Roguish Archetype
The Ninja
When the wealthy and the powerful need an enemy eliminated quietly and without fail, they call upon the ninja. When a general needs to sabotage the siege engines of his foes before they can reach the castle walls, he calls upon the ninja. And when fools dare to move against a ninja or her companions, they will find the ninja waiting for them while they sleep, ready to strike. These shadowy killers are masters of infiltration, sabotage, and assassination, using a wide variety of weapons, practiced skills, and mystical powers to achieve their goals.
Ninja
| Level | Feature |
|---|---|
| 3 | Kung Fu, Ninja Arts |
| 9 | Unhindered Movement |
| 13 | Master Arts |
| 17 | Improvisation Expert |
Kung Fu
When you choose this archetype at 3rd level, your unarmed strikes are treated as having the Light and Finesse properties. In addition, you can roll a d4 in place of the normal damage of your unarmed strike.
When you reach 6th level in this class, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Ninja Arts
Also at 3rd level, you learn secret techniques called Ninja Arts, that are fueled by a special resource called Jutsu points.
Ninja Arts
You learn 3 Ninja Arts of your choice, which are detailed under "Ninja Arts" below.
You learn 2 additional Ninja Arts of your choice at 9th, 13th, and 17th level.
When you finish a long rest, you may replace one Ninja Art you know with a different Ninja Art. This change reflects your preparation for the day ahead.
Jutsu Points
You have four Jutsu points. You regain all of your expended Jutsu points when you finish a short or long rest.
You gain another Jutsu point at 9th level, and one more at 17th level.
Saving Throws
Some of your Ninja Arts require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
Ninja Art Save DC = 8 + your proficiency bonus + your Wisdom modifier
Unhindered Movement
At 9th level, you gain the skills needed to traverse any terrain. Swimming and climbing no longer cost you extra movement , you have advantage on any Strength (Athletics) checks to climb or swim, and you can hold your breath for up to 30 minutes at a time.
Master Arts
At 13th level, you gain access to more powerful Ninja Arts, known as Master Arts, which are listed under "Master Arts" below. A Master Art requires 2 Jutsu Points to activate, rather than 1. You may have up to 2 Master Arts prepared at a time.
In addition, you may now use a bonus action to replace any Ninja Art you currently have prepared with a different one from the list. You may only do this once per Long Rest.
Improvisation Expert
Beginning at 17th level, if you roll initiative and have no Jutsu Points remaining, you regain one point.
Ninja Arts
Fire Star
As an action, you produce a throwing star filled with alchemist's fire and hurl it at a point within 30 feet, where it explodes into a ball of flame. Each creature within 5 feet of the point where the bomb explodes must make a Dexterity saving throw. A creature takes your Sneak Attack dice in fire damage on a failed save, or half as much damage on a successful one. It ignites flammable objects in the area that aren't being worn or carried.
Caltrop Ball
As an action, you produce a ball full of caltrops and hurl it at a point within 30 feet, where it bursts into a 10-foot-radius field of vicious spikes. When the caltrops appear, each creature standing in the area must succeed on a Dexterity saving throw or stop moving this turn and take 1d6 Piercing damage. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or suffer the same fate. The area loses effect after it deals damage a number of times equal to your number of Sneak Attack dice.
Smoke Bomb
As a bonus action, you produce a ball full of alchemical powder and toss it at a point within 30 feet. It erupts into a 15-foot-radius cloud of smoke, which spreads around corners, and its area is heavily obscured. The smoke cloud lasts for 1 minute until dispersing.
Blinding Shell
As a bonus action, you produce a small shell full of glittering dust and hurl it at a creature within 30 feet, where it erupts into a blinding cloud. The target must make a Constitution saving throw, or become Blinded until the end of your next turn.
Tiger-Sprint Scroll
As a bonus action, you unfurl and activate a scroll containing mystical sigils. For the next minute, your speed increases by a number of feet equal to 5 times your current number of Sneak Attack dice.
Levitation Scroll
As a bonus action, you unfurl and activate a scroll containing mystical sigils. For the next ten minutes, you can float up to 6 inches above the ground. While floating in this way, any surface will support you. This includes unstable floors, ropes , thin tree branches, and even water. in addition, you are immune to hazardous surfaces like lava or spikes,and you do not trigger floor level mechanical traps, like pressure plates or trip wires.
Quick Escape
When an attacker that you can see hits you with an attack, you can use your reaction to immediately make a Dexterity (Stealth) check, contested by your attacker's Wisdom (Perception) check. On a success, you seem to vanish as you entirely avoid the attack, and can immediately move up to half your speed without provoking opportunity attacks.
Kamikaze
When another creature damages you with a melee attack, you can use your reaction to fling a concealed explosive. Your attacker must make a Dexterity saving throw or suffer your Sneak Attack dice in fire damage, taking half damage on a success.
Master Arts
Rapid Recovery Scroll
As a bonus action, you unfurl and activate a scroll containing powerful mystic sigils. You then regain hit points equal to a roll of your Sneak Attack dice.
Inferno Star Flurry
As an action, you produce 4 small throwing stars filled with alchemist's fire, and throw them at one or more points within 30 feet, where they each explode into balls of flame. Each creature within 5 feet of the point where a bomb explodes must make a Dexterity saving throw. A creature takes half of your Sneak Attack dice in fire damage on a failed save, or half as much damage on a successful one. The bombs ignite flammable objects in the area that aren't being worn or carried.
Instant-Step Scroll
As a bonus action, you unfurl and activate a scroll containing powerful mystic sigils. You can teleport up to your speed to an unoccupied space that you can see. For the next minute, you can use your bonus action to teleport in the same manner.
Concussion Bomb
As an action, you produce and hurl a bomb at a point within 30 feet, where it erupts into a powerful concussive blast. Any creature caught within 5 feet of the center of the blast must make a Constitution saving throw. A creature takes half your Sneak Attack dice in thunder damage on a failed save, and is Stunned for one minute. On a successful save , the creature takes half as much damage and isn't Stunned. A Stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.