Class: Ninja 2.1

by Gannoh2

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Ninja

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.

Hidden Technique

When you reach 3rd level, you commit yourself to mastering a hidden technique. You can choose from the following hidden techniques described below: Bare-Handed Killer, Faceless Infiltrator, Patron's Favored, Shadow Monarch, or Shuriken Specialist.

Changing Secondary Ability Score

Many ninja powers are based on their Wisdom score. This reflects both the ninja's mastery of their inner self and their connection to the spirit realm. However, it is also possible to imagine ninjas with powers instead based on their Intelligence or Charisma score. Such ninjas might respectively connect to the spirit realm through rigorous study and occult rituals or instead possess a sorcerer-like innate bond to the spirit realm.

Higo (秘語)

By 3rd level, you have learned higo, a complex and secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows higo understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. Although any skilled ninja knows higo, each clan has also some unique words and phrases that allow their internal messages to remain discrete even if intercepted.

You also understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a ninja clan.

Higo Example

"I just came back from Lake Kiwa to do some trading. Along the way I saw Castle Red Swan. It looks amazing at sunset. Have you seen it?"

"I wish. It sounds lovely. By the way, have you read Mokusai's new poem?"

"I'm not sure. Remind me, what's it about?

"The beauty of falling leaves in autumn."

"Ah, yes, I've read it. A fine work, isn't it?

"I think it's one of his best yet."

Baron Kuranoto, Master of Castle Red Swan, suddenly died several weeks later.

Ability Score Improvement

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.

Talent

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you hone one of your abilities. Choose one of the talents listed below.

You can choose any talent multiple times, and its benefit stacks. For example, if you select the Like the Wind talent twice, you can move up to 10 feet when you Disengage.

Deep Breathing. You can hold your breath for twice as long as normal.

Focused Training. Choose one skill or tool you are proficient in. When you roll a 1 on the d20 when you use that skill or tool, reroll it. Keep rerolling it until you don't roll a 1. If you select this talent and the same skill or tool twice, you reroll when you roll a 1 or a 2 on the d20, and so on.

Heightened Senses. Increase your passive Wisdom (Perception) and passive Intelligence (Investigation) scores by 1.

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.

Hidden Techniques

Bare-Handed Killer

Bare-Handed Killers are able to use their fists and feet as weapons with frightening skill.

3rd Level

Precise Strikes. When you use the Attack action with an unarmed strike or ninja weapon on your turn, you can make one unarmed strike as a bonus action. You can deal piercing or slashing damage with your unarmed strikes.

You can roll a d6 in place of the normal damage of your unarmed strike. This increases to a d8 at 11th level and a d10 at 17th level.

Once per round, when you hit a creature with an unarmed strike, you can spend 1 spirit point to impose on it the effect related to the type of damage it deals.

Sever Nerve (Slashing): It can't take reactions until the end of your next turn.

Sweep the Leg (Bludgeoning): It must succeed on a Dexterity saving throw or be knocked prone.

Vital Puncture (Piercing): It must succeed on a Constitution saving throw or take extra damage equal to 1d4 + half your ninja level.

11th Level

Perfect Strikes. Once per round, when you hit a creature with an unarmed strike, you can spend 4 spirit points to impose on it one of the following effects.

Calamitous Wound: It must succeed on a Constitution saving throw or have disadvantage on the next Strength, Dexterity, or Constitution saving throw it makes before the end of your next turn.

Shatter Spirit: It must succeed on a Wisdom saving throw or have disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes before the end of your next turn.

17th Level

Paint the Town Red. As an action, you can move up to your speed without provoking opportunity attacks. While moving, you can make one unarmed strike with advantage against any number of creatures within range. There is no limit on the number of times you can use your Sneak Attack, Precise Strikes, or Perfect Strikes features. Each attack must deal piercing or slashing damage, and any creatures hit do not appear to take damage until the end of your move, when they erupt in sprays of blood. Once you use this feature, you must finish a long rest before you can use it again.

Faceless Infiltrator

Faceless Infiltrators slip into new bodies as easily as others change clothes. They possess the power to steal the identities of the dead.

3rd Level

Harvest Visage. You gain the ability to adopt a creature's persona. You can spend 1 minute performing a ritual with a dead creature no larger than Medium with a face and a humanoid shape (DM's discretion). At the end of the ritual, you run your hand over its face, which disappears, leaving a smooth, featureless surface.

As an action, you can summon and put on the face of a creature whose face you have removed. You now look like, sound like, and feel like the dead creature, but healthy and alive. Your size may change, but any other statistics and abilities do not. For example, you may appear to be an aarakocra, but you don't gain a flying speed. In addition, only your physical form changes; your clothes and equipment do not.

While you're wearing the face, you gain access to all information that the creature would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. You also can speak, read, and write any languages that the creature did.

Another creature can see through the disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

This disguise lasts until you end it as a bonus action or die. When you end the disguise, the face either returns to your possession or to a pocket dimension for storage (your choice). You can have a total number of faces equal to your ninja level. If acquiring a new face would put you over the limit, you must permanently discard a face.

You can reuse faces. As an action, you can swap one face for another.

You also can share faces. You can summon a face as an action and give it to another creature, which can don the face as an action. Creatures that do so gain the effects described above. When a creature ends the disguise, the face returns to their possession. When a face is in your possession, you can use an action to store it in the pocket dimension.

New Face. As an action, you can spend 2 spirit points to cast Disguise Self or Alter Self without verbal or somatic components. When you cast Alter Self, you can choose only the Change Appearance option, but you have advantage on Constitution saving throws to maintain concentration on it.

11th Level

Borrow Visage. Once per round, when you hit a creature with an attack, you can spend 4 spirit points to try to temporarily remove its face. The target must make a Constitution saving throw. If it fails, until the end of your next turn, its face disappears, becoming a smooth and featureless surface. With no eyes and no mouth, it is blinded and cannot speak or use powers like a breath attack or gaze.

While the creature's face is stolen, your face takes on its appearance. This has no effect on your abilities. Creatures without a recognizable face are immune to this feature. If a creature has multiple faces, only one is affected.

17th Level

Flawless Harvester. When you wear a creature's face, you gain access to all its memories and knowledge, even secrets. When you make a Charisma (Deception) check to act like the creature whose face you are wearing and roll less than a 10 on the d20, treat the result as a 10. These benefits apply to other creatures wearing one of the faces you've harvested.

Patron's Favored

Patron's Favored have an especially close relationship with their spirit patron and become a sort of priest.

3rd Level

Blessed Servant. You are always affected by the Guidance cantrip. It isn't a concentration spell for you.

In addition, you gain proficiency in one skill depending on your spirit patron. If you are already proficient, your proficiency bonus is doubled for any ability check you make that uses that chosen proficiency.

Arashimo, the Storm Spider: Acrobatics

Hyōra, the Frost Tiger: Survival

Kagehō, the Shadow Phoenix: Medicine

Sarishū, the Scorpion Lord: Intimidation

Shiryū, the Death Dragon: History

Finally, you learn a spell connected to your spirit patron. It costs 2 spirit points. It and other spells you learn through this hidden technique do not require inexpensive material components.

At 5th, 9th, 13th, and 17th level, you can spend an additional spirit point to cast the spell at a higher level. Each additional spirit point increases the level by 1. You can similarly upcast other spells you learn though this hidden technique.

Arashimo, the Storm Spider: Ensnaring Strike (does bludgeoning instead of piercing damage as the target is wrapped in a constricting web)

Hyōra, the Frost Tiger: Hunter's Mark

Kagehō, the Shadow Phoenix: Burning Hands

Sarishū, the Scorpion Lord: Scorpion's Bane (acts like the Hex spell but deals 1d8 poison damage instead of 1d6 necrotic damage)

Shiryū, the Death Dragon: Cause Fear

11th Level

Patron's Power. You learn two new spells connected to your spirit patron. The 2nd level spell costs 3 spirit points and the 3rd level spell costs 4 spirit points.

Arashimo, the Storm Spider: Spider Climb, Lightning Bolt

Hyōra, the Frost Tiger: Locate Object, Tiger's Leap (acts like the Thunder Step spell, but deals cold instead of thunder damage and doesn't make a loud sound)

Kagehō, the Shadow Phoenix: Aganazzar's Scorcher, Revivify

Sarishū, the Scorpion Lord: Spike Growth, Bestow Curse

Shiryū, the Death Dragon: Ray of Enfeeblement, Spirit Shroud (necrotic damage only)

17th Level

Patron's Intercession. As an action, you can ask your spirit patron for aid, performing one of two actions:

  • Answer. This acts like the Commune spell, except that no material components are needed.

  • Protect. This acts like the Guardian of Faith spell, with two differences. First, it deals the same type of damage that the cantrip you know from worshiping your spirit patron does, and this damage ignores resistance and immunity, unless a creature has resistance or immunity to all damage. Second, the conjured guardian is not stationary. On your turn, it can move up to 60 feet in any direction (this takes no action on your part).

You can perform each action once, after which you must finish a long rest before you can use it again.

Shadow Monarch

Shadow Monarchs are the archetypal ninja, wielding darkness with the same deftness that they wield their hidden blades.

3rd Level

Twist Shades. You can use your spirit to duplicate the effects of certain spells. You can spend 2 spirit points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.

11th Level

Shadow Step. You can step from one shadow into another. When you are in dim light or darkness, as a bonus action you can spend spirit points to teleport to an unoccupied space you can see that is also in dim light or darkness. You can teleport up to 30 feet for each 2 spirit points you spend. You then have advantage on the first melee attack you make before the end of the turn.

17th Level

Ascend the Umbra Throne. As an action, you can become invisible for 1 minute and create a stationary 50-foot radius sphere of dim light centered around you for 1 minute. Even magic cannot increase the light level above dim in this area.

While the sphere is present, you can as an action spend any number of spirit points to turn the shadow sphere into a killing ground. Each creature of your choice in the sphere must make a Dexterity saving throw. Creatures that fail take 1d4 bludgeoning, piercing, or slashing damage for each spirit point spent, while creatures that succeed take half as much damage.

Once you use this feature, you must finish a long rest before you can use it again.

Shuriken Specialist

Shuriken Specialists focus on mastering the famous "ninja star."

3rd Level

Unlimited Shuriken Works. When you throw shuriken, instead of using mundane ones, you can instantly create them out of solidified shadow as part of the attack. They disappear after the attack is resolved. These shadow shuriken deal 1d6 piercing damage, have a range of 30/120, and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage

When you use the Attack action with a ninja weapon or unarmed strike on your turn, you can make one attack with a shuriken as a bonus action.

Once per round, when you hit a creature with a shuriken, you can spend 1 spirit point to impose on it one of the following effects.

Agonizing Shuriken: If the target is concentrating on a spell or ability, when it makes a Constitution saving throw to maintain concentration for this attack, it rolls a d4 and subtracts the roll from the result.

Exploding Shuriken All creatures of your choice you can see within 10 feet of the target take piercing damage equal to half your ninja level (rounded up) as tiny shadow shuriken tear into them. The target itself does not take this damage.

Slowing Shuriken: Its speed is reduced by 10 feet until the start of your next turn.

11th Level

Counter-Shuriken. As a reaction when a creature you can see within range of your shuriken makes an attack roll, you can spend 3 spirit points to throw a shuriken to foil its assault. Make a shuriken attack against that creature. If it hits, it takes no damage, but makes its attack with disadvantage. If the attack is a ranged weapon attack and does not involve a massive projectile like a giant's boulder or ballista, the attack automatically misses instead.

17th Level

Shuriken Storm. As an action, you can throw shuriken at any number of creatures you can see within 30 feet of you. Each attack that hits deals extra damage equal to your ninja level. Immediately after using this feature, you can throw one additional shuriken as a bonus action. Once you use this feature, you can't use it again until you finish a short or long rest.

Art Credit

Cover by Txikimorin
Page 1 - Carter Adair
Page 2 - MuYong Kim
Page 3 - Thunderegg Productions
Page 4 - martylsi
Page 5 - Paizo
Page 6 - hamex
Page 7 - Eva Widermann
Page 8 - Hou China
Page 9 - Alexandra Khitrova

Art Credit

Page 10 - Esmira, Rene Campbell
Page 11 - Sive, Sally Gottschalk
Page 12 - tervola
Page 13 - artozi
Page 14 - lordeeas
Page 15 - tsDuske
Page 16 - Carter Adair
Page 17 - Joseph Biwald, ArenaNet
Page 18 - DeNA
Page 19 - Alayna

 

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