Ninja (5e Class)

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Ninja

Professional scouts, spies, secret-agents, saboteurs, agitators, raiders, assassins, terrorists, and mercenaries, who specialize in espionage, irregular combat, guerrilla warfare, and all other forms of dishonorable combat.

Warriors of Shadow

Nobody suspects the halfling man in the corner of the inn is up to no good. When everyone is busy, he silently assesses his target sitting at the bar. The open window will accommodate the escape. As his target drinks merrily, he never sees it coming when five flying blades cut into his back, killing him almost instantly. Everyone is too panicked to realize that the halfling is now missing from the scene, or that he was even there at all.

The lithe figure of a tiefling woman silently scales a wall. With no rope and no magic, nobody will ever know how she performed such a feat. She enters a window, and finds herself in the office of the town official she was hired to investigate. The strongbox under the desk is surely where the incriminating files are kept. Using a tiny piece of metal, she undoes the lock and examines the papers within. She has found what she is looking for. And with a silent cloud of dust, she makes her escape from the building.

A half-orc man silently slips his massive frame into the loft over the bed of a sleeping noble. Knowing he could easily crush the noble with his bare hands, he opts instead for the cunning, indiscreet approach. He takes a thread of silk and lowers its length, until it is merely an inch from the noble's open mouth. Taking a small vial from his pocket, the half-orc trickles the powerful poison down the silken thread, sending it drop by drop into his target's mouth. Nobody will ever know he was there. Just as it should be.

Ninjas are adept at ranged combat, and even more at not being seen. Such as it should be for a warrior of shadows.

Creating a Ninja

How did you come to learn the ways of a ninja? Were you brought up in a family that already knew their shadowy secrets? Did you happen upon a master who took you under their wing? Were you trained by a ninja school? Or, did you simply learn on your own as a means of survival? Whatever the reason, you must have discovered the secrets of these shadowy fighters some way.

You are a killing machine who uses their mastery of ninjutsu and tools to sneak, deceive and eliminate creatures to aid your cause or simply to earn some quick cash.

Quick Build

You can make a Ninja quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by charisma. Second, choose the spy background. Third, choose a scimitar, a burgalers pack, 10 darts and leather armor

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 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ninja level after 1st

Proficiencies

Armor: Light
Weapons: Martial weapons, finesse weapons
Tools: Thief's Tools, Disguise Kit
Saving Throws: Dexterity, Charisma
Skills: Choose 3 from acrobatics, deception, intimidation, persuasion, sleight of hand or stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Two sickles or (b) A scimitar or (c) A hand crossbow and 20 bolts
  • (a) A burglar's pack or (b) A diplomat's pack
  • (a) 10 darts or (b) 5 handaxes
  • (a) Leather armor, or (b) Hooded traveler's clothes and two daggers.

Table: The Ninja

Level Proficiency
Bonus
Features Concealed Tools
1st +2 Natural Stealth, Throwing Specialist -
2nd +2 Concealed Tools 3
3rd +2 Ninja School 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 6
6th +3 Fleet of Foot 6
7th +3 Ninja School Feature 6
8th +3 Ability Score Improvement 6
9th +4 Slow Kill 9
10th +4 Fast Throw 9
11th +4 Ninja School Feature 9
12th +4 Ability Score Improvement 9
13th +5 Deadly Strike 12
14th +5 Throwing Master 12
15th +5 Improvised Projectile 12
16th +5 Ability Score Improvement 12
17th +6 Improved Tools 15
18th +6 Ninja School Feature 15
19th +6 Ability Score Improvement 15
20th +6 Instant Death 20

Natural Stealth

When you start at 1st level, you are already trained in the art of invisibility. You become proficient in the stealth skill. If you are already proficient in the stealth skill, double your proficiency bonus.

Throwing Specialist

At 1st level, even without a projectile weapon, you are a threat at a range. When you use your action to throw any weapon with the thrown property, the damage dealt is equal to the weapon's damage die + proficiency bonus + Dexterity modifier.

Concealed Tools

Beginning at 2nd level, you are able to fully and completely conceal a limited number of unique tiny tools and weapons on your person, as shown on the class feature table. If you are stripped completely nude, you can only conceal one item. During a short rest or long rest, you can spend 1 hour to build one of these ninja tools. Every concealed tool can only be used once after being crafted. Once they are used, a new tool must be crafted.

Smoke Grenade

This is a ball of moist, but flammable material, compressed into a tube-like shape. When crushed or thrown, it lights itself aflame inside, spewing a thick cloud of grey-black smoke into a 20 foot radius. All creatures within the smoke must make a Constitution saving throw (DC 10 + your proficiency bonus) or be blinded until the smoke clears, or when they leave the smoke. The smoke lasts for 1 minute.

Firebomb

This device is filled with a thick, sticky, flammable fluid, which can be thrown up to 30 feet. When thrown or crushed, the firebomb explodes, spraying flaming goo over an area of a 15 foot radius. Any place where the firebomb explodes is aflame for 1 minute. All creatures within the blast radius must succeed a DC15 dexterity save, or be set on fire. Any creature who succeeds this save take no damage and are not aflame. On a fail, the afflicted creatures are aflame and take 2d6 fire damage at the beginning of each of their turns. The creatures who have caught fire may take an action reroll their save, in order to extinguish themselves.

Caltrops

A handful of razor sharp and angular spikes. Caltrops can be thrown up to 30 feet, and cover a 10-foot radius centered on a point within range. The area becomes difficult terrain. When a creature moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels.

Shuriken

A stack of 5 flat, aerodynamic blades. As an attack action, up to 3 shuriken can be thrown at once at up to 3 different creatures of your choosing. Each thrown shuriken deals 1d8 slashing damage, for a range of 30/120.

Poison Darts

A bundle of 3 darts crafted from twigs and tree frog poison. As an action, you are able to shoot a poison dart from a blowgun for a range of 25/100. On a successful hit, the targeted creature takes damage equal to 1d6 piercing and makes a Constitution Saving throw (DC= 10 + your proficiency bonus). If the target fails the saving throw it take 1d8 poison damage and is poisoned, if successful the target takes no poison damage.

Alternatively, you may throw a poison dart for a range of 20/60.

Oil Slick

During your turn, you may use a bonus action to throw a single bottle of oil at a creature up to 30 feet away from yourself. All enemies in a 10 ft radius from where the oil lands must make a Constitution saving throw (DC= 10 + your proficiency bonus). If they fail they will slip and become prone. If they succeed they will avoid slipping. A creature can walk through the area of oil at half their normal speed with a successful dexterity save. If they try to move any faster than half their normal speed, for every 5 ft inside the Oil Slick they will need to make a Dexterity saving throw vs DC = 10 + your proficiency bonus.

Chloroform

As an action, you may attempt to render a creature unconscious. Depending on if they notice you or not. If they do not notice you, you can stealthy Chloroform your target. the creature must make a Constitution saving throw (DC= 10 + your proficiency bonus). Alternatively, if they do notice you, you can attempt to grapple and Chloroform your target. Make a grapple check against the target. If you win the contest, the creature is rendered unconscious for a number of hours equal to a 1d4. Any damage on the target has a chance to wake them. If the target is harmed while unconscious they roll a Constitution saving throw (DC 10 + your proficiency bonus). On a success, the creature notices you and or breaks free of your grapple, unaffected.

Snorkel

A simple tube of hollow reeds. With this item in your mouth, you can swim submerged 1 feet underwater, negating the need to come up for air.

Gas Mask

When wearing this item over your face, you are able to breath normally and take no damage from noxious atmospheres. This tool is effective for 8 hours, before the valve inside it loses efficiency and a new one must be crafted.

Ninja School

When you reach the 3rd level, you enroll in a school of ninjutsu. You are able to choose from the School of Cunning or the School of Infiltration, and gain features for the school you have chosen at the 3rd level, and again at the 7th, 11th and 18th levels.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, 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.

Extra Attack

When you reach the 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fleet of Foot

When you reach 6th level, whenever you use the dash action you gain an additional 10 walking speed for the turn.

Slow Kill

When you reach the 9th level, you learn to defeat enemies by avoiding them as much as possible. When you use your concealed tools, the damage they inflict causes damage over time to the targeted creature equal to 2d4 + half your ninja level rounded down. This effect lasts for a number of turns equal to your Dexterity modifier (minimum of 1). At the start of their turn, the affected creature may make a Dexterity saving throw (DC= 10 + your proficiency bonus). On a successful save, the effect of the damage over time is ended. The creature may attempt this save until they succeed, or until the effect ends.

Fast Throw

When you reach the 10th level, your throwing potential increases further. When you use an action to throw an item, you now may throw up to 2 items at up to 2 creatures of your choosing.

Deadly Strike

When you reach the 13th level, you are able to more easily spot a creature's weaknesses. Whenever you use the attack action, you are able to land a critical attack on a roll of 19-20.

Throwing Master

When you reach the 14th level, your ability to throw reaches incredible levels. Whenever you use an action to throw a weapon, item or concealed tool, the range for which you can throw is increased by 50 feet.

Improvised Projectile

When you reach the 15th level, you learn to make do with anything you have. Any weapon that does not have the thrown property now can be thrown for a range of 30/60.

Additionally, when you throw a weapon that does not have the thrown property, it deals damage equal to its normal damage die, instead of 1d4.

Improved Tools

When you reach the 17th level, you learn to make your concealed tools more potent. When you throw a tool, which activates a radius effect, the radius of the tool's effect increases by 30 feet.

Instant Death

When you reach the 20th level, you learn the deadliest of techniques. During combat, when you roll 20 you may use this feature as an action to kill a creature in one strike. When you activate this feature, you must succeed a DC=15 Dexterity check. On a successful check, you instantly cut down any creature you target with this feature. On a failure, your attack counts as a normal critical hit. You may use this feature once, and regain the ability to do so after finishing a long rest.

Ninja School

You were professionally trained in the martial arts of ninjutsu, the craft of warfare through deceit and dishonor. The features you learn depend on whether you have chosen to emulate the School of Cunning or the School of Infiltration.

School of Cunning

Those who study this school of ninja fully understand the art of slyness and deception, and use it to its fullest effect.

Cunning Tools

Beginning at the 3rd level, you learn to use a new set of tools of your trade to better supplement your school. During a long or short rest, you may spend 1 hour to build one of these ninja tools. Every concealed tool can only be used once after being crafted. Once they are used, a new tool must be crafted.

  • Noisemaker: A small, yet loud explosive. When ignited, the fuse burns for 5 seconds, before exploding. This item can be thrown up to 30 feet from where you are standing. All creatures within a 50 foot radius can hear the loud cracking noise it makes upon impacting a solid surface. Any creature within 15 feet of the source of the noise suffers 2d8 thunder damage, and must make a saving throw of DC8 + Constitution modifier. On a failed save, the targeted creatures become deafened for 1 minute
  • Poison Vial: A tiny tube of powerful poison, which can be slipped into food or drink, coated on objects, or thrown 30 feet at any creature. When the poison is ingested in any way, or if the vial breaks when thrown at a creature, the targeted creature must make a Constitution saving throw of DC 10 + your proficiency bonus. On a failed save, the creature contracts the poisoned condition.
  • False Coins: A handful of 5 counterfeit coins, which bear an uncanny resemblance to the real thing. When paying for a transaction, the creature selling the items must make a perception check. On a failed check, the false coins are treated as real coins. On a successful check, the seller catches on to the trick, and refutes the transaction.
Extra Tools

Beginning at the 7th level, you learn to make better use of your components to make your concealed tools. Now, whenever you craft a concealed tool, you may spend 1 hour to craft up to 2 tools of 1 type, or 1 tool of 2 types.

Dishonorable Strike

Beginning at the 11th level, you learn to take advantage of apparent weaknesses. When a creature is prone, poisoned, blinded, deafened or has its speed reduced, any melee attack against the afflicted creature equals weapon damage + proficiency bonus + Dexterity modifier.

Natural Charm

Beginning at the 18th level, you learn the value of discretion. When making a Charisma (Persuasion) or (Deception) skill check against another creature, you may use an action to treat the DC as 8 + Charisma modifier, regardless of the creature's natural DC. You may use this feature a number of times equal to your Charisma modifier (minimum of 1) and regain expended uses upon finishing a long rest.

School of Infiltration

A ninja who studies infiltration is rarely seen. There are some who doubt this school really exists, for how seldom its practitioners are noticed.

Infiltration Tools

When you reach the 3rd level, you learn to craft tools that will better suit your needs. During a long or short rest, you may spend 1 hour to build one of these ninja tools. Every concealed tool can only be used once after being crafted. Once they are used, a new tool must be crafted.

  • Lockpicks: 3 tiny, crooked strips of metal, which can be used to unlock doors when no key is available. As an action, these items can be used on any non-magical door. For a simple wooden door of a shop or a house, the DC is 8. For a metal door, such as a safe, a lockbox or a prison, the DC equals 15.
  • Climbing Claws: When climbing with these on both of your hands, you have advantage on any skill checks involving climbing. Additionally, climbing does not cost you any movement speed during combat.
  • Decoy: A small, simple innocuous object that seems perfectly commonplace. When you are seen during a stealth check, you may use your reaction to place this object in your current position, while you quickly hide elsewhere. The DC for using this action is equal to DC 10 + the alerted creature's Wisdom modifier. On a successful stealth check, you are unseen and the creature is not alerted. On a failed stealth check, you are unseen, but the creature is now on alert.
Master of Terrain.

When you reach the 7th level, you learn greater techniques for navigating difficult terrain. Choose any terrains from arctic, coast, desert, forest, grassland, mountain, ruins or swamp. Whenever you are in those terrains of your choice, you gain advantage on all dexterity and wisdom checks, making yourself a phantom on your own turf.

Ghost Walk

When you reach the 11th level, you nearly become a phantom. As an action, you are able to walk through any non-magical barrier that you can touch, and travel through it at half your movement speed, before you must exit it. When you are forced to exit, you do so on the side of the barrier that you are closest to. You are able to use this feature 3 times, and regain expended uses upon finishing a long rest.

Without a Trace

Starting at the 18th level, you are able to disappear and leave your enemies completely befuddled. As an action, you are able to disappear in a cloud of thick dust. When you disappear, you are able to teleport up to 50 feet from where you activated this feature to any unoccupied space that you can see. You are not able to reappear in any space that another object or creature is already occupying.

Additionally, the cloud of dust that you create blows in a 15 foot radius from the point where you activate this feature. Any creatures caught in the radius must make a DC15 Dexterity saving throw, or be blinded for 1 minute. You are able to use this feature 1 time, and may not use it again until you have completed a long rest.

Multiclassing



Prerequisites. To qualify for multiclassing into the Ninja class, you must meet these prerequisites: Dexterity 13 and Charisma 13

Proficiencies. When you multiclass into the Ninja class, you gain the following proficiencies: Stealth, Finesse Weapons


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