Cybernetic Ninja (5e Class)
Cybernetic Ninja[edit]
The Cybernetic Ninja is a highly skilled warrior who has been enhanced with cybernetic technology, blending incredible speed, agility, and precision with the power of advanced technology. Their combat style is a mixture of martial arts, acrobatics, and high-tech gadgetry, making them formidable opponents both at range and in close quarters. A Cybernetic Ninja is a master of swift strikes, deflecting projectiles with ease, and navigating battlefields with fluid movement.
Introduction[edit]
The Cybernetic Ninja is a class for those who combine speed and technology to defeat their enemies. Whether you were once a human who underwent cybernetic enhancements or a fully synthetic being with exceptional agility, you have honed your combat abilities to perfection. You specialize in swift movements, deflecting attacks, and taking down opponents with precision and efficiency.
Creating a Cybernetic Ninja[edit]
link-to-image |
---|
art credit, link to source |
To create a Cybernetic Ninja, consider the following questions:
- How did you become a Cybernetic Ninja? Was it voluntary augmentation, or were you rebuilt after a critical injury?
- What are your motivations for fighting? Do you seek redemption, vengeance, or the thrill of combat?
- How do you view your enhancements? Do you embrace your new body, or do you struggle with what you've become?
- Quick Build
You can make a Cybernetic Ninja quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Entertainer or Soldier background. Third, choose light armor, a katana or short sword, and a set of ninja tools.
Class Features
As a Cybernetic Ninja you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Cybernetic Ninja level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Cybernetic Ninja level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Thieve's tools, smith's tools
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Athletics, Deception, Investigation, Perception, Sleight of Hand, Stealth and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) shuriken (see Shuriken Thrower feature) (10)
- (a) a pair of daggers or (b) any simple weapon
- (a) an dungeoneer's pack or (b) a explorer's pack
- (a) leather armor, thieve's tools, a bag of caltrops or (b) {{{item4b}}}
- If you are using starting wealth, you have 4d4 x 10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Cybernetic Agility, Swift Strikes |
2nd | +2 | Shuriken Thrower |
3rd | +2 | Combat Protocol, Deflection |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Evasion, Cybernetic Enhancements |
7th | +3 | Shadow Step |
8th | +3 | Ability Score Improvement, Precision Slash |
9th | +4 | Ninja Reflexes, Combat Protocol Feature |
10th | +4 | Ruthless Precision, Cybernetic Enhancements (2) |
11th | +4 | Lethal Targeting, Precision Slash |
12th | +4 | Ability Score Improvement |
13th | +5 | Ultimate Deflection |
14th | +5 | Cybernetic Enhancements (3) |
15th | +5 | Combat Protocol Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Superhuman Agility, Shuriken Thrower (Enhancement) |
18th | +6 | Cybernetic Enhancements (4) |
19th | +6 | Ability Score Improvement |
20th | +6 | Advanced Cybernetics |
Cybernetic Agility[edit]
At 1st level, your cybernetic enhancements allow you to move with enhanced grace. You can use a Bonus Action gain advantage on Acrobatics checks until the end of your turn, or to take the Dash or Disengage actions.
Swift Strikes[edit]
At 1st level, your attacks with finesse weapons can target weak points in your enemies' bodies, granting you the ability to deal an additional 1d4 damage on melee attacks. This additional damage increase to 1d6 at 7th level and 1d8 at 11th level.
Shuriken Thrower[edit]
At 2nd level, you can have an built in shuriken thrower. When you make an attack, you can throw a shuriken that manifests from your free arm, without needing to draw it. A shuriken is a simple ranged weapon with the finesse and thrown (20/40) property.
- Shuriken Barrage
When you take the Attack action, you can forgo an attack to throw up to three shurikens at different targets within range and within 20 feet of each other. Make a separate attack for each target.
At 17th level, you can throw two shurikens at each target.
You can use this ability a number of times equal 1 + your Dexterity modifier, and you regain your uses after finishing a long rest.
Combat Protocol[edit]
Starting at 3rd level, you've been programed with a particular type of combat protocol. You choose a Combat Protocol from the options below.
You gain Combat Protocol features on the 3rd level. You earn more on levels 9th and 15th.
Deflection[edit]
At 3rd level, as a reaction, you can deflect a ranged attack. When you are hit by a ranged attack, you can reduce the damage by 1d10 + your character level + your Dexterity modifier.
If the attack's damage is reduced to 0, you can send the projectile back at the attacker, making a ranged attack with a +5 bonus to hit.
You can use this feature a number of times equal to your Dexterity modifier, and regain the ability do so after finishing a long rest.
Ability Score Increase[edit]
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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Cybernetic Enhancements[edit]
At 6th level, you can improve your programed functions with advanced enhancements. You gain one enhancement at 6th level, and an additional one at 10th, 14th and 18th levels. You can only have three enhancements active at the same time, regardless of the number of enhancements you know.
Evasion[edit]
At 7th level, when you succeed on a Dexterity saving throw to avoid damage, you take no damage, and if you fail, you only take half damage.
Ninja Reflexes[edit]
At 9th level, you gain proficiency in Initiative rolls, and you can no longer be surprised while you are conscious. In addition, your movement speed increases by 10 feet.
Ruthless Precision[edit]
At 10th level, you can choose to make a melee attack with advantage once per turn. You can do this a number of times equal to your Dexterity modifier per long rest.
Accuracy Protocols[edit]
Starting at 11th level, you master systems that highly increase your precision. You gain the following benefits:
- Lethal Targeting
Once per turn, when you hit a creature within a shuriken attack in which you had Advantage, you can choose to deal an additional 2d6 damage to the target.
- Precision Slash
You learn to focus your strikes on vital points. When you hit with a melee weapon attack, you can choose to deal an additional 1d6 damage. You can use this ability a number of times equal to your Dexterity modifier (minimum once) and regain uses after finishing a long rest.
Ultimate Deflection[edit]
At 13th level, you gain the ability to deflect any projectile, even magical ones. You can use your Deflect Projectiles feature to reduce the damage of spells and spell attacks.
In addition, reducing the spell or spell attack to 0 allow you to redirect it towards the attacker. If the spell required a spell save DC to avoid, the target must make the save against its own save DC to avoid it.
Superhuman Agility[edit]
At 17th level, your agility becomes almost superhuman. You can take the Dodge action as a bonus action on each of your turns.
Advanced Cybernetics[edit]
Starting at 20th level, you gain resistance to all damage types (except psychic).
Cybernetic Enhancements[edit]
- Enhanced Reflexes
You have Advantage on Initiative rolls and on Dexterity saving throws against effects you can see.
In addition, when an attack misses you, you can use your reaction to move up to half your movement speed, without provoking opportunity attacks.
- Deflection Protocol
You can spend an use of your Deflection feature to use it against melee attacks. Reducing the damage to 0 allow you to counter with a melee attack of your own that enemy.
In addition, as a Reaction you can use a minor Deflection, rolling 1d10 and adding your Dexterity modifier to reduce the damage of ranged weapon attack. Doing so doesn't spend uses of your Deflection feature.
- Enhanced Mobility
As a Bonus Action, you can move up to half your movement speed in any direction (including vertically). This movement doesn't provoke opportunity attacks, and this movement doesn't count against your maximum speed on your turn.
Using this feature to to approach an enemy allow you to move up to 60 feet, as long as your movement ends within 5 feet of a hostile creature.
- Enhanced Agility
When you take the Cybernetic Agility Bonus Action, opportunity attacks against you have Disadvantage against you until the end of your turn.
In addition, you can take the Cybernetic Agility Bonus Action to also take the Search, Use an Object or Help actions.
- Increased Damage
You gain a pool of d6s equal to twice your proficiency bonus. When you hit a creature with a melee weapon attack, you can spend any amount of these dice and cause additional damage equal to the dice spent. Your target is also pushed 5 feet per two dice spent.
You gain a bonus on your Strength checks to made to break objects equal to +1 for each two dice you still have on the pool. The pool replenishes after a long rest.
Combat Protocols[edit]
Combat Protocol: Ghostblade[edit]
Stealth and precision define the Ghostblade. These Cybernetic Ninjas specialize in becoming virtually undetectable, weaving through shadows and disabling enemies before they even know what's happening. Augmented with optical camouflage and neural dampeners, they are the perfect silent assassins.
- Bonus Proficiencies
At 3rd level, you gain proficiency in Stealth (if you don't already have it). If you are already proficient, choose any other skill from the Cybernetic Ninja class.
- Ghost Protocol
At 3rd level, you can use the Cybernetic Agility feature to Hide as a Bonus Action.
Additionally, when you use your Cybernetic Agility feature for any of its options, you can become invisible until you make an attack or cast a spell. Otherwise, this feature lasts for 1 minute.
- Neural Interference
At 9th level, once per turn when you hit a creature with a melee attack, you can attempt to scramble their neural network. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier) or be stunned until the end of their next turn.
You can use this feature a number of times equal to your Intelligence modifier (minimum once), regaining all uses on a long rest.
- Perfect Ambush
At 15th level, while hidden or invisible, your first melee or ranged attack against a creature deals an additional 6d6 damage and automatically hits if the target is unaware of your presence.
Additionally, when you reduce a creature to hit points, you can use a Reaction to Hide or to spend an use of your Ghost Protocol invisibility.
Combat Protocol: Blade Storm[edit]
A master of precision strikes and rapid deployment, the Shuriken Storm Cybernetic Ninja turns their internal launcher into a deadly art form. These warriors eliminate threats from afar with blinding speed and unerring accuracy, overwhelming foes with a flurry of razor-sharp projectiles enhanced by high-tech modifications.
- Storm Initiation
At 3rd level, your internal shuriken launcher is optimized for speed and control. You gain the following benefits:
- When you use the Shuriken Barrage, you can target the same creature more than once, making a separate attack roll for each shuriken.
- You can use your bonus action in each of your turns to launch a single shuriken attack.
- Your shuriken attacks ignore half and three-quarters cover.
- Reactive Flurry
At 9th level, you can now unleash a a shuriken as a reaction. When a creature enters your shuriken short range for the first time, or misses you with a melee attack, you can make a Shuriken Attack against it.
You can use this feature a number of times equal to your Dexterity (minimum once), regaining uses after finishing a long rest.
- Overclocked Launcher
At 15th level, your internal launcher reaches new levels of lethality:
- Shuriken Barrage can now target creatures within 60 feet, and the maximum number of targets increases to five.
- Once per turn when you hit with a shuriken, you can deal an additional 3d6 damage and force the target to make a Constitution saving throw (DC = 8 + proficiency + Intelligence modifier) or become blinded until the end of their next turn.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Cybernetic Ninja class, you must meet these prerequisites: Dexterity 13.
Proficiencies. When you multiclass into the Cybernetic Ninja class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons
Back to Main Page → 5e Homebrew → Classes