Base Class: Rogue
Hailing from the war-torn lands of the Far East, the secret arts of the ninja were born of necessity, and have since given rise to a unique breed of highly-trained combatants.
Combo Finishers
Starting at 3rd level, you have learned to set yourself up for devastating attacks when using daggers. Every third melee weapon attack with a dagger that hits in combat you can use a powerful combo finisher. You have a number of combo dice equal to your Dexterity modifier + your proficiency modifier. These Dice are d6 at level 3, d8 at level 9, and d10 at level 15. You regain all spent Combo Dice on a short or long rest.
You learn more combo finishers as you level up.
Aeolian Edge (Level 3)
When you hit a creature with this combo finisher, you may roll up to 2 Combo Dice and and add their damage to the damage roll.
Armor Crush (Level 11)
When you hit a creature with your Combo finisher, you may set aside one of your Combo Dice. The next time you make a constitution save to maintain concentration on Huton, you may roll the Combo Dice and add the result to the roll. You can wait until after rolling the save to use this Combo die, but must decide before the DM says whether the roll succeeds or fails. This finisher can only be used while under the effects of Huton and lasts until the effect ends.
Assassinate (Level 19)
You can use this Combo Finisher when the creature you hit with your attack is below a certain HP threshold (as Determined by the DM, usually 25%) or incapacitated. Roll one of your Combo Dice and add that damage to the damage roll and the attack automatically deals critical damage. Against incapacitated targets, or if the attack was already a critical hit, the bonus damage from the combo dice is tripled.
You may also use this Combo Finisher while under the effect of the Suiton Ninjutsu.
Death Blossom (Level 7)
When you would perform an attack that would be a Combo Finisher, you may instead throw out a fan of kunai to deal damage to all creatures adjacent to you. Roll a separate attack against each creature affected and spend up to two Combo Dice to deal that much damage to all targets hit.
Dream Within a Dream (Level 15)
When you use this Combo Finisher, you may spend two Combo dice to immediately make two more melee weapon attacks against the same creature. These attacks gain all bonuses of a normal attack but do not count as attacks to start your next Combo.
Shadow Fang (Level 3)
When hitting a creature with this Combo Finisher, you mark the target with dark energy. Spend one Combo dice and, until the end of your next turn, all your attacks that hit that target deal bonus necrotic damage equal to a roll of that dice.
Ninjutsu
Starting at level 3, you gain knowledge of the ritual hand gestures called Mudra and how to combine them into special abilities called Ninjutsu. As a bonus action on your turn, you may perform one of the Mudra you know and then on the same turn or the next, using your action, activate any Ninjutsu you have finished performing the Mudra for. If the Mudra is not performed in the correct order or the Ninjutsu not used in time, the effect fails and the Mudra must be reperformed.
Sometimes when you fail a Ninjutsu, a spectral rabbit will appear above you and jump up and down on your head, as if mocking you.
When a Ninjutsu says to make a spell attack, your spell casting modifier is Wisdom and you are proficient with those attacks. Begin in melee does not impose disadvantage for these attacks.
You learn the Mudra Ten (Heaven) at level 3, Chi (Earth) at level 7, and Jin (Man) at level 11.
You can use Ninjutsu a number of times equal to you Wisdom modifier (Min 1). You regain all uses whenever you take a long rest.
Fuma Shuriken (Level 3)
After casting any one of the Mudras you may use your action to summon and throw a giant shuriken. This is either a ranged weapon or spell attack and has range 30/60. On hit, it deals 2d6 + dexterity modifier slashing damage. This damage is considered magical for overcoming resistances.
This damage increases to 3d6 at level 7, 4d6 at level 11, and 5d6 at level 15.
Huton (Level 11)
Upon performing the Mudra combination Jin - Chi - Ten or Chi - Jin - Ten, you may use your action to give yourself an addition action to take on each of your turns for up to one minute. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, or Hide action. You must concentrate on this effect as normal and may lose its effects.
Hyosho Ranryu (Level 19)
After performing the Mudra Chi - Jin or Ten - Jin, you may use your action to create and throw a flurry of ice shuriken. For this action you can perform either a ranged weapon attack or a ranged spell attack and the attack deals 8 hits of 1d8 cold damage. The hits all land simultaneously and you can direct them all to hit one target or divided as you choose up to 8 targets. Roll attack for each target once even if targeted by multiple shuriken. A creature hit by a shuriken has it's speed reduced by 10ft until the start of your next turn. This effect can stack up to 3 times on a creature.
Katon (Level 7)
After performing the Mudras Chi - Ten or Jin - Ten, breathe out a blaze of fire at target creature or point you choose within 30 feet. Each creature within 10 foot radius must make a dexterity saving throw, taking 4d6 fire damage on a failed save or half as much on a successful save. You automatically succeed this save if you are in the area of effect.
The damage increases to 6d6 at level 11, 8d6 at level 15 and 10d6 at level 19.
The more powerful version is also sometimes called Goka Mekkyaku.
Raiton (Level 7)
After performing the Mudra Ten - Chi or Jin - Chi, use your action to summon a bolt of lightning to strike a creature with 60 feet. Make a spell attack using Wisdom and on hit deal 6d6 lightning damage.
This damage increases to 8d6 at level 11, 10d6 at level 15 and 12d6 at level 19.
Suiton (Level 15)
After performing the Mudra Ten - Chi - Jin or Chi - Ten - Jin, you may use your action to blast a creature within 15 feet with a jet of cold water. Make a spell attack and on hit the creature takes 4d6 cold damage. In addition you are shrouded in a mist until the end of your next turn. While shrouded this way, you are lightly obscured, you may perform sneak attacks without any other conditions being met, and you may use the Assassinate Combo Finisher.
The damage increases to 6d6 at level 19.
Faster Combos
Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Kassatsu / Ten Chi Jin
At 13th level your mastery over Ninjutsu grows and you may use one Ninjutsu without first performing the necessary Mudra. This Ninjutsu also does not cost a use of that feature.
At 18th level this feature becomes Ten Chi Jin as you achieve true mastery over Ninjutsu. When using this feature you may spend your action on your next three turns using Ninjutsu without the need to perform the required Mudra, up to three times. These Ninjutsu also do not cost uses of that feature. Moving or performing any other action ends the effect early.
You must finish a long rest before you can use this feature again.
Bunshin
You have learned to use even your own shadow to control the flow of battle and eliminate your foes. Starting at 17th level, you may use a bonus action on your turn to summon your shadow to copy actions you take. The shadow repeats the next 5 attacks or ninjutsu you use. All actions are treated as if you were the one performing them but any damage dealt and duration of effects are reduced by half. Any weapon attack do not count for your combo.
You must finish a long rest before you can use the feature again.
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Posted Nov 28, 2022I have been working on this subclass for a while now. Stopped playing FFXIV a while ago as well so it may not be accurate to the current state of the ninja in game but oh well.
I thought a few times about making it a full class as there is so much to take in, but it is so functionally similar to rogue class already that there would be a lot of overlap. I also struggled with filling out a full class and multi subclass list. Also canonically, Ninja is an advanced Rogue job in FFXIV.
There are lots of moving parts in this subclass and it seems like a lot for one subclass, but it is mostly meant to just provide a variety of options, like a battlemaster fighter. This of course makes balance a nightmare and all damage numbers or similar effects are subject to change. Bushin in particular I imagine will completely break everything. Feedback appreciated.
The subclass is designed for high skill plays and rewards combining its effects. An example is the combination of Faster Combos, Huton, Shadow Fang, and Dream Within a Dream. Use Huton as soon as able in combat for the extra attack each turn, then use Shadow Fang to apply the mark, preferably setting up your first hit next turn to be a combo. Next turn, while the mark is active attack four times thanks to Huton, Faster Combos and offhand attack and use the Dream Within a Dream Combo Finisher twice (on first hit and fourth hit) for four more attacks for 8 hits total. At 15th level with max Dex assuming all dagger attacks hit, this results in 8d4+35 (dagger) + 8d10 (Shadow Fang) for an average of 99 damage in one turn before crits, sneak attack, or any other modifiers like a +1 weapon. This is pretty high but requires a bit of set up and has high margin for error like needing to hit 11 attacks in a row.
I had a player in a game I was hosting play this subclass for almost a year so I have some playtest feedback and have made a few changes accordingly but he never reached above level 13 Rogue (he multiclassed a little) so I have no experience in high levels with it. As such, any feedback would be appreciated.
Ideas I am considering:
Removing or reducing level scaling for Ninjustu, I want them to not fall off at higher levels but balance is hard. Also, making Ninjutsu less complicated overall.
Added a restriction on Combos to only trigger when using daggers, to limit the dps a bit, not sure if that is needed, may remove or simply restrict to light weapons.
Still working on the Assassinate finisher to make it feel impactful but not overpowered.
Bushin is a thing that I have not fully tested and may add a layer of ridiculousness to the whole thing. If nothing else, it almost doubles the damage of the above damage example before considering anything else.
Thanks for reading and hope you can have fun with this.
Edit: I have seen the Eorzean Ninja by Telayo. They focus more on Ninjutsu and have Ninki instead of Combos like I do. I have a few critics, which I commented on that subclass and will not repeat here, but the short very is I think it is very overpowered. Feel free to compare the two. I tried to make mine balanced for regular 5E play, but if you want something stronger, try Telayo's Ninja instead.