Rogue: Ninja

by SimosDM

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Ninja

Ninjas are rogues who hail from the Far East. They have mastered the arts of martial combat, espionage, and harnessing their inner magic, as well as, the magic around them. Ninjas are trained in working as spies or as assassins for their personal goverment, or as personal guards, for their employers, watching from the shadows, and making sure their employer is not harmed, by taking out their enemies, before they can do something. On rare occassions, Ninjas fight on the front lines, and they use their magic like abilities, called Ninjitsu, in combination with their martial attacks, to give them an upper hand in combat.

Off Hand Prowess

Starting at 3rd level, when you make an attack with a weapon you're holding in your off hand, you can treat it as an additional attack, instead of using your bonus action, to attack with that weapon.

You can use this feature an amount of times equal to your proficiency bonus, and after that, you have to complete a long rest before you can use it again.

You can only use this feature if you're holding a dagger, scimitar or a shortsword in your off hand.

Ninja's Throw (Optional Rule)

Starting at 3rd level, instead of taking the Off Hand Prowess Feature, you can take this feature instead. After you have made an attack this turn, you can throw a Melee Weapon that has the Light and Thrown properties as a bonus action.

Ninjitsu Arts

Beginning at 3rd level, you learn techniques called Ninjitsu. Magical abilities, that only Ninjas can use, and that are fueled by Ninjitsu Points

Ninjitsu. You learn 3 Ninjitsu at 3rd level and have 4 Ninjitsu Points. You learn 1 more Ninjitsu and gain 2 more Ninjitsu Points at 9th, 13th and 17th level. All damage dealt by your Ninjitsu, is considered magical, for the purpose of bypassing resistances of non magical damage.

Failed Ninjitsu. When you cast a Ninjitsu, roll a D20. If you roll a natural 1, roll on the Failed Ninjitsu Table, otherwise, on any other result, you cast the Ninjitsu normally. The table can be found at the last page of the PDF.

Attack Rolls and Saving Throws. Some of your Ninjitsu will require you to make an attack roll to hit a creature with that art or for other creatures to make saving throws to avoid damage, or to resist their effects. Your Ninjitsu Attack roll and Ninjitsu DC is calculated as follows:

Ninjitsu Attack Roll = your Proficiency Bonus + your Intelligence Modifier or your Wisdom Modifier.

Ninjitsu Save DC = your Proficiency Bonus + your Intelligence Modifier or your Wisdom Modifier.

Masterful Espionage

Starting at 9th level, when you are in dim or total darkness, or when you're heavily obstructed, you can take the Hide action, as a free action.

You can only take the Hide action as a free action this way, once per long rest.

Nimble Footed

Beginning at 13th level, you can take the Dash or Disengage action as a free action.

You can only take each of these actions once per long rest this way, and you can't take them again, in the turn that you have used this action.

Ninjitsu Mastery

At 17th level, when you roll a natural 1 on the D20 you roll, after you have casted a Ninjitsu, you can instead ignore the natural 1, and treat the result as a 10.

You can use this feature, an equal amount of times equal to either your Wisdom or Intelligence Modifier, after that, you have to finish a long rest before you can use it again.

Ninjitsu List

Below are the Ninjitsu you can learn at 3rd and higher levels.

Ninjitsu Art: Rasen Shuriken. (Spiral Shuriken) As an action, you can spend 2 Ninjitsu Points and make a ranged attack against a creature of your choice within 30ft. of you. On a hit, that creature takes 3d6 Slashing Damage.

Ninjitsu Art: Shi No Tsukisashi. (Pierce of Death). Once per turn, when you hit a creature with a Weapon attack made with a finesse or ranged weapon, you can spend 1 Ninjitsu Point, to deal an additional 1d6 damage. You can spend up to a maximum of 3 Ninjitsu Points, to deal an additional 1d6 damage for each point spent.

Ninjitsu Art: Kage no Tate (Shield of Shadows). As an action, you can spend 4 Ninjitsu Points to envelop yourself in a shadow like armor. The armor grants you 1d10 + your Intelligence Modifier or your Wisdom Modifier Temporary Hit Points.

Ninjitsu Art: Rasengan (Spiraling Sphere). As an action, you can spend 1 Ninjitsu Point, to create a glowing, spiraling sphere on an empty hand of yours. Make a Melee Attack against a creature of your choice, within 5ft. of you. On a hit, that creature takes 2d6 Bludgeoning Damage. Additionally, that creature must make a Strength Saving Throw against your Ninjitsu Save DC. On a failed save, that creature falls prone.

Ninjitsu Art: Chidori (Lightning Blade). As an action, you can spend 1 Ninjitsu Point, to envelop an empty hand of yours, with lightning. Make a Melee Attack against a creature of your choice, within 5ft. of you. On a hit, that creature takes 1d6 Lightning Damage. Additionally, that creature must make a Constitution Saving Throw against your Ninjitsu Save DC. On a failed save, that creature takes an additional 1d6 Lightning Damage at the start of each of its turns. A creature affected by this Ninjitsu, can attempt to repeat the Saving Throw at the end of each of its turns, ending the effect on a successful save.

Ninjitsu Art: Jao No Doku Kami (Venomous Bite of the Snake Lord). As a bonus action, you can spend any amount of Ninjitsu Points, to create a spectral venomous snake around you. The snake stays around you for an amount of rounds, equal to the amount of Ninjitsu Points you spend to cast this Ninjitsu Art. On your turns, you can deal Poison Damage, equal to your Intelligence or your Wisdom Modifier to a creature of your choice within 10ft. of you, as the snake reaches out and bites them.

Ninjitsu Art: Rogudajji (Log Dodge). When a creature hits you with an attack, as a reaction, you can spend 2 Ninjitsu Points, and add either your Intelligence Modifier or your Wisdom Modifier to your AC, to possibly make the attack miss. If the attack misses you after using this Ninjitsu Art, you can teleport to an unnocupied space within 10ft. of you.

Ninjitsu Art: Kaze No Ashi (Feet of the Wind). As a bonus action, you can spend 3 Ninjitsu Points to teleport to an unnocupied space within 30ft. of you, that you can see.

Ninjitsu Art: Kaeru-Ō no Dai Seirei (Great Spirit of the Frog Lord). As a bonus action, you can spend any number of Ninjitsu Points, to summon the spirit of the Frog Lord. The Frog Lord stays summoned for an amount of time, equal to 5 minutes times the number of Ninjitsu Points you spent. The Frog Lord's stats are listed below:


Spirit of the Frog Lord

Small Fey, Chaotic Good


  • Armor Class 13 (Natural Armour)
  • Hit Points 16 (3d6+6)
  • Speed 40ft. (Hopping Speed)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 11 (0) 15 (+2) 12 (+1)

  • Saving Throws DEX +5, WIS +4
  • Skills Perception +4, Performance +3
  • Damage Resistances Slashing, Piercing and Bludgeoning from non magical attacks
  • Condition Immunities Charmed, Exhaustion
  • Senses Passive Perception 14, Darkvision 60ft.
  • Languages Common & Sylvan
  • Challenge 1 (100 XP)
  • Proficiency Bonus +2

Frog Lord's Cowardice. The Spirit of the Frog Lord has disadvantage on Wisdom Saving Throws against being Frightened.

Frog Lord's Keen Eye. The Spirit of the Frog Lord has advantage when making Wisdom (Perception) or Intelligence (Investigation) checks, to find hidden treasure in the area it's in.

Actions

Frog Lord's Wakizashi. Melee Weapon attack: +5 to hit, 5ft., one target. Hit: 1d6+3 piercing damage.

Poisonous Tongue. The Spirit of the Frog Lord, attempts to hit a creature with its poisonous tongue. That creature must make a Dexterity Saving Throw with a DC of 12. On a failed save, it takes 3d6 poison damage, and it's Poisoned. At the start of each of its turns, the Poisoned creature can attempt to cure the condition, by making a Constitution Saving Throw with a DC of 12. On a successful save, it only takes half the Poison damage, and it's not poisoned.

Bonus Actions

Frog Lord's Fortune (once per short rest). As a bonus action, the Spirit of the Frog Lord can give to itself or to the creature that summoned it a D4. That D4 can be applied to up to 3 Saving Throws the holder of the D4 makes. The holder has the D4 for a maximum of 1 hour.

Ninjitsu Art: Kori No Rogoku (Prison of Ice). As an action, you can spend 5 Ninjitsu Points, and choose a point within 30ft. of you. Every creature in a radius of 15ft. from the point you choose, must make a Dexterity Saving Throw. On a failed save, a creature takes 3d8 cold damage, and it's movement drops to 0. On a successful save, it only takes half as much damage.

Ninjitsu Art: Mizu No Bore (Volley of Water). As a bonus action, you can spend 5 Ninjitsu Points, and make a ranged attack against a creature within 80ft. of you. On a hit, the creature takes 1d10 Cold Damage, and the creature becomes vulnerable to lightning damage, but resistant to fire damage.

Ninjitsu Art: Yudokuna Chikyu (Toxic Earth). As an action, you can spend 5 Ninjitsu Points, and point at an area within 30ft. of you. The land around the point you choose, in a radius of 15ft. become poisonous, filled with poisonous gas, and a toxic ground. Every creature in that area, must make a Constitution Saving Throw. On a failed save, a creature takes 1d8 Poison Damage and is Poisoned, while on a sucessful save, a creature takes half as much damage, and is not Poisoned. A creature that starts and ends its turn in the poisoned area, takes 1d8 Poison Damage.

Ninjitsu Art: Raiton (Lightning). As an action, you can spend 5 Ninjitsu Points, and make a Ranged Attack against a creature within 60ft. of you. On a hit, that creature takes 4d8 Lightning Damage.

Ninjitsu Art: Kakyū (Fireball). As an action, you can spend 5 Ninjitsu Points, and choose a point within 60ft. of you. Every creature in a radius of 20ft. of the point you chose, must make a Dexterity Saving Throw. On a failed save, a creature takes 6d6 Fire Damage, while on a successful save, it only takes half as much.

Ninjitsu Art: Uchū No Kunai (Kunai of Space). On your turn, you can spend 7 Ninjitsu Points, and enhance a weapon you hold, that has the Light and Throws properties, with your magic. The weapon is considered magical, if it's not already a magical weapon. When you throw the weapon, you can use a bonus action, to teleport to the space the weapon landed on, granted, the space is not occupied by another creature or construct.

Ninjitsu Art: Kage No Bushin (Shadow Clone). On your turn, you can use a bonus action, and spend 7 Ninjutsu Points to create a clone of yourself, which is an exact replica of yourself, having the exact same looks, personality and voice as you. The Shadow Clone stays summoned, an amount of rounds equal to either your Intelligence Modifier or your Wisdom Modifier, until it dies, or until you dispel it with a free action. The Clone takes its turns after your turns, and its stats are listed below:


Shadow Clone

Your size and race, your alignment


  • Armor Class 10 + your Dexterity Modifier + your Proficiency Bonus
  • Hit Points 1
  • Speed Same as your walking speed

STR DEX CON INT WIS CHA
- - - - - -

  • Saving Throws Same as yours
  • Condition Immunities Same as yours
  • Senses Same as yours
  • Languages Same as yours
  • Challenge -
  • Proficiency Bonus Same as yours

Mirrored Scores. The Shadow Clone shares the same Attribute Scores as yours.

Ninjitsu Support. The Shadow Clone has a pool of 5 Ninjitsu Points. When you cast a Ninjitsu, you can use the Ninjitsu Points in the Shadow Clone's points pool instead. The Shadow Clone cannot regain its points, unless it is dispelled and re-summoned.

Actions

Mirrored Attack. The Shadow Clone's weapon is the same weapon or the same weapons, that you hold in one or both hands. The Shadow Clone can make 1 attack per turn, and only at the end of your turns. It uses the same Attack Bonus and Damage Bonus as you, and uses the Weapon's Damage Die as your weapon.

Ninjitsu Art: Kunai No Ame (Rain of Kunai). On your turn, as a bonus action, you can spend 9 Ninjitsu Points, and summon seven spectral kunai around you. The kunai are considered magical for overcoming resistances, and if a creature is immune to piercing damage, it is instead resistant against the attacks of the kunai. The kunai stay summoned for the turn they were summoned. You can make up to 7 ranged attacks, to creatures up to 120ft. away with these kunai. On a hit, a creature takes 1d4 + your Intelligence Modifier or Wisdom Modifier piercing damage.

Failed Ninjitsu Table

d8 Effect
1 You summon a small bipodal dog with 2 heads and a scoprion tail. Its name is Daigoro, and his friendly towards you, and other creatures that are friendly to him. Daigoro stays summoned for 1d4 hours. You can use an action on to unsummon his
2 You cast a random Ninjitsu from the Ninjitsu list, even if you don't know it.
3 You summon a small green hawk, wearing a pilot's cap, and an ornated orange scarf. Its name is Dai-Gai, and he is hostile to anyone who won't feed him or who won't praise him. Dai-Gai stays summoned for 1d4 hours. You can use an action on to unsummon him.
4 You manage to cast your Ninjitsu, but, you either hit, or it affects a random creature within 30ft. of you.
5 You turn into a pink rabbit, and stay in that form for 1d4 hours (use the Rabbit 5e statblock while transformed). If you fall unconsious while you're a rabbit, you keep your form as a rabbit. The only way to dispel this form, is to either wait for the hours to pass, or with the Dispel Magic Spell.
6 You summon a small purple snake, with a scar on its left eye, and dagger on its tail. Its name is Sasuke, and its only friendly towards you, while its aggressive to your enemies and neutral towards everyone else.
7 You get teleported in a random, unnocupied space, within 30ft. of your original space.
8 You summon a small grey cat, who is wearing a red ribbon around its neck. Its name is Hinata, she is neutral to everyone around her, and will ignore anyone who tries to talk to her, unless someone offers her 5 Gold Pieces or Jewels worth at least 5 Gold Pieces, in which then, she eats the offerings, and becomes friendly to the one who offered those treasures. Hinata stays summoned for 1d4 hours. You can use an action on to unsummon her.
 

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