArt: https://www.deviantart.com/alekseybayura/art/NinjaSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS-451685024. The ninja is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.