Base Class: Rogue
Ninja’s are the movement in the shadows that you cannot see.
They are the footprints on the ground that were never there.
They are the reason that guards train, and the reason that the
wicked fear the night. The nature of a ninja is one of death,
but it is also of understanding and patience. Their mastery of
death requires an understanding of life. A ninja doesn't save
himself. He protects those who cannot protect themselves.
Level 3: Ki
At 3rd level, as a ninja, you can harness the mystic energy of
ki. Your access to this energy is represented by a number of
ki points. You have a number of ki points equal to your half
your rogue level(rounded down) + you Wisdom modifier, which you can use to fuel your
Shadow Techniques. If you have ki points from another
source, the points from both sources are pooled, and can be
used to fuel any of your ki abilities.
When you spend a ki point, it is unavailable until you finish
a short or long rest, at the end of which you draw all of your
expended ki back into yourself. You must spend at least 30
minutes of the rest meditating to regain your ki points.
At 3rd level, you learn Beguile and may pick two other
Shadow Techniques from the list below. You learn an
additional technique of your choice at 9th, 13th, and 17th
level. Whenever you gain a level in this class, you can replace
one technique you know with a different one.
Additionally you learn the minor illusion and control
flames cantrips if you didn't already know them.
Shadow Techniques
A ninja knows several shadow techniques they can utilize
both in and out of combat. These techniques are a
combination of ingenuity, skill, and magic. Any spells use your
Ki Save DC.
Ki Save DC = 8 + your proficiency bonus + your Wisdom
modifier
Beguile
Once on each of your turns, you can spend 1 ki point to
beguile a creature you can see. You have advantage on your
next attack roll you make against that creature before the end
of your turn.
Blade of Shadows
You can spend 2 ki points to cast shadow blade or silent
image.
Breath of the Dragon
Prerequisite: 13th level
You can spend 4 ki to cast fireball.
Cloud Runner
Prerequisite: 13th level
You can spend 4 ki points to cast fly
Concealed Chameleon
You can spend 1 ki point to cast disguise self or fog cloud.
Devil in the Dark
You can spend 2 ki points to cast darkvision or pass
without trace.
Leaf on the Breeze
Prerequisite: 17th level
You can spend 6 ki points to cast freedom of
movement.
Nimble Mongoose
You can spend 2 ki points to cast blur or zephyr strike.
One with the Shadows
Prerequisite: 17th level
You can spend 6 ki points to cast shadow of moil.
Rising Sun
You can spend 2 ki points to cast burning hands or
scorching ray.
Silent Prison
You can spend 2 ki points to cast silence or darkness.
Shadow Games
You can spend 2 ki points to cast invisibility or
misty step.
Sleeping Tiger
You can spend 2 ki points to cast color spray or hold person.
Smoke and Mirrors
You can spend 2 ki points to cast mirror image or
pyrotechnics.
Sting of the Hornet
Prerequisite: Master of Distraction
Immediately after you take the attack action on your turn, you
can spend 1 ki point to draw and throw two darts or daggers
as a bonus action.
Whirlwind Attack
Prerequisite: Master of Blades
You can spend 2 ki point to use your action to make melee
attacks against any number of creatures within 5 feet of you,
with a separate attack roll for each target.
Level 3: Ninja Style
Ninja Style
Starting at 3rd level, you adopt a particular style as your
specialty. You may change your style whenever you gain a level in the Rogue class. Choose one of the following options.
Master of Distraction.
When you use a weapon with the thrown property to
make a ranged attack, you can draw the weapon as part of
the attack.
When you make an attack with a thrown weapon that
deals damage, the standard range is 60 ft. and the long
range is 120 ft.
When you damage a creature with a ranged attack, you
can spend 1 ki point to impose disadvantage on that
creature's next attack roll or reduce it's movement speed
by 10 feet until the end of your next turn.
Master of Blades.
You gain a +1 bonus to AC while you are wielding a
separate melee weapon in each hand.
You can draw or stow two one-handed weapons when you
would normally be able to draw or stow only one.
You can spend 1 ki point to take the Dodge action as a
bonus action on your turn.
Master of Taijutsu
Your unarmed strikes count as finesse weapons, and you can roll a d6 in place of their normal damage.
You can use Dexterity in place of Strength when determining the attack and damage rolls of your unarmed strikes.
When you make an unarmed attack you can spend 1 ki point to make 2 more unarmed attacks as a bonus action.
Level 9: Smoke and Mirrors
Smoke and Mirrors
Starting at 9th level, as an action you can throw a smoke
bomb to a point within 30 feet that creates a cloud of smoke
with a 20-foot radius. In this radius, vision is heavily
obscured and the smoke lasts for 1 minute or until a strong
wind dissipates it. As part of this action, if you are within the
affected area, you may cast invisibility or dimension
door. You can also use your reaction to allow any allies in the
affected area to move up to their movement speed.
You can use this ability a number of times equal to half
your Wisdom modifier (minimum of once), and you regain all
expended uses when you finish a long rest.
Additionally, you may now spend 2 ki points as an action to
cast mirror image.
Level 13: Throatseeker
Throatseeker
By 13th level, you aim to bring enemies down as quickly as
possible. If an enemy has not take it's turn in combat, your sneak attack die becomes a d8.
Level 17: Counterstrike
Counterstrike
At 17th level, you can use a creature's momentum against
them when they attack you. Whenever you use your Uncanny
Dodge, you may make a melee weapon attack with advantage
against the attacking creature as part of the same reaction.
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