Ninja, Variant (5e Class)
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- 1 Ninja
- 1.1 Creating a Ninja
- 1.2 Class Features
- 1.3 Art of Shadow Sneaking
- 1.4 Art of Transformation
- 1.5 Art of Armor
- 1.6 Ninja Spell List
- 1.7 Spell slots per level
Ninja are secretive warriors of the shadows. Trained to be agile and dexterous, these warriors have no problem moving around the battlefield and surprising opponents with different techniques and tricks to secure the kill. Claimed by many to be dishonorable, the ninja follow their own code to do their job by any means necessary. What is frowned at by others for dishonorable conduct would be forgiven in the Ninja way if it was the only way to get the Job done.
Creating a Ninja
You must ask and discern how your character became a ninja. Were they a member of an elite group of assassins? Did they find work as a mercenary, and simply hone their skills to masterful levels? Were they a burglar, who took their skills to the next level? Whichever the case, they must have trained in the art of invisibility.
- Quick Build
You can make a Ninja quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the criminal background. Third choose a shortsword, a blowgun with 20 darts, leather armor and thieves's tools as your starting equipment.
As a Ninja you gain the following class features.
- Hit Points
Weapons: Martial Weapons, Finesse Weapons.
Tools: Thieves' Tools, disguise kit
Saving Throws: Dexterity, Intelligence
Skills: Choose 3 from Acrobatics, Deception, Investigation, History, Sleight of Hand or Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A shortsword or (b) A rapier
- (a) A hand crossbow with 20 bolts or (b) A blowgun with 20 Blowgun Needles
- (a) leather armor or (b) A padded shirt
- (a) Thieves' Tools or (b) A disguise kit
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|Concealed Tricks||Features||—Spell Slots per Spell Level—|
|4th||+2||3||Ability Score Improvement||3||—||—||—||—|
|8th||+3||6||Ability Score Improvement||4||3||—||—||—|
|9th||+4||9||Ninjitsu Art Feature||4||3||2||—||—|
|10th||+4||9||Ninjitsu Notebook II||4||3||2||—||—|
|11th||+4||9||Ninjitsu Art Feature||4||3||3||—||—|
|12th||+4||9||Ability Score Improvement||4||3||3||—||—|
|14th||+5||12||Ninjitsu Notebook III||4||3||3||1||—|
|15th||+5||12||Ninjitsu Art Feature||4||3||3||2||—|
|16th||+5||12||Ability Score Improvement||4||3||3||2||—|
|19th||+6||15||Ability Score Improvement||4||3||3||3||2|
|20th||+6||20||Ninjitsu Notebook IV||4||3||3||3||2|
As part of your training in Ninjitsu, you were given a manual which teaches posture and technique.
When you drink a potion, you can add a +2 to the number you heal.
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to damage rolls with that weapon.
You get 10 feet added to your movement speed.
- Back against the Wall
Whilst fighting an enemy with no allies within 10 feet of you, you can add 1d4 to your attack roll.
- Trap Master
When you reach the 2nd level, you learn how to create and use Ninja Tricks. You may spend 1 hour crafting these items from parts that you buy or scavenge in the wild. You can only carry a number of Ninja Tricks equal to the amount listed on the Ninja Tricks column as indicated by the Ninja features chart. Upon using a ninja trick, it is consumed and a new one must be crafted, unless stated otherwise. Using a Ninja trick is performed as a bonus action.
Upon creating this item, you are granted 5 shuriken that can be thrown as an action for a range of 30/45. On a successful hit, a shuriken deals 2d6 slashing damage. A shuriken has the thrown and finesse property
As an action, caltrops can be thrown for a range of 20/25 feet and spread out in a 10 foot radius. All creatures who enter the radius of the caltrops have their movement speed reduced by half and suffer 2d4 piercing damage at the beginning of their next turn.
- Smoke Grenade
As an action, a smoke grenade can be thrown for a range of 35/60 feet. Upon impact, a cloud of white smoke appears in a 30 foot radius. Inside the smoke, you and other friendly creatures are heavily obscured from hostile creatures.
As an action, you are able to place this item on any object or creature within 5 feet of yourself that you can touch. At the start of your next turn, the fire-starter ignites, causing 2d8 fire damage to any creature it is attached to. At the start of their turn, the creature is able to make a dexterity save of DC10 + proficiency to remove the fire-starter. On a successful save, they are able to remove it.
- Poison Needle
As an action, you are able to prick a creature that you can touch within 5 feet of yourself with this item. On a successful hit, you deal 3d4 piercing damage and the creature must make a constitution saving throw of DC 10 + Proficiency. On a failed save, the creature contracts the poisoned condition. The poisoned creature may attempt the saving throw at the beginning of each of their turns, until they succeed.
- Grappling Hook
As an action, this item is able to be thrown up to 25/50 feet. Upon being thrown, you must make a dexterity save of DC 8 + proficiency to be able to anchor it securely. Upon being successfully anchored, you and other creatures are able to climb up the length of the rope for as far as it was thrown.
- Booby Trap
You make a simple trap that you can place in Objects such as Chests, Boxes and Doorways. (You can place traps in anything that opens up, so it's sprung. Also you could make non-lethal traps like Smoke or make damaging traps like Fire and Poison gas) If you make any kind of damaging trap apply this effect. The target who activates the trap, must make a Perception check of 13 or higher to avoid the trap, if not they take 1d4 of damage.
- Rust Mist
You make a small projectile ball of water, hitting the target successfully reduces their armor class by 1(On a critical failure, reduce it by 2), this effect can only be active on one enemy at a time and it doesn't stack. If targeted by this attack, you must make a DC 15 Dexterity save to avoid it.
- Seven Tools
This allows you to disarm a trap in a room or chest. You can use this if you know there is a trap or as a reaction if a trap is about to be sprung. You must roll a 1d20, 10 or higher and you disarm the trap. Lower than 10 and the trap proceeds as normal. Depending on the type of trap depends on what you can salvage from it.
At the 3rd level, you chose an art. Choose between the Art of Armor, Art of the Shadow Sneak, and Art of Transformation, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 9th, 13th, and 17th levels.
Ability Score Increase
When you reach Level 4, and again at Level 8, 12, 16 and 19, you can increase one ability score of you 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.
At level 5 depending on what Ninjutsu Art you chose depends on the feature you get.
- Art of Armor
When you use the attack action, you are able to attack twice instead of once.
- Art of Shadow Sneak
- Art of Transformation
You may choose another type of animal from Transformation to choose.
Ninjitsu Notebook II
Beginning at 6th level, you are able to learn another feature based on your chosen Ninjitsu Art
- Art of Armor
You are able to use your body as a shield. As long as you are wearing armor, you may use your reaction to move in front of a friendly creature who is targeted with a non-magical ranged attack who is within half of your movement speed. Upon using this feature, you must make a dexterity saving throw of DC 10 + proficiency + dexterity. On a successful save, you are able to deflect the projectile away. On a failed save, you take half as much damage from the ranged attack.
You are able to use this feature 3 times, and regain expended uses upon finishing a long rest.
- Art of Shadow Sneak
Your Ninja training has made you so stealthy that you can now use the Spell "Misty Step" without having it occupy a spell slot.
- Art of Transformation
You can now cast spells whilst transformed as a monster from the Transformation category (Only below Transformation II).
Beginning at 7th level, you learn how to dodge more effectively. When you use the dodge action, you are able to make a Dexterity saving throw. If you succeed you take no damage. If you fail you take half damage instead.
Ninjitsu Notebook III
Starting at 10th level, you are able to learn another technique from your Ninjitsu Notebook. Your acquired feature depends on your choice of Ninjitsu Art.
- Art of Armor
You can use a bonus action to gain temporary hit points by equal to 1d6 + your constitution modifier. You are able to use this feature 3 times, and regain expended uses upon finishing a long rest.
- Art of Shadow Sneak
- Art of Transformation
You can use Spells whilst Transformed as a Transformation II or lower.
Ninjitsu Notebook IV
When you reach the 20th level, you are able to learn another feature. The feature you learn depends on your choice of Ninjitsu Art.
- Art of Armor
Your Constitution ability score increases by 4, raising your maximum to 24.
- Art of Shadow Sneak
As an action, when you make an attack roll you are able to turn a miss into a hit. Alternatively, you are able to turn any failed skill or ability check into a success. You are able to use this feature 1 time, and may not use it again until you complete a long rest.
- Art of Transformation
If you are transformed as a Transformation II or Lower Monster, you can apply the following effects. Transformation you can roll an additional 1d10 for damage from a spell/attack you make. If you're in a Transformation II state, you use 1d8 instead.
Art of Shadow Sneaking
The true path of the ninja lies down the way of stealth and assassination.
- Sneak Attack
Beginning at 3rd level, you know how to strike in subtle ways and exploit a foe’s distraction. On your turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged 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. This increases to 3d6 at Level 5, 4d6 at level 7, 5d6 at level 9, 6d6 at level 11, 7d6 at level 13, 8d6 at level 15, 9d6 at level 17, and 10d6 at level 19.
- Hazy Shuriken
Beginning at level 9, you have now inherited a set of magical Shuriken from master Goemon. These are the Shuriken of Severe Cold. As a reaction you can now throw a Shuriken at anyone who enters a 10 feet radius around you. The Shuriken do the following effects. On hit, the targets movement is instantly slowed to 0 and as such they will remain in place unable to move for the turn. It also inflicts 1d8 of cold damage to the target. You may use this feature twice per long rest. The hit chance is the same as the Shuriken Ninja trick.
- Ninja Reflexes
Beginning at level 13 you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative -10. You can’t use this feature when you are surprised by an enemy.
- Deadly Strike
Beginning at level 17, you are the master of your craft. When you attack an enemy who is unaware of you and hit. Your target must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus.) on a failed save the target takes double the amount of damage.
Art of Transformation
Learning to become a master of magic, at level 3, you choose to abandon traditional combat for more spell based action. for learning this Art, you can transform as your action into an animal of medium size and all enemies have disadvantage on any Illusion spell you cast. You also gain the ability to cast all the spells listed below in the Ninja spell category. You can only prepare spells up to your Ninja Level + your Intelligence Modifier. (You follow a Wizards Spell slots per level)
- Transformation and Magic
Beginning at level 3, you are able to Transform into a Medium Sized Creature with a challenge rating of 1/4, one of each type of creature listed below. You can transform Twice before you need a long rest. for an hour, You can pick three for your character and no more. You have seen these animals enough to become them using your magical powers. You also get the ability to cast the spells as listed below and once you choose this Art, you will gain spell slots in the same way as a Wizard (So once you pick this, you get the same spell slots as a Wizard would from the same levels onward)
Insect Type: Giant Centipede, Wolf Spider
Winged-Beast Type: Axe Beak, Giant Owl
Beast Type: Boar, Panther
While you are transformed, the following rules apply:
Your game Statistics are replaced by the Statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special senses, such as darkvision, unless your new form also has that sense.
You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
- Transformation II
Beginning at level 9 you can transform into even stronger animals, pick one of each type from the choices below and you can now Transform three times per long rest.
Insect or Winged Type: Giant Wasp, Cockatrice
Beast Type: Ape, Black Bear
Reptile or Sea Creature Type: Crocodile, Giant Sea Horse
- Transformation III
Beginning at level 13 choose one of each category and you can now transform four times per long rest.
Sea Creature or Amphibian: Giant Octopus, Giant Toad
Beast Type: Dire Wolf, Tiger
Winged Beast or Wyrm Type: Giant Eagle, Brass Dragon Wyrmling
- Super Transformation
Beginning at level 17 choose one of each Catergory and you can now transform six times per long rest.
Sea Serpent or Reptile Type: Plesiosaurus, Giant Constrictor Snake
Beast or Winged Beast Type: Pegasus, Griffon
Dragon or Wyrm type: White Dragon Wyrmling, Black Dragon Wyrmling
Art of Armor
Not all Ninja's are renown for their stealth and trickery. This is the path you have chosen, as an Armor Ninja, you are the enforcer of your group, Bulky, but not a slouch. For choosing this path you may take another perk from the Ninja Training except the one you chose at first level. Also you are now able to wear Medium and Heavy armor plus you gain the Intimidation skill, if you didn't already take it.
- Defense of the Shogun
Beginning at level 3, you gain the following skill. Passively you can increase your AC if you are wearing Armor and are wielding a Halberd or Glaive in both hands, you also gain proficiency in those weapons and they become finesse weapons. If you are wearing heavy armor raise your AC by 1, if you are wearing medium armor, raise your AC by 2 and if you are wearing light armor, do not raise your AC.
- Defense of Shingetsu
Beginning at level 9, you gain the following skill. Whilst wearing heavy armor, you can use your reaction to make an opponent target you for an attack instead of an ally that is within 5 feet of you. If you are wearing medium armor, you can use your reaction to make an opponent have disadvantage on the attack against your ally. If you are wearing light armor, you gain no benefit from this.
- Defense of The Hazy Toad
Beginning at level 13, as a reaction when an enemy makes a ranged attack on you that you can see. If you're wearing heavy armor you can add your Dexterity to your AC. If you're wearing medium armor, you can add half your Dexterity modifier (rounded down) to your AC. If you are wearing light armor, you gain no benefit from this.
- Defense of the Chunin
Beginning at level 17 you have learned well from the teachings of Master Nichrin, once per short or long rest, If you are wearing heavy armor when an ally within 5 feet of you would be incapacitated. They are instead left on one hit point. This effect can only happen if you aren't incapacitated and must be used the first time the effect would trigger. If you are wearing medium armor, you must roll 1d20, 14 or higher and the previous effect applies, if you fail then apply no effect (a fail means you have tried to use the effect and would require you to use a short or long rest).
Ninja Spell List
As a bonus for taking the Transformation school, you can learn all these spells at the following Spell levels. You will however only be able to use them once you can cast those level spells (This also applies to the spells the other two paths would learn, for example you will only learn Water Walk, when a Transformation Ninja, would be able to learn it and so on) If you chose either Armor or Shadow Sneak, you get 1 pre-picked spell and 1 Cantrip. These are marked with (SS) or (A) and with each spell you get only 1 cast per long rest.
True Strike(A),Minor Illusion(SS), Firebolt
- 1st Level
Heroism(A), Feather Fall(SS), Illusory Script, Burning Hands and Silent Image
- 2nd Level
See Invisibility(A), Protection from Poison(SS), Mirror Image, Blur and flaming Sphere
- 3rd Level
Dispel Magic(A), Water Walk(SS), Fireball, Major Image and Blink
- 4th Level
Stoneskin(A),Confusion(SS), Freedom of Movement, Polymorph and Stone shape
- 5th Level
Commune with Nature, Flame Strike, Mislead, Wall of Force and Passwall
- 6th Level
Programmed Illusion, True Seeing, Word of Recall, Freezing sphere and Contingency
- 7th Level
Teleport, Project Image and Firestorm
- 8th Level
Control Weather, Clone and Incendiary Cloud
- 9th Level
Meteor Swarm, Foresight and True Polymorph
Spell slots per level
|3||4||2||-||-||-||-||-||-||- (Shadow Sneak and Armor can learn their Level 1 Spell and Cantrip at this level)|
|4||4||3||-||-||-||-||-||-||- (Shadow Sneak and Armor can learn their Level 2 Spell at this level)|
|5||4||3||2||-||-||-||-||-||- (Shadow Sneak and Armor can learn their Level 3 Spell at this level)|
|6||4||3||3||-||-||-||-||-||- (Shadow Sneak and Armor can learn their level 4 Spell at this level)|