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Ninja
\pagebreak ## 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 enemy's heart 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 iron will which lets them overcome even the fiercest challenges. #### 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 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. \columnbreak .
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.
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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 typically 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:** Choose one from Disguise Kit, Forgery Kit, Poisoner's Kit, and Thieves' Tools - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Religion, Sleight of Hand, and Stealth \columnbreak #### 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. > ##### Multiclassing and the Ninja > If your group uses the optional multiclassing rule, here's what you need to know if you choose to take your first level as a ninja. >***Ability Score Minimum.*** You must have a Dexterity score of at least 13 and a Wisdom score of at least 13 to take a level in this class or to take a level in another class if you are already a ninja. > ***Proficiencies.*** If you multiclass into ninja, you gain proficiency with all weapons ninjas are proficient in, light armor, and one skill or tool available to ninjas.
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##### Ninja | Level | Proficiency Bonus | Spirit Points |Sneak Attack | Features |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | — | 1d6 | Martial Artist, Sneak Attack, Traditional Art | — | — | — | — | — | — | — | — | | 2nd | +2 | 2 |1d6 | Endure Pain, Spirit | — | — | — | — | — | — | — | — | — | — | | 3rd | +2 | 3 |2d6 | Focus, Hidden Technique | — | — | — | — | — | — | — | | 4th | +2 | 3 |2d6 | Ability Score Improvement | — | — | — | — | — | — | — | — | | 5th | +3 | 4 |3d6 | Infiltrator, Inner Spirit | — | — | — | — | — | — | — | — | | 6th | +3 | 5 |3d6 | Instinctive Operative | — | — | — | — | — | — | — | — | | 7th | +3 | 6 |4d6 | Talent, Way of the Ninja | — | — | — | — | — | — | — | — | | 8th | +3 | 6 |4d6 | Ability Score Improvement | — | — | — | — | — | — | — | — | | 9th | +4 | 7 |5d6 | Traditional Art feature | — | — | — | — | — | — | — | — | | 10th | +4 | 8 | 5d6 | Quick as Thought | — | — | — | — | — | — | — | — | | 11th | +4 | 9 |6d6 | Hidden Technique Feature | — | — | — | — | — | — | — | — | | 12th | +4 | 9 |6d6 | Ability Score Improvement | — | — | — | — | — | — | — | — | | 13th | +5 | 10 |7d6 | Mystic Movement | — | — | — | — | — | — | — | — | | 14th | +5 | 11 |7d6 | Traditional Art feature | — | — | — | — | — | — | — | — | | 15th | +5 | 12 |8d6 | Ghost Steps | — | — | — | — | — | — | — | — | | 16th | +5 | 12 |8d6 | Ability Score Improvement | — | — | — | — | — | — | — | — | | 17th | +6 | 13 |9d6 | Hidden Technique Feature | — | — | — | — | — | — | — | — | | 18th | +6 | 14 |9d6 | Penumbral Presence | — | — | — | — | — | — | — | — | | 19th | +6 | 14 |10d6 | Ability Score Improvement | — | — | — | — | — | — | — | — | | 20th | +6 | 15 |10d6 | Master Ninja | ─ | ─ | ─ | — | — | — | — |
### Ninja Feature Saving Throw DC Some of your features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
DC = 8 + your proficiency bonus + your Wisdom modifier
Some ninjas can cast spells. If you can, Wisdom is your spellcasting ability. ### 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 simple melee weapons and nets.
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and ninja weapons.
Certain ninja clans use specialized forms of 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 (called a katana), or shuriken (darts). Whatever name you use, use the weapon's official statistics.
\pagebreak ### 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 1d6 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.
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. ### Traditional Art At 1st level, choose a traditional art to study. Choose from the following arts described below: Calligraphy; Dance; Drama; Origami; or Tea Ceremony. Your choice grants you features at 1st level and again at 9th and 14th levels. ### Endure Pain Starting at 2nd level, your training lets you overcome injuries which would fell most warriors. When you take damage, you can use your reaction to reduce the damage by 1d4 + half your ninja level (round down). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Spirit At 2nd level, you can 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, See the Unseen, and Shadowmeld. 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. \columnbreak 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 as a bonus action to take the Dash or Disengage action or 2 spirit points to do both.
***See the Unseen.*** You can spend 1 spirit point as a bonus action to take the Search action or to gain the ability to see invisible creatures and objects until the start of your next turn or 2 spirit points to do both.
***Shadowmeld.*** You can spend 1 spirit point as a bonus action to take the Hide action or add a d6 to the next Dexterity (Stealth) check you make before the end of your turn or 2 spirit points to do both. ### Focus At 3rd level, you can as a bonus action find clarity amid conflict. Until the end of your turn, you can use Sneak Attack even if you don't have advantage on the attack roll, but not if you have disadvantage on it. ### Hidden Technique When you reach 3rd level, you commit yourself to mastering a hidden technique. Choose from the hidden techniques described below: Bare-Handed Scourge; Faceless Infiltrator; Favored One; Shadow Monarch; or Shuriken Sage. Your choice grants you features at 3rd level and again at 11th and 17th levels. ### 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. ### Infiltrator At 5th level, you unlock two new mystical methods. Both require you to spend 1 spirit point as an action. When their duration would expire, you can spend 1 spirit point (no action required) to restart their duration as long as you are not incapacitated.
***Shadow Mask.*** You gain the benefits of the *Disguise Self* spell with the following improvements. You can change the sound of your voice and seem up to 3 feet shorter or taller, and any illusionary outfit sounds real.
***Vanish.*** You become invisible for 1 minute and can take the Hide action. The invisibility ends if you attack, cast a spell, or force a creature to make a saving throw.
\pagebreak ### Inner Spirit Starting at 5th level, you can draw on your reserves of power in moments of peril. You can gain one of the following benefits when you start your turn with under half your normal hit point maximum. - Once in the next minute, when you miss with an attack roll, you can add your Wisdom modifier to the roll. - Once in the next minute, when you fail a saving throw, you can add your Wisdom modifier to the roll.
You can gain one of the following benefits when you start your turn with under a quarter of your normal hit point maximum. - For 1 minute, you gain temporary hit points equal to your ninja level, and your hit point maximum increases by your ninja level. - Once in the next minute, you can deal extra damage equal to your ninja level with an attack roll, spell, trait, or feature which can have only one target or half your ninja level (round up) with a spell, trait, or feature which affects an area or multiple targets.
Once you gain a benefit, you can't gain it or the other benefit in that pair until you finish a short or long rest. As an exception to this rule, at the start of your turn, you can choose to go all out regardless of your hit points, gaining each of the four benefits above which you haven't gained in the last minute. If you do, you cannot use Inner Spirit this way again until you finish a long rest. ### Instinctive Operative At 6th level, you can draw on your extensive experience to guide you in pressing circumstances. When you make an ability check, you can add to your roll either the result on a d8 or your Wisdom modifier, whichever is greater. You can use this feature before or after rolling the d20, but must decide before the DM says whether the roll succeeds or fails.
You can use this feature three times. When you finish a long rest, you regain all expended uses. ### Talent When you reach 7th level, you develop a particular skill. Choose one of the options listed below.
***Bloodhound.*** When you make a Wisdom (Perception), Wisdom (Survival), or Intelligence (Investigation) check that involves smell, you have advantage and treat a roll of 9 or lower on the d20 as a 10.
***Diamond Lungs.*** You have advantage on saving throws against harmful gases, can hold your breath for up to 1 hour, even if you are unconscious, and are acclimated to high altitude, including elevations above 20,000 feet.
***Professional Polyglot.*** You learn three languages of your choice. When you speak a language which is not your native tongue, you sound as if you are a native speaker.
You also know what language you are hearing spoken or seeing in writing, even if you can't understand it. This feature does not apply to secret or extremely obscure languages (DM's discretion).
***Sense Spirit.*** As an action, you can open your soul to detect spiritual forces. For 1 minute, you know the location of any celestial, elemental, fey, fiend, or undead within 30 feet of you. You know the type of any being whose presence you sense, but not its identity.
Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the *Hallow* spell, and similar places or objects related to the types of creatures you can sense (DM's discretion). This feature ends if you are incapacitated.
You can use this feature a number of times equal to 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 five times your ninja level. ### Way of the Ninja At 7th level, your dedication to your creed as a ninja not only allows you to push through when others would falter, but perform great deeds. You gain the following benefits when you roll a 20 on the d20 on an attack roll, ability check, or saving throw. - **Attack Roll.** You expose a weakness, imposing a penalty to the target's AC equal to your Wisdom modifier. The penalty lasts until it turns a miss into a hit or 1 minute passes, whichever happens sooner. - **Initiative Roll.** You react with such speed that you go first in initiative regardless of any other rolls and gain a bonus to the first attack roll you make on your first turn equal to your Wisdom modifier, dealing extra damage equal to your ninja level on a hit. - **Other Ability Check.** You gain a bonus to the result equal to your Wisdom modifier. - **Death Saving Throw.** Instead of regaining 1 hit point, you regain a number of hit points equal to your ninja level and a number of spirit points equal to your Wisdom modifier. - **Saving Throw to Take Half Damage.** You succeed. The damage is halved again, and if you would drop to 0 hit points as a result of the damage, you instead drop to 1 hit point. - **Other Saving Throw.** You succeed, and for 1 minute, you have advantage on saving throws against other occurrences or uses of the event, item, ability, or spell which triggered the saving throw. \pagebreak ### Quick as Thought At 10th level, you can once on your turn gain an additional action which you can use to take the Dash, Disengage, Hide, or Use an Object action. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.
In addition, you gain proficiency in Dexterity saving throws. If you already have this proficiency, you instead gain proficiency in any one saving throw of your choice. ### Mystic Movement At 13th level, you can move up, down, and across vertical surfaces, upside down along ceilings, and across liquids while leaving your hands free as long as you aren't incapacitated. You also gain a climbing speed equal to your walking speed. ### Ghost Steps Beginning at 15th level, you can step into the spirit realm, enhancing your defenses, mobility, and senses. You can spend either 2 or 4 spirit points as a bonus action to gain blindsight with a range of 30 feet, ignore difficult terrain, and be able to move through creatures and objects, even barriers of magical force. While affected, you also become immune to being grappled and restrained and have resistance to all damage. These benefits last until the end of your turn if you spend 2 spirit points or until the start of your next turn if you spend 4 spirit points.
At the start or end of your turn, if you are in the same spot as a solid object or creature, you are immediately shunted to the nearest unoccupied space and take force damage equal to twice the number of feet you are moved. \columnbreak ### Penumbral Presence At 18th level, you are supernaturally shrouded. Divination magic, including scrying sensors, cannot detect you, items on your person, or magic auras around you or items on your person, unless you so choose. You are aware of any such magic and know whether the source is an ally, hostile, or neither. You also don't set off the *Alarm* spell.
In addition, while invisible due to a ninja class feature, you cannot be seen, even if magic such as the *Faerie Fire* spell or abilities such as truesight would normally let you be seen. Blindsight and tremorsense can still perceive you. ### Master Ninja At 20th level, you have reached the pinnacle of your craft, learning one of the following supreme techniques.
***Hyper Focus.*** Using Focus gives you advantage on the next attack roll you make before the end of your turn regardless of any sources of disadvantage.
***Perfect Phantom.*** Vanish costs no spirit points to use, and while invisible due to a ninja class feature, blindsight cannot perceive you and your steps make no sound.
***Walk With The Gods.*** As long as you aren't prone or incapacitated, you are treated as if you are not on the surface you are on. For example, any solid object supports your weight without issue, you don't leave tracks, don't trigger traps by stepping on a particular surface, are unaffected by caltrops and spells such as *Earth Tremor*, *Grease*, and *Spike Growth*, cannot be perceived by tremorsense, can be on top of lava without harm, and ignore difficult terrain caused by the surface, such as sand, slippery ice, swamp, or uneven ground, but not dense foliage. This feature doesn't affect fall damage.
\pagebreak ## Traditional Arts #### Calligraphy ### Combat Artist At 1st level, you gain proficiency with calligrapher's supplies.
While wielding a calligraphy brush, you gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 90 feet. You are proficient with it, and you add your Dexterity modifier to its attack roll. On a hit, the target takes damage equal to 1d8 + your Wisdom modifier + 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), *Death* (死) (necrotic), *Fang* (牙) (piercing), *Fire* (火) (fire), *Force* (力) (force), *Hammer* (槌) (bludgeoning), *Ice* (氷) (cold), *Light* (光) (radiant), *Lightning* (雷) (lightning), *Madness* (狂) (psychic), *Poison* (毒) (poison), *Sound* (音) (thunder), *Sword* (剣) (slashing). ### Open and Close At 9th level, you learn two new empowered characters, *Open* (開) and *Close* (閉). While wielding a calligraphy brush, you can as an action magically draw one in the air to affect an object you can see within 60 feet of you. If you draw *Open*, the object opens as if you had cast the *Knock* spell on it, except that it creates no noise. If you draw *Close*, the object becomes more difficult to open as if you had cast the *Arcane Lock* spell on it. You can draw each character once, after which you cannot draw them again until you finish a long rest. ### Secret At 14th level, you learn a new empowered character, *Secret* (秘). While wielding a calligraphy brush, you can as an action magically draw it in the air to affect creatures of your choice you can see within 60 feet of you. They become invisible for 10 minutes or until they attack, cast a spell, or force a creature to make a saving throw. For 10 minutes, affected creatures of your choice can see creatures invisible due to this feature. Once you use this feature, you must finish a long rest before you can use it again. #### Dance ### Shadowdancer At 1st level, you gain proficiency in the Performance skill, and when you make a Performance check, you can add your Wisdom modifier instead of your Charisma modifier.
When you make a Dexterity (Stealth) check, after rolling the d20, you can either gain a bonus equal to your Wisdom modifier or treat a d20 roll of 7 or lower as an 8. \columnbreak ### Beguiling Dance Starting at 9th level, as an action, you can perform a beguiling dance. Choose any number of creatures 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, it stops being charmed at the end of your turn if you don't use your action to dance within 30 feet of that target and it can see you. When you use your action this way, you can also make one attack with a melee weapon or unarmed strike. If this attack is made against a creature you have charmed with this feature, it has advantage.
An affected target stops being charmed if it takes damage, is forced to make a saving throw, or if someone else uses their action to shake it from its stupor. The dance requires your concentration as if you were concentrating on a spell. Once you use this feature, you must finish a short or long rest before you can use it again. ### Battle Dance Starting at 14th level, whenever an attack hits you while you are not incapacitated, roll a d20. If you roll a 20, the attack misses instead. If the attack still hits, you can as a reaction add your Wisdom modifier to your AC against the triggering attack. Once you use this feature to increase your AC, you can't use it that way again until you finish a short or long rest.
\pagebreak #### Drama ### Dramatist At 1st level, you gain proficiency in the Performance skill, and when you make a Performance check, you can add your Wisdom modifier instead of your Charisma modifier. ### Conjure Mask Also at 1st level, you can gain supernatural power by wearing a traditional drama mask. As a bonus action, you can summon and don one of the masks described below. This does not require a free hand. With the same bonus action, you can remove and unsummon a mask you were wearing. You gain certain powers depending on what type of mask you wear. You can wear only one at a time. A mask cannot be removed against your will unless you are incapacitated. You can remove and unsummon your mask as a bonus action.
You can summon and don a mask number of times equal to your Wisdom modifier. You regain all expended uses when you finish a short or long rest. #### Mask Options
***Elder.*** The Elder offers the knowledge that a lifetime brings. When you make an Intelligence (History) check or an Intelligence saving throw, add a d4.
***Goddess.*** The Goddess is most wise. When you make a Wisdom (Insight) check or a saving throw against being charmed, add a d4. \columnbreak ***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, add a d4.
***Oni.*** The Oni is fearsome and mighty. When you make a Charisma (Intimidation) check or a Strength saving throw, add a d4.
***Tengu.*** The red-faced, long-nosed Tengu is a famed trickster. When you make a Charisma (Deception) check or a Charisma saving throw, add a d4. ### Mask Magic At 9th level, wearing a mask lets you cast a spell without material, verbal, or somatic components. The spell depends on the type of mask you wear as described below. Once you cast a spell using this feature, you cannot cast another one until you finish a long rest.
***Elder.*** *Comprehend Languages*
***Goddess.*** *Bless*
***Lion.*** *Thunderwave*
***Oni.*** *Bane*
***Tengu.*** *Fog Cloud* ### Instant Mask Starting at 14th level, you can use Conjure Mask as a reaction when you make a saving throw or ability check and the mask you don would affect it.
\pagebreak #### Origami ### Animate Origami Starting at 1st level, you can magically manipulate paper, bringing your creations to life. As an action, you can touch one of your origami creations in the shape of a beast with a CR of 0 to make it grow to the size that is normal for such a creature and animate. The creature's type is construct, and it is immune to poison and the exhausted condition. It otherwise has the statistics typical for such a creature. It is clearly made of paper.
Your creation obeys any 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.
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. Additionally, while your animated creation is within 100 feet of you, you can communicate with it telepathically.
You can have only a single creature animated at a time. Animating a second origami makes the first return to its original form. As an action, you can make an animated origami return to its original form.
You can use this feature a number of times up to your proficiency bonus -1. You regain all expended uses when you finish a long rest. ### Intermediate Origami Starting at 9th level, when you use Animate Origami, you can animate a beast with a CR of 1/8. In addition, you can have two beasts animated at a time. With the same action, you can animate multiple beasts or make them return to their original form. ### Advanced Origami At 14th level, when you use Animate Origami, you can animate a beast with a CR of 1/4. In addition, you can have three beasts animated at a time. \columnbreak
#### Tea Ceremony ### Simple Blends Starting at 1st level, 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, not including the rest when the tea is served.
***Calming.*** A calming blend helps drinkers maintain peace of mind. Once, when a drinker fails a Wisdom saving throw, they can add a d4 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 15 feet. ### New Blend At 9th level, you become more adept at preparing the blends you already know and learn a third one.
***Calming.*** The d4 becomes a d6.
***Invigorating.*** When a creature performs the burst of speed, their movement does not provoke opportunity attacks 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. ### Best Blend At 14th level, 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.
\pagebreak ## Hidden Techniques #### Bare-Handed Scourge Bare-Handed Scourges are able to use their fists and feet as weapons with frightening skill. ### Precise Strikes Starting at 3rd level, you can use Sneak Attack with unarmed 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 unarmed strikes, and when attempting to grapple or shove a creature, you can make a Dexterity (Athletics) check.
You can roll a d4 in place of the normal damage of your unarmed strike. The damage of your unarmed strike increases to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
When you hit a creature with an unarmed strike on your turn, you can spend 1 spirit point to impose one of the following effects on the target.
***Expel Spirit.*** It must succeed on a Wisdom saving throw or become incapacitated until the start of its next turn as you momentarily knock its spirit from its body.
***Gut Punch.*** It must succeed on a Constitution saving throw or the next unsuccessful attack roll against it before the end of your next turn adds a d4 to the result, potentially turning the miss into a hit, or the next successful attack roll it makes before the end of your next turn subtracts a d4 from the result, potentially turning the hit into a miss, whichever happens sooner.
***Sweep the Leg.*** It must succeed on a Strength saving throw or be knocked prone. ### Mystic Assault Beginning at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Perfect Strikes At 11th level, when you use Precise Strikes, you can spend an additional 1 spirit point to enhance the chosen effect as described below.
***Expel Spirit.*** The target makes either a Wisdom or Charisma saving throw, whichever it has a lower bonus to. If it rolls a 1 on the d20, it is incapacitated and has a movement speed of 0 until the end of its next turn.
***Gut Punch.*** If the target fails the saving throw, an additional attack roll is affected. If it rolls a 1 on the d20, all attack rolls it makes and made against it before the end of your next turn are affected.
***Sweep the Leg.*** The target makes either a Strength or Dexterity saving throw, whichever it has a lower bonus to. If it rolls a 1 on the d20 or automatically fails the saving throw, it hits the ground with such force that it takes extra bludgeoning damage equal to half your ninja level (round down), and the target must expend all of its movement to stand up from being prone. ### Paint the Town Red Beginning at 17th level, 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, and there is no limit on the number of times you can use Sneak Attack. However, you can't use Sneak Attack against the same creature twice in the same turn.
When using this feature, it does not cost spirit points to use Precise Strikes or Perfect Strikes, and creatures have disadvantage on saving throws against them. 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.
\pagebreak #### Faceless Infiltrator Faceless Infiltrators slip into new bodies as easily as others change clothes and steal the identities of the dead. ### Harvest Visage At 3rd level, 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 form (DM's discretion). At the end of the ritual, you run your hand over its face, which disappears, leaving a smooth, featureless surface. You gain the creature's face as an item.
When not being worn, a face is a Tiny object with 5 hit points and an AC of 10. It has the unsettling sensation of feeling both fleshy and porcelain-like to the touch.
As an action, you can put on a face. 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 number of faces stored in the pocket dimension up to twice your Wisdom modifier.
You can wear only one face at a time.
You also can share faces. Other creature which can don a face as an action. Creatures that do so gain the effects described above. When another creature ends the disguise, the face returns to their possession.
You can use an action to store a face in your possession in the pocket dimension or to retrieve a face from the pocket dimension. ### New Face Also starting at 3rd level, as an action, you can spend 1 spirit point to change your appearance and voice for 1 hour. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Small and Medium.
You can make yourself appear as a member of another race, though none of your game statistics change. You must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this feature. ### Erase Visage Starting at 11th level, when you damage a creature, you can spend 3 spirit points to try to temporarily remove its face. The target must succeed on a Constitution saving throw or for 1 minute, its face disappears, becoming a smooth and featureless surface. With no eyes, nose, or mouth, it is blinded and suffers relevant consequences such as being unable to drink a potion or use a breath weapon. It can repeat the saving throw at the end of its turn, ending the effect on a success.
If you use this feature when you score a critical hit, it costs no spirit points. Creatures without a face are immune to this feature. If a creature has multiple faces, only one is affected. If target dies while affected by this feature, you can immediately gain its face as described in Harvest Visage (no action required). ### Flawless Collection Beginning at 17th level, 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.
In addition, if the creature was proficient in a tool or an Intelligence, Wisdom, or Charisma-based skill, when you make an ability check using one of those tools or skills, you can either add your proficiency bonus (if you are proficient) or the target's proficiency bonus. If the target added twice its proficiency bonus to one of those tools or skills, you can as well.
All the benefits from this feature apply to other creatures wearing a face.
\pagebreak ##### Favored One By choice or fate, a Favored One has the boon of a powerful spirit. ### Blessed Servant Starting at 3rd level, choose one of the following spirits. That spirit is called your patron.
Arashimo, the Storm Spider, counsels victory through patience and cunning traps.
Hyōra, the Frost Tiger, urges her followers to pursue their prey with a hunter's drive.
Kagehō, the Shadow Phoenix, is an enigmatic being with powers of both healing and destruction.
Sarishū, the Scorpion Lord, teaches his followers they deserve vengeance for the wrongs they've suffered.
Shiryū, the Death Dragon, hoards an unrivaled collection of souls which gives him great knowledge of the past.
You gain proficiency in one skill or tool depending on your patron. If you are already proficient, you instead gain proficiency in any one skill or tool on the ninja class list.
Arashimo, the Storm Spider: Acrobatics
Hyōra, the Frost Tiger: Survival
Kagehō, the Shadow Phoenix: Medicine
Sarishū, the Scorpion Lord: Poisoner's Kit
Shiryū, the Death Dragon: History
In addition, you gain access to distinct features depending on your patron, including the power to cast spells. You can cast them without material components. \columnbreak ##### Arashimo, the Storm Spider ***Electroweb.*** As an action, you can spend 2 spirit points to throw a sticky, shocking mass of webbing. It acts like a net with a 15/30 range. On a hit, the target also cannot take a reaction until the start of its next turn regardless of its size unless it is immune to lightning.
***Silk Rope Lure.*** You know the *Lightning Lure* cantrip. You can choose to not deal damage with it, and the target can choose to fail the saving throw. You can target an object with it, but certain objects may be too heavy to move (DM's discretion). If the target is an object being held or worn which could be grabbed (DM's discretion), it flies to your grasp if you succeed on a Wisdom check contested by the holder's Strength (Athletics) or Dexterity (Acrobatics) check. When the target is a larger size than you or heavy enough (DM's discretion), instead of moving it 10 feet closer to you, you can move 10 feet towards it without provoking opportunity attacks.
When a creature fails its saving throw against *Lighting Lure*, until the end of your turn, if it is within reach of your unarmed strike, you can target it with Electroweb as a bonus action, and the attack has advantage instead of disadvantage despite it being a ranged weapon attack. ##### Hyōra, the Frost Tiger ***Ice Claws.*** You know the *Frostbite* cantrip. It deals extra damage equal to your proficiency bonus, and you can target objects with it. If your target is within the range of your unarmed strike, instead of requiring the target to make a Constitution saving throw, you can choose to make a melee spell attack, inflicting the cantrip's effects on a hit. If you do, half of the damage (round down) is slashing instead of cold, and you can use Dexterity instead of Wisdom for the attack roll.
***Pursue Prey.*** As an action, you can spend 2 spirit points to heighten your hunting prowess. Choose one creature or object that is familiar to you. You can choose a specific creature or object known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature or object up close – within 30 feet – at least once. Alternatively, you can choose a particular kind of object, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
For 1 hour, when you make an Intelligence (Investigation), Wisdom (Perception), or Wisdom (Survival) check to track or locate the chosen creature or object, after rolling the d20, you can either gain a bonus equal to your Wisdom modifier or treat a d20 roll of 9 or lower as a 10. ##### Kagehō, the Shadow Phoenix ***Kindle Spirit.*** As an action, you can spend 2 spirit points to reignite a creature's vitality. Choose yourself or one creature you can see within 30 feet of you which is suffering from a condition, effect, or spell which it can make a saving throw to end at the end of its turn. You can instinctively tell whether a creature is a valid target. The target can immediately remake the saving throw with a bonus equal to your Wisdom modifier.
\pagebreak ***Scorch and Salve.*** You know the *Produce Flame* cantrip. Instead of rolling to hit to deal damage, you can use it to stabilize a creature you can see within range at 0 hit points. In addition, you can make a Wisdom (Medicine) check to stabilize a creature as a bonus action. If a creature you stabilize takes no damage until the start of your next turn, it regains 1 hit point. The same benefit also applies to an already stabilized creature you target with *Produce Flame* or aid with a successful Wisdom (Medicine) check as if you were trying to stabilize it. ##### Sarishū, the Scorpion Lord ***Avenging Sting.*** As a reaction when a creature damages you, you can spend 2 spirit points to deal it 1d6 + your proficiency bonus magical piercing damage. Once per minute, you can use this feature without using your reaction or spending spirit points against a creature which reduces you to 0 hit points or kills you.
***Mystic Venom.*** You know the *Infestation cantrip.* It conjures vicious scorpion spirits. For each 1d6 poison damage it deals, it deals an additional 1d4 piercing damage. When a creature fails its saving throw against it by 5 or more, you choose the direction the target moves. When a creature rolls a 1 on the d20 on its saving throw against it, it is poisoned until the end of your next turn, even if it is normally immune to the poisoned condition.
In addition, your poison attacks both the body and spirit. Poison damage you deal to creatures from this Hidden Technique's features as well as poison you make using a poisoner's kit ignores resistance to damage and treats immunity as resistance, unless the creature has resistance or immunity to all damage. In addition, poison you make using a poisoner's kit can inflict the poisoned condition even against creatures normally immune to it. If the poison inflicts an additional condition so long as the creature is poisoned, the creature also suffers from that condition even if it is normally immune to it. ##### Shiryū, the Death Dragon ***Dragon's Maw.*** You know the *Chill Touch* cantrip. It deals extra damage equal to your proficiency bonus, and half of its damage (round down) is piercing instead of necrotic. Instead of making a ranged spell attack, you can force the target to make a Dexterity saving throw, inflicting the cantrip's effects on a failure. If you reduce a creature to 0 hit points with it, you regain hit points equal to the number of its hit dice.
***Wyrm's Whispers.*** You can spend 2 spirit points to cast the *Speak With Dead* spell and can speak with the target, and with undead, as if you spoke a common tongue. You can ask only up to three questions instead of five.
You can also spend 2 spirit points to cast the *Animate Dead* spell. You can target the remains of any Small or Medium creature with a humanoid form (DM's discretion). The servant it creates lasts under your control indefinitely, but it reverts to being a pile of bones or corpse when you finish a short or long rest, unless you choose to not regain the spirit points used to animate it. Moreover, the servant's hit points and the damage from its attacks are only half as normal (round down). ### Spiritual Surge At 11th level, as a bonus action or as a reaction when you take damage, you can spend 4 spirit points to imbue yourself with your patron's strength. For 1 minute, you gain resistance to a type of damage, including against the triggering damage if applicable, and once per turn, when you hit with an attack roll or deal damage with a cantrip, you can deal extra damage equal 1d6 + to half your ninja level (round down). The type of damage you deal and gain resistance to depends on your patron.
Arashimo, the Storm Spider: Lightning
Hyōra, the Frost Tiger: Cold
Kagehō, the Shadow Phoenix: Fire
Sarishū, the Scorpion Lord: Poison
Shiryū, the Death Dragon: Necrotic
\pagebreak ### Patron's Intercession Beginning at 17th level, you can ask your spirit patron for aid, performing one of two effects. - ***Answer.*** You cast the *Commune* spell. - ***Manifest.*** As an action, you make your patron manifest, performing the effect described below. You cannot use Inner Spirit to increase its damage.
Once you use this feature, you must finish a long rest before you can use it again. ##### Arashimo, the Storm Spider ***Godbolt of Ensnaring and Energizing.*** Choose an unoccupied space you can see within 60 feet of you. Arashimo crawls into the physical world and unleashes a line of lightning 100 feet long and 5 feet wide. Each creature in the area is either shocked into action, gaining the effects of the *Haste* spell until the start of your next turn, or must make a Dexterity saving throw (choose separately for each creature). Creatures that fail take 12d6 lightning damage and are restrained as the lightning transforms into thick webbing enveloping them. Creatures that succeed take half as much damage and are not restrained.
When the *Haste* effect ends, no wave of lethargy afflicts an affected creature.
Restrained creatures can as an action make a Strength check against your ninja feature DC. On a success, it free itself. The webbing around a creature can also be destroyed by force. The webbing has 40 hit points and an AC of 15 and is immune to bludgeoning and lightning damage. ##### Hyōra, the Frost Tiger ***Exhalation of Winter.*** Slick ice covers the ground in a 30-foot radius circle centered on a point you can see within 60 feet of you for 10 minutes. For the duration, the area is difficult terrain. When the ice appears, each creature of your choice standing in its area must succeed on a Dexterity saving throw or fall prone. Each creature of your choice that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. When you use this feature, you can choose for creatures of your choice to ignore the difficult terrain.
After the ice appears, you summon Hyōra within it. Creatures looking down at the ice it creates see her within the frozen surface, barreling toward them before stopping at the very edge to unleash a roaring blizzard.
Each creature of your choice in a cylinder 60-feet tall with a 30-foot radius centered on the same point as the ice must make a Constitution saving throw. Creatures that fail take 8d8 cold damage and are chilled. Chilled creatures suffer the effects of the *Slow* spell. Creatures that succeed take half as much damage and are not chilled. Chilled creatures can make a Constitution saving throw at the end of their turn to end the effect. \columnbreak ##### Kagehō, the Shadow Phoenix ***Cataclysmic Revival.*** Kagehō appears in an unoccupied space within 60 feet of you and releases a wave of purifying flame. Each creature within 30 feet of Kagehō either regains 8d6 hit points or must make a Dexterity saving throw (choose separately for each creature). Creatures that fail take 8d6 fire damage. Creatures that succeed take half as much damage. Undead or constructs cannot regain hit points from this feature.
If you are at 0 hit points, you can still use this feature. If you do, you don't need to roll a death saving throw at the start of your turn, the area of effect must include you, and your action for your turn is still expended. Each creature at 0 hit points which is healed by this feature can choose to stand up from being prone. ##### Sarishū, the Scorpion Lord ***Perfect Sting.*** Choose a creature you can see within 60 feet of you. Alternatively, you can speak a creature’s name. If the named target is within range, it becomes the target even if you can’t see it. If the named target is not within range, nothing happens, and the use of this feature is not expended.
Sarishū's long tail emerges from the spirit realm and unerringly strikes the target. It takes 8d10 + 20 magical piercing damage and must make a Constitution saving throw. If it fails, it is poisoned, even if it is normally immune to the poisoned condition. At the end of its turn, it can repeat the saving throw, ending the condition on a success. On a failure, it takes 2d12 poison damage. ##### Shiryū, the Death Dragon ***Mass Soul Transfer***. Shiryū's ghastly head pierces the veil, appearing in an unoccupied space you can see within 60 feet of you. With a horrid inhale, he attempts to steal the souls of all creatures of your choice in a 60-foot cone emanating from him. Such creatures must make a Wisdom saving throw. On a failure, they take 10d6 necrotic damage and lose part of their soul, giving Shiryū a soul fragment. On a success, they take half as much damage and do not lose part of their soul.
A creature reduced to 0 hit points by this feature dies. A creature killed by this feature loses all of its soul, giving Shiryū a complete soul. A creature which both fails its saving throw and is killed gives only a complete soul.
If Shiryū gains a soul fragment or complete soul, he breathes them all out in another 60-foot cone emanating from him. For each soul fragment or complete soul, choose a creature within the area. A creature that receives a soul fragment regains a number of hit points equal to the number of hit dice of the creature that yielded the soul fragment. A creature that receives a complete soul receives the same benefit and also is protected for 1 minute as if affected by the *Death Ward* spell.
You can give multiple soul fragments or complete souls to the same creature, protecting it from multiple events which would kill it or reduce it to 0 hit points. \pagebreak ##### Shadow Monarch Shadow Monarchs stalk in the dark with the same deftness that they wield their hidden blades. ### Scion of Gloom At 3rd level, you gain the following abilities.
***Dusk Cloak.*** As an action, you can spend 1 spirit point to radiate for 1 hour an aura of obscurity in a 30-foot radius. For the duration, each creature you choose can hide when they are lightly obscured while within the aura. In addition, when an affected creature makes a Dexterity (Sleight of Hand) or Dexterity (Stealth) check, they can treat a roll of 7 or lower on the d20 as an 8.
As an action during the duration, you can spend 1 spirit point and end the aura to create an area of darkness or silence. This has respectively the effect of either the *Darkness* or *Silence* spells, but does not require concentration and lasts for a number of rounds equal to your Wisdom modifier. The area of darkness impairs your vision as if it was only dim light. When you speak, you can choose for the area of silence to not affect your voice, letting creatures hear you even if they are within it.
The aura or area ends if you are incapacitated.
***Midnight Strike.*** When you miss a weapon attack, you can spend 2 spirit points to imbue the weapon with shadowstuff. For the purpose of resolving the attack, any bonus to AC the target receives from armor, a shield, or physical toughness (DM's discretion) is reduced by your Wisdom modifier, potentially turning the miss into a hit.
When you use this feature, it costs an additional spirit point for each time you have previously used it before finishing a short or long rest. > ##### Physical Toughness > Examples include natural armor, the *Barkskin* spell, a or a barbarian's Unarmored Defense, but not a monk's Unarmored Defense, a *Ring of Protection*, or the *Shield* spell. > ##### Pass Without Trace > *Pass Without Trace*, already a potent spell, is even stronger when combined with Dusk Cloak. This author recommends replacing the spell with *Aura of Concealment* as described in the excellent supplement *Spells That Don't Suck*, which can be found at: https://www.gmbinder.com/share/-NR0OWlW60yv2EfA3qQp \columnbreak ### Royal Step Beginning at 11th level, you can briefly separate from your shadow and rejoin it. As a bonus action, you can spend 2 spirit points to send your shadow to a space up to 30 feet away. For the rest of your turn, or at the start of your next turn, you can teleport to your shadow (no action required) so long as the space is unoccupied. At the start of your next turn, if you do not teleport to your shadow, your shadow returns to you. ### Ruler of the Umbral Throne At 17th level, all darkness is your domain. You can see normally in darkness, both magical and nonmagical, up to an unlimited range.
In addition, if you kill a creature, you can choose for it to melt into wisps of shadow which you harvest. If you do, you gain 2 shadow points. You can use shadow points instead of spirit points to use this Hidden Technique's features. You can have a maximum number of shadow points equal to twice your Wisdom modifier, and they disappear when you finish a short or long rest.
When you kill a creature, you can also choose to melt into wisps of shadow any or all nonmagical items in its possession.
\pagebreak ##### Shuriken Sage Shuriken Sages are masters of the famous "ninja star." ### Unlimited Shuriken Works Starting at 3rd level, when you make a weapon attack, you can instantly create shuriken out of solidified shadow as part of the attack. They disappear after the attack is resolved. These shadow shuriken 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 turn, when you hit a target with a shuriken, you can spend 1 spirit point to impose on it one of the following effects.
***Exploding Shuriken.*** The target and all creatures of your choice you can see within 10 feet of it take piercing damage equal to your proficiency bonus as tiny shadow shuriken tear into them.
***Slowing Shuriken.*** The target's speed is reduced by 10 feet until the start of your next turn.
***Tracking Shuriken.*** The target must succeed on a Wisdom saving throw, or for 1 hour, you know the target's precise distance and direction from you provided the two of you are on the same plane of existence. This feature can affect objects, which receive no saving throw to resist. ### Counter-Shuriken Beginning at 11th level, as a reaction when a creature you can see within range of your shuriken makes an attack roll, you can spend 2 spirit points to throw a shuriken to foil its assault. You can use this feature after the creature rolls the attack, but before the DM announces whether it hits or misses. Make a ranged weapon 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 ballista or giant's boulder, it automatically misses instead if your attack hits.
If your attack with this feature hits, you cannot use any of the three options from Unlimited Shuriken Works. ### Shuriken Storm At 17th level, as an action, you can throw a shuriken at any number of creatures you can see within 30 feet of you, dealing extra damage equal to your Wisdom modifier on a hit. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.
In addition, Counter-Shuriken no longer uses your reaction, although you cannot use it if you are incapacitated. .
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