Ninja, Monk Variant (3.5e Class)

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Making a Ninja[edit]

Abilities: Wisdom, Dexterity, and Constitution.

Races: Any, mostly human.

Alignment: Any Lawful.

Starting Age: "complex" As Monk.

Table: The Ninja

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows Attack Bonus Unarmed Damage Ac Bonus Unarmored Speed Bonus Ki Points /Day Jutsu Known
Fort Ref Will
1st +0 +2 +2 +2 Bonus Feat,Flurry of Blows,Special Unarmed Strike -2/-2 1d6 +0 +0 ft. 0 0
2nd +1 +3 +3 +3 Bonus Feat,Evasion -1/-1 1d6 +0 +0 ft. 0 0
3rd +2 +3 +3 +3 Fast Movement,Still Mind +0/+0 1d6 +0 +10 ft 0 0
4th +3 +4 +4 +4 Ki Strike (Magic),Slow Fall 20 ft +1/+1 1d8 +0 +10 ft 0 0
5th +3 +4 +4 +4 Purity of Body, Enhanced Quick Draw +2/+2 1d8 +1 +10 ft 0 0
6th +4 +5 +5 +5 Bonus Feat,Ninjutsu,Slow Fall 30 ft +3/+3 1d8 +1 +20 ft 2 2
7th +5 +5 +5 +5 Wholeness of Body +4/+4 1d8 +1 +20 2 2
8th +6/+1 +6 +6 +6 Slow Fall 40 ft +5/+5/+0 1d10 +1 +20 ft 3 2
9th +6/+1 +6 +6 +6 Improved Evasion +6/+6/+1 1d10 +1 +30 ft 3 3
10th +7/+2 +7 +7 +7 Ki Strike (Lawful),Slow Fall 50 ft +7/+7/+2 1d10 +2 +30 ft 4 3
11th +8/+3 +7 +7 +7 Diamond Body,Greater Flurry +8/+8/+8/+3 1d10 +2 +30 ft 4 3
12th +9/+4 +8 +8 +8 Improved Ninjutsu, Slow Fall 60 ft +9/+9/+9/+4 2d6 +2 +40 ft 5 4
13th +9/+4 +8 +8 +8 Diamond Soul +9/+9/+9/+5 2d6 +2 +40 ft 5 4
14th +10/+5 +9 +9 +9 Slow Fall 70ft +10/+10/+10/+5 2d6 +2 +40 ft 6 4
15th +11/+6/+1 +9 +9 +9 Quicken Ninjutsu +11/+11/+11/+6/+1 2d6 +3 +50 ft 6 5
16th +12/+7/+2 +10 +10 +10 Ki Strike (Adamantine),Slow Fall 80 ft +12/+12/+12/+7/+2 2d8 +3 +50 ft 7 5
17th +12/+7/+2 +10 +10 +10 Timeless Body +12/+12/+12/+7/+2 2d8 +3 +50 ft 7 5
18th +13/+8/+3 +11 +11 +11 Slow Fall 90 ft +13/+13/+13/+8/+3 2d8 +3 +60 ft 8 6
19th +14/+9/+4 +11 +11 +11 Empty Body +14/+14/+14/+9/+4 2d8 +3 +60 ft 8 6
20th +15/+10/+5 +12 +12 +12 Perfect Self,Slow Fall Any Distance +15/+15/+15/+10/+5 2d10 +4 +60 ft 9 6

Class Skills (5+ Int modifier per level, ×4 at 1st level)
class skills (and key abilities) Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).

Class Features[edit]

All of the following are class features of the Ninja.

Weapon and Armor Proficiency: Ninjas are proficient with certain special weapons that are part of Ninja training. The weapons with which a ninja is proficient are bow(short or short,comp), dart, dagger*, kama*, kukri*, kunai, katana, nunchaku*, quarterstaff, sai*, shuriken, and siangham*. Ninjas are not proficient with any armor or shields—in fact, many of the ninja's special powers require unfettered movement. When wearing armor, using a shield, or carrying a medium or heavy load, a ninja loses her AC bonus, as well as her fast movement and flurry of blows abilities. *Melee Weapons Usable as Unarmed.

AC Bonus (Ex):A Ninja is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the ninja adds her Wisdom bonus (if any) to her AC. In addition, a ninja gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ninja levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a ninja may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: Ninja. This penalty applies for 1 round, so it also affects attacks of opportunity the ninja might make before her next action. When a ninja reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A ninja must use a full attack action to strike with a flurry of blows. When using flurry of blows, a ninja may attack only with unarmed strikes or with special ninja weapons (dagger, kama, kukri, nunchaku, quarterstaff, sai, and siangham). She may attack with unarmed strikes and special weapons interchangeably as desired. When a ninja reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Special Strike (*):Ninjas are highly trained in fighting, giving them considerable advantages when. At 1st level, a Ninja gains Improved Strike as a bonus feat. A ninja is considered to be armed even when unarmed, that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. A ninja’s attacks may be with special ninja melee weapons, either fist interchangeably, or even from elbows, knees, and feet. This means that a ninja may even make strikes with her hands full. There is no such thing as an off-hand attack for a ninja striking unarmed or with special ninja melee weapons. A ninja may thus apply her full Strength bonus on damage rolls for all her strikes. Usually a Ninja's unarmed or special melee weapon strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A ninja's unarmed strike and special melee weapons are treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells). A ninja also deals more damage with her unarmed and special melee weapon strikes than a normal person would, as shown on Table: Ninja. The unarmed damage on Table: Ninja is for Medium ninjas. A Small ninja deals less damage than the amount given there with her unarmed attacks, while a Large ninja deals more damage; see monk (*Improved Unarmed Strike plus changes noted)

Bonus Feat:At 1st level, a ninja may select either Blind-Fight or Improved Initiative as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Critical as a bonus feat. A ninja need not have any of the prerequisites normally required for these feats to select them.

Evasion (Ex):A ninja of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a ninja is wearing light armor or no armor. A helpless ninja (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a ninja gains an enhancement bonus to her speed, as shown on Table: Ninja. A ninja in armor (even light armor) or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex): A Ninja of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-affecting attacks.

Ki Strike (Su):At 4th level, a ninja’s unarmed and special weapon attacks are empowered with ki. Her unarmed and special weapon attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction (see Damage Reduction). Ki strike improves with the character’s ninja level. At 10th level, her unarmed and special weapon attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed and special weapon attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness (see Smashing an Object).

Slow Fall (Ex): At 4th level or higher, a ninja within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The ninja’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her ninja level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. See the Special column on Table: Ninja for details.

Purity of Body (Ex):At 5th level, a ninja gains control over her body’s immune system. She gains immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).

Enhanced Quick Draw (Ex):At 5th level, a ninja gets the feat Quick Draw automatically. This allows the ninja to draw or replace a weapon as a free action instead of a move action. This action also will not provoke attack of opportunity.

Ninjutsu (Su): At 6th level a ninja learns to harness Ki to cast spell like abilities called jutsu(*). A ninjas Ki point are equal to one half of ninja level -1, thus a level 6 ninja would have 2 and a level 16 would have 7. Ki points are regenerated after 8 hours of sleep or 1 point per hour of meditation(once per day with a successful concentration check at a dc 15) A ninja may learn two jutsu and one new jutsu for every 3 levels after level 6 ( i.e. 2 at 6, 3 at 9, 4 at 12 and so on)

Wholeness of Body (Su): At 7th level or higher, a ninja can heal her own wounds. She can heal a number of hit points of damage equal to twice her current ninja level each day, and she can spread this healing out among several uses.

Improved Evasion (Ex): At 9th level, a ninja’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth she takes only half damage on a failed save. A helpless ninja (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level, a ninja is in such firm control of her own metabolism that she gains immunity to poisons of all kinds.

Improved Ninjutsu(Su) At 12th level the effective caster level of all learned jutsu is increased by +2

Diamond Soul (Ex):At 13th level, a ninja gains spell resistance equal to her current ninja level + 10. In order to affect the ninja with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level; see Spell Resistance) that equals or exceeds the ninja’s spell resistance.

Quicken Ninjitsu At level 15, a ninjas ninjutsu ablity increases so that she may use ninjutsu as if she had the "Quicken Spell-like Ability" Feat

Timeless Body (Ex):Upon attaining 17th level, a ninja no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the ninja still dies of old age when her time is up.

Empty Body (Su):At 19th level, a ninja gains the ability to assume an ethereal state for 1 round per ninja level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her ninja level.

Perfect Self: At 20th level, a ninja has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider (an extraplanar creature) rather than as a humanoid for the purpose of spells and magical effects. For instance, charm person does not affect her. Additionally, the ninja gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction (see Damage Reduction). Unlike other outsiders, the ninja can still be brought back from the dead as if she were a member of her previous creature type.

Jutsu: Ninjas choose their Jutsu from the following list:

Table: Ninja Jutsu Known
Jutsu Reference Spell Ki Cost Effective Caster Level
Chidori Shocking Grasp 1 3
Fireball Jutsu Fireball 1 3
Thunderbolt Jutsu Lightning Bolt 1 3
Healing Jutsu Cure Light Wounds 1 3
Invisibility Invisibility 1 6
Hidden Mist Jutsu Obscuring Mist 1 6
Shadow Clown Jutsu Mirror Image 1/Clone 6
Transformation Jutsu Disguise Self 2 12
Summoning Jutsu^3 Summon Monster/Summon Nature's Ally X* 8

* 1 Ki Point Per Level of Summoned Monster

^ A 1 hour Ritual must be preformed to enter in to a blood contract with a monster clan. A ninja may only enter a contract with one Monster clan. Level of monster summoned from specified clan will be equal to Ki spent

3 Monster Clans are: Dog(canine), Monkey(primate), Snake(reptile), Fox(feline), Crow(avian), Toad(amphibious/aquatic), Rat(extra small mammal), Bear(extra large mammal), Insect(insects), Dragon(dragons/elementals/demons)

Ki Points/Day: A Ninjas’s ability to use Jutsu is limited by the Ki Points she has available. Her base daily allotment of Ki is given on Table: Ninja.


A ninja who becomes nonlawful cannot gain new levels as a ninja but retains all ninja abilities. Like a member of any other class, a ninja may be a multiclass character, but multiclass ninjas face a special restriction. A ninja who gains a new class or (if already multiclass) raises another class by a level may never again raise her ninja level, though she retains all her ninja abilities. .

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