Base Class: Rogue
Masters of hidden arcane and martial techniques and highly secretive, the ninja class is a class shrouded in mystery and superstition; a reputation ninja encourage. Honor was revered by ninja, as it was how their reliability was gauged. The ninja maintained not only their own honor, but the honor of their family or clan. The primary ways a ninja could being dishonor upon themselves or clan was to be identified or to fail in a mission. Depending on the severity of the failure, the ninja was either demoted to nukenin or executed. Chirasu is the patron deitry of ninja. Most of her shinres were built by ninja families and clans. Ninja were almost always human.
Bonus Proficiencies
Ninjas practice martial arts used for subterfuge, often during war. As such, they are trained to use tools for more subtle lethality behind enemy lines.
You gain proficiency in the poisoner's kit and the disguise kit.
Poison Resistance
You are familiar with poisons and have enhanced your resistance to them.You are familiar with poisons and have carefully poisoned yourself in small enough doses to enhance your resistance to them.
You gain resistance to poison damage. If you are already resistant, you gain immunity to poison damage and immunity to the poisoned condition.
Immunity to Poison Damage and the Poisoned Condition
You gain immunity to poison damage and the poisoned condition because you are already resistant.
Resistance to poison
You gain resistance to poison damage because you are not already resistant.
Ninjutsu
You have mastered the arcane arts passed down by the ancient ninja. This allows you to perform the mudra, or hand gestures, required to create effects in order to cast ninjutsu spells.
To cast a ninjutsu spell, you execute a basic mudra and then any other mudra for the effects you wish to activate. Mudra can be performed with a successful sleight of hand as a bonus action. The number of mudra performed with this bonus action is limited to one at level 3, two at level 8, three at level 13, and four at level 18. Consult each stance for its ninjutsu spell effects for each mudra.
Once mudra have been activated, you can use an action to cast a ninjutsu spell.
Casting the spell causes you to enter the activated basic stance (if not already in it). You then resolve all ninjutsu spell effects activated. You apply each ninjutsu spell effect independently, but all effects resolve at the same time; all targets must be chosen before the results are known (unless otherwise specified). If a ninjutsu spell tells you to cast a spell, it also resolves at the same time as the other effects and you ignore any material, verbal, or somatic components.
If you fail to perform a mudra, perform an incorrect mudra, are interrupted, or perform the same mudra twice without Kassatu, the ninjutsu spell has no effect and any stance you are in is ended.
You can only activate one ninjutsu spell per turn.
Kassatu: Starting at level 13, you can empower a mudra you've already activated to increase its effects by activating it again (with the normal increased difficulty). Each ninjutsu spell effect details its Kassatu effects in its description. This does not apply to basic stances.
Mudra
Basic Mudra
These are the basic mudra known to practitioners of ninjutsu. Activating one of these mudra, and therefore its stance, is the first step to casting a ninjutsu spell. The DC for executing a basic mudra is 10 plus 4 for each other mudra performed previously this turn.
Chi - The basic ability is used for hard-to-hit enemies or when precision is needed.
This stance and its spell effects enhance your direct combat abilities and are mostly used on the front lines; focusing on enhancing your survivability and mobility along with your killing potential.
Jin- The basic ability is used for melee combat damage.
This stance and its spell effects are heavily damage focused and lacking in defenses. Its spell effects are full of different types of elemental ranged attacks, focusing on taking down enemies quickly with heavy damage and some control.
Ten - The basic ability is used for ranged combat.
This stance has lots of very useful abilities that are situational or very utilitarian. They are used as support in combat but are most functional outside of battle or in supporting without direct involvement in combat.
Elemental Mudra
Elemental mudra attune your ninjutsu spell to the arcane energies that permeate the multiverse to create powerful elemental effects. The DC for activating an elemental mudra is 15 plus 2 for each other mudra performed previously this turn.
Vayu (Air), Kaen (Fire), Do (Earth), Jala (Water)
Ninjutsu Stances and Spell Effects
Chi
Range: Self
Duration: 1 minute
Effect: While this ninjutsu stance is active, melee weapon attacks you make with light finesse weapons have advantage and are considered magical for the purpose of overcoming resistance and immunity. The stance automatically ends if you enter another base stance or if you fail a ninjutsu activation. You may end this stance at any time without an action.
Stance Ninjutsu Spell Effects
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Jin
Action: Subayaton
Range/Area: Self
Duration: Instantaneous
Effect: When you activate this ninjutsu spell effect, you may make a single melee weapon attack. While this ninjutsu stance remains active, when you take the attack action, you may make an additional attack as a part of the same action (Extra Attack). Once used, this ninjutsu spell can’t be used again until after a short rest.
Kassatu: The number of attacks gained increases by one.
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Ten
Action: Shunpo
Range/Area: 60 feet
Duration: Instantaneous
Effect: While this ninjutsu stance remains active, whenever you make a melee weapon attack with a light finesse weapon, you may teleport to an unoccupied space you can see within range before the attack. That space must be within 5 feet of the target of the attack.
Kassatu: The range is doubled.
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Vayu
Action: Hyoton
Range/Area: Self (30 feet radius sphere)
Duration: Instantaneous
Effect: When you activate this ninjutsu spell effect, choose any number of willing creatures within range. While this ninjutsu stance remains active, the speed of the chosen creatures is doubled. When this effect wears off, each creature affected gains two levels of exhaustion. Once used, this ninjutsu style can’t be used again until after you finish a long rest.
Kassatu: The effect causes one less level of exhaustion.
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Kaen
Action: Kaenjin
Range/Area: Self
Duration: Instantaneous
Effect: While this ninjutsu stance remains active, whenever you deal sneak attack damage, it deals an additional 4d6 fire damage
Kassatu: The fire damage increases by 2d6.
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Do
Action: Hyuzishi
Range/Area: -
Duration: Instantaneous
Effect: You cast the spell Meld Into Stone but the duration is only while this ninjutsu stance remains active.
Kassatu: For the first use of Kassatu, instead of Meld Into Stone you cast the spell Transport Via Plants except only you can travel using the link. For the second use of Kassatu, you cast the spell Regenerate but its casting time is instantaneous and its duration is only while this ninjutsu stance remains active.
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Jala
Action: Baiton
Range/Area: Self
Duration: 1 minute
Effect: While this ninjutsu stance remains active, the roll required for you to score a critical hit is reduced by 2.
Kassatu: The required roll is reduced by 1 more.
Jin
Range: Self
Duration: 1 minute
Effect: While this ninjutsu style is active, melee weapon attacks you make with light finesse weapons deal additional damage (of the same type) equal to your charisma modifier. The stance automatically ends if you enter another base stance or if you fail a ninjutsu activation. You may end this stance at any time without an action.
Stance Ninjutsu Spell Effects
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Chi
Action: Mujinsatsu
Range/Area: Self (60 feet radius)
Duration: Instantaneous
Effect: Make a ranged weapon attack against any number of enemies you can see within range using your melee weapon for the attack and damage. You cannot deal sneak attack damage with any of these attacks.
Kassatu: Make an additional attack against those targets.
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Ten
Action: Genkonton
Range/Area: Self
Duration: 1 minute
Effect: Choose a humanoid creature you can see within range. The target must make a charisma save or be stunned while you remain in this stance. At the end of each of its turns, the creature can attempt the save again, ending the stunned condition on a success.
Kassatu: You can target an additional humanoid creature.
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Vayu
Action: Raiton
Range/Area: 120 feet
Duration: Instantaneous
Effect: You conjure a powerful bolt of lightning and shoot it at a target within range. Make a ranged spell attack against the target. On a hit the target takes 4d10 plus your charisma modifier lightning damage and weapon attacks against it have advantage until the end of your next turn.
Kassatu: Increase the damage by 4d10.
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Kaen
Action: Katon
Range/Area: -
Duration: Instantaneous
Effect: You cast Fireball or you cast Wall of Fire but its duration is only while this ninjutsu stance remains active.
Kassatu: On the first use of Kassatu you instead cast Flame Strike. On the second use you instead cast Incendiary Cloud but its duration is only while this ninjutsu stance remains active.
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Do
Action: Doton
Range/Area: -
Duration: Instantaneous
Effect: You cast Erupting Earth.
Kassatu: On the first use of Kassatu you instead cast Reverse Gravity but its duration is only while this ninjutsu stance remains active. On the second use you cast Earthquake but its duration is only while this ninjutsu stance remains active.
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Jala
Action: Suibaku
Range/Area: -
Duration: Instantaneous
Effect: You conjure a ball of water from the bottom of the ocean, under great pressure at a point you chosse within range. All creatures within 10 feet of that point must make a dexterity save or take 4d8 bludgeoning damage. In addition, all creatures smaller than huge size must make a strength saving throw. On a failure, the creature is pushed 20 feet away from the point and knocked prone. On a success, the creature is only pushed 10 feet. Any creature that is stopped during this movement takes an additional 1d8 bludgeoning damage.
Kassatu: Increase the initial damage by 4d8, the secondary damage by 1d8, and double the distances the effect pushes.
Ten
Range: Self
Duration: 1 minute
Effect: While this ninjutsu style is active, when you throw a weapon for an attack, it returns to your hand after the attack, whether it hits or misses. This does not prevent the weapon from taking damage from being thrown. The stance automatically ends if you enter another base stance. You may end this stance at any time without an action.
Stance Ninjutsu Spell Effects
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Chi
Action: Keizo
Range/Area: -
Duration: Instantaneous
Effect: You cast disguise self.
Kassatu: On the first use of Kassatu, you instead cast Polymorph but only targeting yourself and its duration is only while this ninjutsu stance remains active. On the second use, you instead cast Shapechange but its duration is only while this ninjutsu stance remains active.
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Jin
Action: Hakazemi
Range/Area: 30 feet
Duration: Instantaneous
Effect: When you activate this ninjutsu spell effect, choose any number of willing creatures you can see within range. While you remain in this stance, ranged weapon attacks made by those creatures have advantage, ignore the penalty for long range, and deal additional magic damage equal to your charisma modifier if the target is in the weapon's long range.
Kassatu: The additional magic damage dealt increases by 1d8.
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Vayu
Action: Kazehiko
Range/Area: -
Duration: Instantaneous
Effect: You cast the spell Fly, targeting only yourself and its duration is only while this ninjutsu stance remains active.
Kassatu: You may cast Fly with three additional targets.
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Kaen
Action: Hibana
Range/Area: Touch
Duration: Instantaneous
Effect: You touch a willing creature within range. While you remain in this stance or until you use this ninjutsu spell effect again, that creature regains hit points equal to your charisma modifier at the start of each of its turns.
Kassatu: The number of hit points regained increases by 1d8.
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Do
Action: Iwakabe
Range/Area: -
Duration: Instantaneous
Effect: You cast the spell Wall of Stone but its duration is only while this ninjutsu stance remains active and the effect cannot become permanent.
Kassatu: On the first use of Kassatu, you cast the spell Wall of Stone but its effects are permanent. On the second use, you instead cast the spell Mighty Fortress but its casting time is instantaneous.
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Jala
Action: Suiton
Range/Area: -
Duration: Instantaneous
Effect: You cast the spell Watery Sphere but its duration is only while this ninjutsu stance remains active.
Kassatu: On the first use of Kassatu, you instead cast the spell Freezing Sphere. On the second use, you instead cast the spell Tsunami but its casting time is instantaneous.
Great Ninjutsu Spells (All 3 basics and an elemental mudra)
Great ninjutsu spells do not activate or require you to be in a stance but use all three basic mudra and an elemental mudra to cause a particularly powerful effect. Each of these spells can be used once between long rests.
Huton
Mudra: Chi (DC 10) > Jin (DC 14) > Ten (DC18) > Jala (DC 21)
Range: 60 feet
Duration: 1 minute
Effect: Choose a huge or smaller creature or object within range. The target must make a dexterity saving throw. On a failure, the target takes 10d6 cold damage and is frozen in a block of ice for the duration. While frozen in the block of ice, the target has full cover, is incapacitated, and can’t breathe. The ice block has 30 hit points and AC 12. When the ice is reduced to 0 hit points the target is freed and is no longer incapacitated. Once used, this ninjutsu spell can’t be used again until after a long rest.
Damasuseru
Mudra: Chi (DC 14) > Jin (DC 14) > Ten (DC 18) > Vayu (DC 21)
Range: Self
Duration: 8 hours
Effect: The next time you are hit with an attack while this spell persists, this ninjutsu spell ends and the attack misses instead. If the source of the triggering attack is a creature within 60 feet, you may then teleport to an unoccupied space adjacent to the creature. You may then use your reaction to make a single melee attack with advantage against the triggering creature, providing they are in range. Once used, this ninjutsu spell can’t be used again until after a long rest.
Juryoton
Mudra: Chi (DC 10) > Jin (DC 14) > Ten (DC 18) > Do (DC 21)
Range: Self (60 feet sphere)
Duration: 1 minute
Effect: All creatures and objects that enter the area for the first time on a turn or that start their turn within the area are forced to the ground and restrained and must make a strength saving throw. On a failure, a creature takes 4d10 force damage and is knocked prone. A successful save halves the damage and ends the restrained condition. A prone creature has advantage on this save. All movement is halved within the area. Once used, this ninjutsu spell can’t be used again until after a long rest.
Mahasakuyami
Mudra: Chi (DC 10) > Jin (DC 14) > Ten (DC 18) > Kaen (DC 21)
Range: 120 feet
Duration: Instantaneous
Effect: Black flames of darkness wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 12d6 fire damage on a failed save, or half as much damage on a successful one. As long as the target takes at least one point of fire damage, the target also begins to burn. The burning target sheds magical darkness in a 30-foot radius and causes bright light to become dim for an additional 30 feet. At the end of each of its turns, the target takes 6d6 fire damage and repeats the saving throw. The spell ends on a successful save. These magical flames can’t be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash. Once used, this ninjutsu spell can’t be used again until after a long rest.
Throwing Specialist
Starting at 9th level, when you take the attack action to throw a weapon, you may make an additional ranged weapon attack with a weapon with the Thrown and Finesse properties. You may draw the weapon as part of each of those attacks, requiring no additional action. Each of these attacks can target the same or a different creature.
Shinsoku
You inhale the divine power activated through your intense training and activate your power instantaneously.
Once per long rest, as an action you may cast a ninjutsu spell using any two ninjutsu spell effects, ignoring the mudra and stance requirements. You can cast this ninjutsu spell even if you've already cast another ninjutsu spell this turn.
Kage Bunshin
You mastered the ninja art of creating a copy of yourself using shadow magic.
Once between long rests, you can create a shadowy clone of yourself in an unoccupied space you can see within 60 feet as a bonus action. The clone is an exact copy of you and moves when you move and copies your first attack or ninjutsu spell on each of your turns. You choose where it moves and the targets for its actions. The clone may not take any actions that you do not take, nor any action other than attacks or ninjutsu spells. The clone lasts until the end of your next turn. When the clone disappears, you suffer the drawbacks of dividing and multiplying your essence. You gain one level of exhaustion.
Previous Versions
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6/18/2020 1:49:34 AM
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