Base Class: Rogue
Ninjas are rogues who turn stealth into an art form and combat into a sudden, decisive moment. You move through the world unseen, reading the flow of a room as easily as others read a map, and you strike with precision that leaves foes reeling before they realize you were there at all. Whether you serve a hidden clan, sell your talents to the highest bidder, or follow a personal code honed through hardship, you rely on patience, misdirection, and timing to survive.
Beyond practiced technique, many ninjas cultivate an iron discipline that borders on the supernatural. Through ritual breathing, meditative focus, and relentless drills, you learn to steady your body and mind under pressure, stilling your pulse, sharpening your senses, and finding impossible stillness in the chaos of battle. This inner training might be taught as secret tradition, discovered in a stolen manual, or forged through solitary devotion, but it grants you a calm that makes your movements preternaturally sure.
No two ninjas walk the same path. Some master poisons and silent tools, others vanish in a blink or blur across rooftops with uncanny speed, and still others weave shadow and sound into convincing deception. Whatever your methods, your craft is defined by adaptability. You shape the battlefield before a blade is drawn, and you leave behind only doubt, a faint whisper of motion, and the certainty that you were never meant to be seen.
Level 3: Ninja Training
Your first lessons carve away hesitation and replace it with instinct. You learn to move like a rumor through crowds and corridors, to measure a room in a heartbeat, and to treat silence as both armor and weapon.
Crimson Fang
When you deal Sneak Attack damage, you can choose to have it deal poison damage instead of weapon damage. When you deal poison damage, add your proficiency bonus to the damage dealt.
Ghost Step
Your movement becomes silent and sure. You gain +10 feet of movement speed and ignore difficult terrain.
Iron Mind
You gain proficiency in Wisdom saving throws. When you later gain Wisdom saving throw proficiency from Slippery Mind, you instead gain expertise in Wisdom saving throws and proficiency in one other mental saving throw of your choice.
Shadow's Veil
You gain proficiency in Stealth (or another skill if you already have it). You can attempt to Hide even when only lightly obscured.
Level 3: Ninja Weapon Arts
You refine the tools of your trade into an extension of your will. In your hands, simple blades and implements become precise instruments of control, each motion economical, deliberate, and devastatingly confident.
Kunai Mastery
When you use any action to make a thrown attack with a dagger, you throw one additional dagger as part of that same action.
Naginata Form
You treat glaives and halberds as finesse weapons, you gain proficiency in these weapons.
Silent Marksman
You master exotic ranged weapons. You gain proficiency with firearms and heavy crossbows. When attack with a crossbow or firearm, increase the range of the weapon’s normal and long ranges by 50%.
Spirit Sabre
Your blades carry an unnatural sharpness. Once per turn when you hit with a finesse melee weapon, you may reroll all of your Sneak Attack dice and use the new result.
Level 9: Shinobi Arts
Your discipline deepens into something that feels half technique, half mystery. Through breath, focus, and practiced intent, you bend the moment in subtle ways, turning fear, shadow, and timing into allies that answer only to you.
Kusarigama Style
You treat all scythes and sickles as finesse weapons. When you hit with a sickle or scythe, you can attempt to grapple the target as a bonus action, using Acrobatics instead of Athletics.
Spirit Blade
Your strikes channel inner force. When you hit with a finesse weapon, deal an extra 1d6 force damage
Vanish
When you take the Hide action, you can move up to your speed without provoking opportunity attacks.
Wall Run
You gain a climbing speed equal to your walking speed and can move across vertical surfaces without falling until the end of your turn.
Level 9: Shinobi's Trick
You learn the craft of vanishing acts and impossible escapes. Whether by audacity, misdirection, or sheer nerve, you leave enemies grasping at emptiness, never certain if they were outplayed, outpaced, or simply haunted.
Grappling Hook
You gain a magical grappling hook (range 60 ft.) that can pull you to a surface or pull unsecured objects weighing up to 200 lbs. The hook cannot pull worn or held objects. To use this you either sacrifice your movement to use the grappling hook, or you can additionally use it by using an action or bonus action.
Shadow Clone
As a reaction when you are hit, you create an illusory double and impose disadvantage on the triggering attack. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses on a short or long rest.
Silent Takedown
When you hit a creature with Sneak Attack who is either unaware of you or has not yet taken a turn in the initiative order, the target must succeed on a Constitution saving throw (DC = 8 + prof + Dex) or be stunned until the start of your next turn.
Smoke Bomb
You can replicate the effects of fog cloud a number of times equal to your proficiency bonus per short or long rest.
Level 13: Advanced Ninja Arts
What once took careful setup now comes naturally, like drawing breath. Your mastery lets you shape an encounter from the edges, controlling distance, attention, and danger with a calm, predatory precision.
Death Lotus
Once per short or long rest, when you take the Attack action, you may make two additional weapon attacks.
Mind Breaker
When you hit a creature with Sneak Attack, it must make a Wisdom saving throw (DC = 8 + prof + Dex). On a failure, it is frightened until the end of your next turn. Creatures immune to frightened instead take extra psychic damage equal to your rogue level.
Shadowmeld
While in dim light or darkness, you can Hide as a bonus action even if a creature can see you.
Silent Sprint
Enemies cannot make opportunity attacks against you.
Level 17: Master Ninja
At the peak of your path, your presence is a threat even when unseen. You move with effortless purpose, strike with certainty, and leave behind the chilling sense that the outcome was decided long before the fight began.
Demon Mask
You gain proficiency in Charisma saving throws. You can cast fear at will without expending a spell slot or material components.
Dragon Fang
Your Sneak Attack deals 2d6 extra damage. You may change the type of your Sneak Attack damage to fire, cold, lightning, or necrotic.
Shadowless Step
As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness.
Ultimate Technique
Once per long rest, when you roll initiative, you can immediately take one turn before anyone else.
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