Ninja
The orc stood up, satisfied with her work. She tossed her origami owl into the air, where it grew to giant size. She mounted her creation and soared into the night sky.
The king lay bleeding on the floor as his dwarf assailant methodically stripped him of all identifying objects, starting with his finely-crafted shoes and ending with his handsome face.
Outnumbered five to one, the halfling didn't flinch. In a split-second move, she threw a storm of shuriken, dashed up the wall, and ran through the ceiling.
Whatever their specialty, ninjas are supernaturally-talented agents of stealth, espionage, and assassination. They are united in their ability to magically harness the energy that flows from the spirit realm. Whether channeled as a flashing display of martial prowess or a subtler focus of agility and speed, this energy infuses all that a ninja does.
Spirit and Precision
Whereas monks gain power through mastering themselves, ninjas rely on an external source of energy - the spirit realm. Overlapping with the physical multiverse is a spiritual counterpart filled with marvelous and terrible beings. Ninjas tap into the spirit realm to create magical effects and exceed their bodies’ physical capabilities. Using this spirit energy, ninjas can perform incredible feats like teleportation and ripping out their enemies' hearts with their bare hands.
When it comes to combat, ninjas prioritize cunning over brute strength. A ninja would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Ninjas have an uncanny knack for avoiding danger.
Shadowy Asceticism
A majority of ninjas belong to (or at one point, belonged to) a clan. Clans offer tutelage in the hidden arts, safe haven, and allies to complete missions. Some are found in remote areas, while others exist in the heart of thriving cities under the guise of institutions such as a temple. Clans often operate like thieves' guilds or provide services such as killing for hire, but a few have more noble goals like protecting the weak or uprooting corruption.
While many monks are happy to remain in their cloister, ninjas are a different breed, since nearly all clans have a desire to influence the outside world, whether for good or for evil. A ninja's training is designed to make her ready to face any obstacle. To be a ninja is to be always prepared for an adventure.
Creating a Ninja
As you make your ninja character, think about your connection to your clan, where you learned your skills and spent your formative years.
Were you an orphan or a child that the clan saw potential in? Did your parents promise you to the clan in payment for a service performed by the ninjas? Did you enter this secluded life to hide from a crime you committed? Or did you choose the ninja life for yourself? If you never had a clan, how did you learn your ninja skills? Perhaps you learned them after you stumbled upon ancient scrolls, or you could have been adopted by a ninja. Your powers may also have been gained through worshiping a spirit being, or perhaps the spirit being chose you for a purpose.
If you had a clan but left it, why? Were you banished because of a transgression or did you disagree with the leadership? Are you hunted by your former comrades? If you remain a clan member, what do you seek from the relationship? Is the clan just a means to gaining greater personal power, or do you really see yourself as part of a close-knit group? Do you fear leaving?
As a result of the structured life of a ninja clan and the discipline required to reach the spirit realm, ninjas are almost always lawful in alignment. Ninjas without a clan are more likely to be neutral or chaotic.
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: Light armor
- Weapons: Simple weapons, blowguns, hand crossbows, nets, scimitars, shortswords
- Tools: Thieves' tools
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
- Leather armor, 10 darts, and thieves' tools
Quick Build
You can make a ninja quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Wisdom your second-highest so your abilities are more difficult to resist. Second, choose the spy background.
Multiclass
You must have a Dexterity score of 13 or higher and a Wisdom score of 13 or higher in order to multiclass in or out of this class. If you multiclass into this class, you gain proficiency in simple weapons and one skill available to ninjas.
Ninja
| Level | Proficiency Bonus | Spirit Points | Sneak Attack | Features |
|---|---|---|---|---|
| 1st | +2 | — | 1d4 | Martial Artist, Sneak Attack, Traditional Art |
| 2nd | +2 | 2 | 1d4 | Spirit, Spirit Power Source |
| 3rd | +2 | 3 | 2d4 | Hidden Technique, Higo (秘語) |
| 4th | +2 | 3 | 2d4 | Ability Score Improvement, Talent |
| 5th | +3 | 4 | 3d4 | Improved Vanish |
| 6th | +3 | 5 | 3d4 | Spirit-Empowered Strikes, Spirit Power feature |
| 7th | +3 | 6 | 4d4 | Evasion |
| 8th | +3 | 6 | 4d4 | Ability Score Improvement, Talent |
| 9th | +4 | 7 | 5d4 | Traditional Art feature |
| 10th | +4 | 8 | 5d4 | Spirit Stride |
| 11th | +4 | 9 | 6d4 | Hidden Technique Feature |
| 12th | +4 | 9 | 6d4 | Ability Score Improvement, Talent |
| 13th | +5 | 10 | 7d4 | Spirit Power feature |
| 14th | +5 | 11 | 7d4 | Traditional Art feature |
| 15th | +5 | 12 | 8d4 | Lightning Reflexes |
| 16th | +5 | 12 | 8d4 | Ability Score Improvement, Talent |
| 17th | +6 | 13 | 9d4 | Hidden Technique Feature |
| 18th | +6 | 14 | 9d4 | Ghost Steps |
| 19th | +6 | 15 | 10d4 | Ability Score Improvement, Talent |
| 20th | +6 | 15 | 10d4 | Spirit Power feature |
Martial Artist
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and ninja weapons, which are blowguns, hand crossbows, nets scimitars, shortswords, shuriken, simple ranged weapons, and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only ninja weapons and you aren't wearing medium or heavy armor or wielding a shield:
• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and ninja weapons.
• You can roll a d4 in place of the normal damage of your unarmed strike or ninja weapon.
Certain ninja clans use specialized forms of the ninja weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku), a long scimitar allowing for a two-handed grip (called a katana), or shuriken (darts). Whatever name you use, use the weapon's official statistics.
The one exception is the katana. Treat katanas as scimitars with the versatile (1d8) quality.
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 1d4 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use either a finesse, ranged, or ninja weapon, or be an unarmed strike.
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. If you have levels in rogue, add them to your ninja level to determine your Sneak Attack damage.
Traditional Art
At 1st level, choose a traditional art to study. For some ninjas, this completes them as a person, while for others it is merely a potential cover story. The powers you gain from your choice of art are described below.
You can choose one of the following arts: calligraphy, dance, drama, origami, or tea ceremony.
Spirit
Starting at 2nd level, your training allows you to harness mystical spirit energy. Your access to this energy is represented by a number of spirit points. Your ninja level determines the number of points you have, as shown in the Spirit Points column of the Ninja table.
You can spend these points to fuel various spirit features. You start knowing three such features: Burst of Agility, Shadowmeld, and Vanish. You learn more spirit features as you gain levels in this class.
When you spend a spirit point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended spirit back into yourself. You must spend at least 30 minutes of the rest communing with the spirit realm to regain your spirit points.
Burst of Agility. You can spend 1 spirit point to take the Dash or Disengage action as a bonus action on your turn.
Shadowmeld. You can spend 1 spirit point to take the Hide action as a bonus action on your turn.
Vanish. You can spend 1 spirit point as an action to become invisible until the start of your next turn or until you attack, cast a spell, or force a creature to make a saving throw.
Ninja Feature Saving Throw DC
Several ninja features require your target to make a saving throw to resist its effects.
The saving throw DC is:
8 + your proficiency bonus + your Wisdom modifier
Spellcasting Ability
Ninjas possess minor spellcasting capabilities starting at 2nd level. Wisdom is your spellcasting ability.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spirit Power Source
At 2nd level, you choose a font of power from the spirit realm to tap into. There are five spirit patrons to choose from, whose abilities are described below.
Arashimo, the Storm Spider, counsels patience among its adherents, teaching them that the surest way to victory is to set a cunning trap.
Hyōra, the Frost Tiger, by contrast urges her followers to vigorously pursue their prey with a hunter's drive.
Kagehō, the Shadow Phoenix, is an enigmatic being with powers of both creation and destruction.
Sarishū, the Scorpion Lord, teaches his followers that they deserve vengeance for the wrongs they've suffered.
Shiryū, the Death Dragon, is both feared and respected for his power over souls.
Leap Up. Standing up from prone costs 5 feet less than normal. You can choose this talent up to two times.
Like the Wind. When you Disengage, you can move up to 5 feet. You can choose this talent up to two times.
New Tongue. You learn a language of your choice.
Nimble Steps. You ignore up to 5 feet of difficult terrain each round. You can choose this talent up to two times.
Sense Spirit. As an action, you can open your awareness to detect spiritual forces. Until the end of your next turn, you know the location of any celestial, elemental, fey, fiend, or undead within 10 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Choosing this talent again increases the range by 10 feet.
You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.
Slow Fall. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to your ninja level.
Strong Spirit. Decrease the number you need to roll on the d20 to succeed on death saving throws by 1.
Improved Vanish
Starting at 5th level, you can spend 2 spirit points as an action to become invisible for 10 minutes or until you attack, cast a spell, or force a creature to make a saving throw.
Spirit Empowered Strikes
Beginning at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion
Starting at 7th level, you can nimbly dodge out of the way of certain area effects, like a blue dragon's 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.
Spirit Stride
At 10th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move while wearing light or no armor and not wielding a shield.
Lightning Reflexes
By 15th level, your reflexes have become supernaturally quick. You gain proficiency in Dexterity saving throws. If you already have this proficiency, you instead gain proficiency in another saving throw (your choice).
Ghost Steps
Beginning at 18th level, you can step partially into the spirit realm.
If you spend 4 spirit points as a bonus action, until the end of your turn, you can move through creatures and objects. While affected, you also become immune to being grappled or restrained, you ignore difficult terrain, and you have resistance to all damage.
If you end your turn in the same spot as a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
Traditional Arts
Calligraphy
1st Level
Combat Artist. You gain proficiency with calligrapher's supplies.
While wielding a calligraphy brush, you can use an action to trace a character in the air and propel it toward a target. Make a ranged spell attack against a target within 60 feet of you. You can use Dexterity instead of Wisdom for the attack roll. If it hits, the target takes damage equal to 1d6 + your ninja level.
The damage type depends on which character you magically draw. Choose from the list below. You know a number of characters equal to your proficiency bonus.
Acid (酸): Acid damage
Death (死): Necrotic damage
Fang (牙): Piercing damage
Fire (火): Fire damage
Force (力): Force damage
Hammer (槌): Bludgeoning damage
Ice (氷): Cold damage
Light (光): Radiant damage
Lightning (雷): Lightning damage
Madness (狂): Psychic damage
Poison (毒): Poison damage
Sound (音): Thunder damage
Sword (剣): Slashing damage
9th Level
Open and Close. You can create two new empowered characters, open (開) and close (閉). While wielding a calligraphy brush, you can as an action magically draw one of those characters in the air to affect a target you can see within 60 feet of you. If you draw 開, the object opens as if you had cast the Knock spell on it, except that it creates no noise. If you draw 閉, the object becomes more difficult to open until you finish a long rest as if you had cast the Arcane Lock spell on it. Once you use this feature, you must finish a long rest before you can use it again.
14th Level
Life. You can create a new empowered character, life (生). While wielding a calligraphy brush, you can as an action magically draw it in the air to affect any number of creatures you can see within 60 feet of you. For 1 hour, those creatures don't die unless they have four failed death saving throws. Once you use this feature, you must finish a long rest before you can use it again.
Dance
1st Level
Dance of Shadow. You gain proficiency in the Performance skill.
You can take 1 minute to perform a dance of shadow. For 1 hour after the dance, you have advantage on Dexterity (Stealth) checks and you can attempt to hide when you are lightly obscured.
9th Level
Mesmerizing Dance. As an action, you can perform a mesmerizing dance. Choose any number of creatures you can see within 30 feet of you that can see you. They must succeed on a Wisdom saving throw or be charmed by you. If they are in combat, they have advantage on the saving throw. While charmed by this feature, creatures are incapacitated and have a speed of 0. Creatures that succeed don't know you tried to charm it.
A creature that fails can be charmed by you for up to 10 minutes. However, the charm ends on it at the end of your turn if you don't use your action to continue to dance within 30 feet of that target and within its line of sight. The charm also immediately ends on an affected target if it takes damage or is forced to make a saving throw. The dance counts as a concentration effect. Once you use this feature, you must finish a short or long rest before you can use it again.
14th Level
Dance of Doom. As an action, you can perform a dance of doom. Until the the end of your turn, when you move, you leave behind a line of crackling energy. If you move in such a way that you create an enclosed space with the line, the enclosed space alights with fell power, affecting all creatures of your choice within it. Until the start of your next turn, affected creatures' movement speed is halved and attacks against them have advantage.Once you use this feature, you must finish a long rest before you can use it again.
Drama
1st Level
Conjure Mask. You gain proficiency in the Performance skill.
Furthermore, you can gain supernatural power by donning a traditional noh drama mask.
As an action, you can summon and put on one of the masks described below. You gain certain powers depending on what type of mask you wear. You can wear only one at a time. You can wear a mask as long as you desire, and a mask cannot be removed against your will unless you are incapacitated. You can remove and unsummon your mask as a bonus action.
Once you summon and don a mask, you can't do so again until you finish a short or long rest.
Mask Options
Blue Spirit. The Blue Spirit is a silent but masterful warrior. When you make a Dexterity (Acrobatics) check or roll initiative, roll a d4 and add the number rolled to the result.
Goddess. The Goddess is most wise. When you make a Wisdom (Insight) check or a saving throw against being charmed, roll a d4 and add the number rolled to the result.
Lion. The dazzling Lion gives you a noble and fearless bearing. When you make a Charisma (Persuasion) check or a saving throw against being frightened, roll a d4 and add the number rolled to the result.
Oni. The Oni is a terrifying demon that revels in violence. When you make a Charisma (Intimidation) check, roll a d4 and add the number rolled to the result. In addition, when you reduce a creature to 0 hit points, you receive a d4 that you can add to one attack you make within the next minute. You add it after the attack roll is made.
Tengu. The red-faced, long-nosed Tengu is a famed trickster. When you make a Charisma (Deception) check or a Charisma saving throw, roll a d4 and add the number rolled to the result.
9th Level
Masked Persona. Your experience wearing masks protects you from certain types of magic.
When you succeed on a saving throw against a magical spell or effect that would compel you to tell the truth, the creature that forced you to make the saving throw believes you failed instead.
In addition, when you are targeted by divination magic or when divination magic would detect you (such as a creature looking at you through the Arcane Eye spell), you can make a Wisdom saving throw against the caster's spell save DC if you normally wouldn't be entitled to make a saving throw. If you succeed, the magic either does not affect you or doesn't register your presence.
Finally, you have advantage on saving throws against divination magic such as Scrying that normally allows you a saving throw to resist.
14th Level
Masking Aura. A mask grants its benefits to you and all creatures of your choice within 30 feet of you.
Origami
1st Level
Basic Origami. You can magically manipulate paper, making your creations grow in size and even bringing them to live.
As an action, you can touch one of your origami creations in the shape of an inanimate object to make it grow to the size that is normal for such an object. It can be up to Medium size. The object is still visibly made of paper, but becomes sturdy enough to perform its intended task. An origami umbrella repels water, an origami hammer can work metal, and an origami sword gives one hell of a paper cut. However, the creation cannot be used as a material component.
You can enlarge an origami in the shape of an inanimate object once. You regain the ability to do so when you finish a long rest.
The origami remains enlarged until you finish a long rest, when it returns to its original form. However, you can choose not to regain that use of this feature to keep it enlarged until you finish another long rest. You can keep doing this indefinitely.
Separately, as an action, you can touch one of your origami creations in the shape of a beast to make it grow to the size that is normal for such a creature and animate. The creature's type is construct, its alignment is unaligned, it cannot speak, and it is immune to poison and the exhausted condition. It is clearly made of paper, although it is not vulnerable to fire. It otherwise has the statistics typical for such a creature.
You can have only a single creature animated at a time. Animating a second origami makes the first return to its original form. Your creation obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. It is destroyed if it falls to 0 hit points.
While your animated creation is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your creation's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creation has. During this time, you are deaf and blind with regard to your own senses.
You can animate one CR 0 beast. You regain your ability to animate origami when you finish a long rest.
You must carefully make the origami before enlarging it. The length of time needed to make it depends on what type of object you're making. Most simple creations will take 5-10 minutes, while more complex creations could take 30 minutes or even longer, and you of course need sufficient paper. At the DM's discretion, you may be unable to make more complex (and expensive) objects such as armor until higher levels, if at all.
As an action, you can make any number of your enlarged origami, inanimate or animate, return to their original forms; you do not need to touch them.
9th Level
Intermediate Origami. You can animate a number of origami beasts equal to your Wisdom modifier (minimum one) or with a combined total CR of 1/8, whichever comes first. For example, if you have a Wisdom modifier of +3, you could animate one origami beast with a CR of 1/8 and two with a CR of 0. You can still have only one animated origami beast at a time.
You can also enlarge an origami in the shape of an inanimate object a number of times equal to your Wisdom modifier (minimum one) between long rests. Multiple inanimate origami can be enlarged at the same time.
14th Level
Advanced Origami. You can animate a number of origami beasts equal to your Wisdom modifier (minimum one) or with a combined total CR of 1/4, whichever comes first.
In addition, you can enlarge an inanimate origami creation up to size Large if you expend two uses of your enlarge origami ability.
Tea Ceremony
1st Level
Simple Blends. You can serve tea to up to 8 creatures. This takes around 30 minutes and can be done during a short rest or at the end of a long rest. Creatures that drink the tea gain a special benefit depending on what type of blend it is. You can make only one type of blend at a time.
At 1st level, you know how to make the following two blends. Their effects fade when a drinker finishes a short or long rest.
Calming. A calming blend helps maintain peace of mind. The next time a drinker makes a saving throw against being charmed or frightened, they roll a d4 and add the number rolled to the result.
Invigorating. An invigorating blend lets drinkers perform a single burst of speed. Once, when they move, they can move up to an additional 10 feet.
9th Level
New Blend. You become more adept at preparing the blends you already know, and learn a third one.
Calming. The bonus d4 now applies to the next Intelligence, Wisdom, or Charisma saving throw made.
Invigorating. When a creature performs the burst of speed, their jump distance is doubled until the end of their turn.
Charming. A charming blend, by incorporating some of your spirit, makes drinkers more easily influenced by you. Drinkers must succeed on a Constitution saving throw or be charmed by you for 1 hour. Regardless of whether they failed or succeeded, they don't know you charmed or tried to charm them. Creatures that succeed are immune to this feature for 24 hours.
14th Level
Best Blend. You learn a fourth blend. Once you make it, you can't make it again until you finish a long rest.
Refreshing. A drinker removes one level of exhaustion.
Spirit Power Sources
Arashimo, the Storm Spider
2nd Level
Spider's Child. When you use your Sneak Attack feature, you deal extra lightning damage equal to the number of Sneak Attack dice rolled.
You also know the Lightning Lure cantrip. The lash appears to be a strand of web. You can use it to target objects, and you don't have to deal damage to them.
6th Level
Web Blast. You can throw a sticky mass of webbing as an action. It acts like a net with a 15/30 range, and you can use Dexterity with it. You can target Huge and larger creatures with it. If you hit such a creature, it is not restrained, but its movement speed is reduced by 10 feet the next time it moves. Any webs on it break after the move. Multiple webs stack. You can use this feature twice, and you regain all expended uses when you finish a short or long rest.
In addition, you gain resistance to lightning damage.
13th Level
Big Web. As an action, you can hurl a big web. This acts like the Web spell, except that it isn't a concentration effect and the web disappears after 1 hour. The web can be an electrified one. Creatures that become restrained by such a web take lighting damage equal to your ninja level and take the same damage if they are restrained by it at the start of their turn. You're immune to this web and it isn't difficult terrain for you. Once you use this feature, you must finish a long rest to use it again.
20th Level
Web Master. You gain unlimited uses of your Web Blast feature. Its range increases to 30/60 and you can use it as a bonus action.
An avatar of Arashimo.
Hyōra, the Frost Tiger
2nd Level
Follower of the Frost Tiger. When you use your Sneak Attack feature, you deal extra cold damage equal to the number of Sneak Attack dice rolled.
You also know the Ray of Frost cantrip. The icy beam appears as a tiger's paw.
6th Level
Frozen Clone. You can create an icy duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the icy duplicate between the attacker and yourself. The attack automatically misses you and instead shatters the duplicate. If the attack was a melee attack, the attacker takes cold damage equal to your ninja level. Once you use this feature, you must finish a long rest before you can use it again.
In addition, you gain resistance to cold damage.
13th Level
Ice of the Tiger. As an action, you can summon a slick sheet of ice on a point you can see within 60 feet of you. This acts like the Grease spell except that it affects a 30-foot radius square.
Once you use this feature, you must finish a long rest before you can use it again. In addition, you cannot slip on ice and it isn't difficult terrain for you.
20th Level
Tiger's Breath. When you use your Ice of the Tiger feature, you can simultaneously summon Hyōra. Creatures looking down at the ice created by Ice of the Tiger see her within the ice, barreling toward them before stopping at the very edge to unleash a wintry roar.
All creatures save you in a cylinder 60-feet tall with a 30-foot radius centered on the same point as Ice of the Tiger must make a Constitution saving throw. Creatures that fail take 8d8 cold damage and are chilled for 1 minute. Chilled creatures suffer the effects of the Slow spell. Creatures that succeed take half as much damage and aren't chilled. Chilled creatures can make a Constitution saving throw at the end of their turn to end the effect.
Kagehō, the Shadow Phoenix
2nd Level
Shadow Phoenix's Gift. When you use your Sneak Attack feature, you deal extra fire damage equal to the number of Sneak Attack dice rolled.
You also know the Firebolt cantrip. The flame created by it and by features gained from worshiping Kagehō is deep purple, almost black.
6th Level
Rising Phoenix. When you use Burst of Agility, your jump distance is tripled until the end of your turn.
In addition, you gain resistance to fire damage.
13th Level
Soaring Phoenix. As a bonus action, you can gain fiery wings and a flying speed of 60 feet for 10 minutes. Once you use this feature, you must finish a long rest before using it again.
20th Level
Phoenix's Rebirth. When you start your turn at 0 hit points, you can regain a number of hit points equal to half your hit point maximum and instantly spring to your feet as an avatar of Kagehō appears overhead. In addition, each creature of your choice within 60 feet of you must make a Dexterity saving throw. Creatures take 10d6 fire damage on a failure, or half as much on a success. Once you use this feature, you must finish a long rest before you can use it again.
An avatar of Kagehō.
An avatar of Hyōra.
Sarishū, the Scorpion Lord
2nd Level
Scorpion Lord's Blessing. When you use your Sneak Attack feature, you deal extra poison damage equal to the number of Sneak Attack dice rolled.
You also know the Poison Spray cantrip. Furthermore, the poison damage from features you gain from worshiping Sarishū attacks both the body and the spirit, so it ignores resistance to poison and treats immunity to poison as resistance instead.
6th Level
Scorpion Sting. As a reaction when a creature hits you with an attack, you can make the attacker take poison damage equal to half your ninja level.
In addition, you gain resistance to poison damage and have advantage on saving throws against poison.
13th Level
Scorpion's Wrath. Once per turn, when you score a critical hit on a creature or as a reaction in response to a creature scoring a critical hit on you, you can force that creature to make a Constitution throw. Creatures that fail take poison damage equal to your ninja level and are poisoned until the end of their next turn, even if they are normally immune to the poisoned condition. Creatures that succeed take half as much damage and are not poisoned. Creatures that normally have advantage on saving throws against poison do not make the saving throw with advantage.
20th Level
Perfect Sting. When you make a weapon attack, you can invoke Sarishū's power to make it an automatic critical hit that ignores any miss chance, and you can make it a Sneak Attack if you haven't already made one this turn. Once you use this feature, you can't use it again until you finish a long rest.
Worshippers of Sarishū are known for their vivid garb that openly boasts of the danger they present.
Shiryū, the Death Dragon
2nd Level
Death Dragon's Boon. When you use your Sneak Attack feature, you deal extra necrotic damage equal to the number of Sneak Attack dice rolled.
You also know the Chill Touch cantrip. Instead of creating a hand, it creates a dragon's maw.
6th Level
Roar of the Death Dragon. You can use your action to breathe life-draining energy in a 15-foot cone emanating from you. Creatures in the cone must make a Constitution saving throw. Creatures that fail take 1d6 necrotic damage per Sneak Attack die you receive and can't regain hit points until the start of your next turn. If they are undead, they also have disadvantage on their attacks until the start of your next turn. Creatures that succeed take half as much damage and suffer no other effects. Once you use this feature, you must finish a long rest before you can use it again.
In addition, you gain resistance to necrotic damage.
Shiryū's unrivaled collection of souls.....
13th Level
Dragon's Whispers. You can cast Speak with Dead at will without material components.
20th Level
Soul Vision. Shiryū teaches you how to see the souls or animating force of other beings. You automatically see all creatures within 60 feet of you regardless of any barriers between you as they stand out like beacons. You also know what type of creatures they are (celestial, humanoid, etc). You can see creatures on the Ethereal Plane and other planes adjacent to the Material Plane.
Since you can see the location of creatures, magic such as Mirror Image and Blur doesn't affect you, and you can determine that illusions of creatures are fake. You can still be blinded.
.....gives him great knowledge of the distant past.