Rogue
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.

Able to manipulate the vital energies of the land, the air, and living beings, they manifest their power through the weaving of signs, unleashing a wide array of attacks against their foes. Master the arts of the ninja and learn to bend the tide of battle to your will.

Ninjas further develop the art of assassination inherent to rogues. Even deadlier, ninjas learn the secret arts of ninjutsu to turn the tide of the fight when their prey less expects.

Ninjutsu

3rd-level Eorzean Ninja feature

Mudra. Your hard work, practice, and prestige have granted you the ability to channel your inner chakra to release a number of abilities with spectacular effects. This is represented by your Mudra points. You have a number of these points equal to twice your proficiency bonus, and they fuel various ninjutsu you have, which are detailed below.

You regain all your expended Mudra points when you finish a long rest. In addition, as a bonus action, you can regain one expended Mudra point, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the knowledge of Ninjutsu increases: at 5th level (Huton), 11th level (Goka Mekkyaku), and 17th level (Hyosho Ranryu). The ninjutsu below use your Mudra points.

Saving Throws. Most of your Ninjutsu require your targets to make a saving throw. The saving throw DC is calculated as follows:

Ninjutsu save DC = 8 + your proficiency bonus + your Dexterity modifier

Fuma Shuriken (Granted at 3rd-level)

With a puff of smoke, an enormous shuriken appears in your hand after you complete the required hand sign gesture. As an action, you make a ranged weapon attack against a creature within 60 feet. On hit, the attack deals 4d4 slashing damage + your Dexterity modifier. This attack is considered magical. This attack can deal sneak attack damage.

Katon (Granted at 5th-level)

With a deep breath and firm exhale, you unleash a torrent of flame. As an action, fire spews from your mouth and forms a sphere with a 10-foot radius that launches 120 feet forward towards a point of your choosing. All creatures caught in this 20-foot wide, 120-foot long line must make a Dexterity saving throw, taking 3d12 fire damage on a failed save or half as much on a successful one.

Raiton (Granted at 5th-level)

With a flash of your eyes, you cause lightning to strike from the heavens. As an action, choose a point you can see within 120 feet. All creatures within 5 feet of that point must make a Dexterity saving throw, taking 4d10 lightning damage on a failed save or half as much on a successful one.

Huton (Granted at 5th-level)

You feel the chakra of the wind imbue your body with speed. As a bonus action, you may gain the effects of the haste spell for 1 minute without requiring concentration. You suffer the lethargy effects once the 1 minute elapses.

Doton (Granted at 7th-level)

You slam your palm upon the ground, causing a swirling cyclone of earth to whip around. For 1 minute, you cause the ground within 15 feet of you to become difficult terrain. When a creature enters the affected area for the first time on a turn, or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by earthen debris pinning them to the ground. A creature that starts its turn in the area and is already restrained by the earthen debris takes 3d6 bludgeoning damage. A creature restrained by the earthen debris can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. You are immune to the effects of this ninjutsu.

Suiton (Granted at 7th-level)

With a deep breath and firm exhale, you unleash a torrent of water. As an action, you conjure a sphere of water with a 5-foot radius and spew it at a creature you can see within 90-feet of you. The creature that is targeted must make a Strength saving throw. On a successful save, the creature is ejected to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

Hyoton (Granted at 11th-level)

You raise your hand towards the sky, causing ice to jut out from the ground and attempt to trap and freeze a creature that you can see. The creature must make a Dexterity saving throw. On a failed save, it is restrained as the ice begins to cover its body. On a successful save, the creature isn't affected. This action is considered concentration, and lasts for up to 1 minute after you've initially chosen to activate it.

A creature restrained by this action must make a Constitution saving throw at the end of each of its turns. If it successfully saves against this action three times, the action ends and the ice melts. If it fails its saves three times, it is frozen solid and subjected to the petrified for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this action for the entire possible duration, the creature is frozen solid until the effect is removed.

Goka Mekkyaku (Granted at 11th-level)

You quickly weave additional hand signs to empower your Katon ninjutsu with a fiery cluster bomb-like effect. As a reaction when you execute the Katon Ninjutsu, for every creature that fails their saving throw, an additional explosion spawns from that creature with a 20-foot radius. Each creature caught in that secondary blast must make another Dexterity saving throw, taking 10d6 fire damage on a failed save and half as much on a successful one. Once you activate this Ninjutsu, it cannot be activated again until you complete a long rest.

Hyosho Ranryu (Granted at 17th-level)

You quickly weave the additional hand signs to modify your Hyoton Ninjutsu to change from a freezing prison into deadly strikes. As a reaction as you execute the Hyoton Ninjutsu, instead of the normal effects of Hyoton you can cause three incredibly deadly ice shurikens to spawn from the ground around you and fly towards a creature you can see within 120 feet of you. The creature must make a dexterity saving throw, taking 27d6 cold damage on a failed save, or half as much damage on a successful one. Once you activate this Ninjutsu, it cannot be activated again until you complete a long rest.

Shukuchi

3rd-level Eorzean Ninja feature

In your study of how to control the flow and release of your chakra, you have gained a mastery of movement unique to the shinobi.

Whenever you take the Dash action, instead of physically moving, you can instead choose to disappear in a puff of smoke and reappear up to a distance away equal to your movement speed. This allows you to cross gaps and ascend to higher or lower surfaces without the need for physical movement.

Starting at 9th-level, you gain the innate ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed. In addition, you gain the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (crossing molten lava causes you to still take damage from the heat).

Kassatsu

9th-level Eorzean Ninja feature

Your unnerving experience in striking at your enemies weaknesses grants you a brief yet unparalleled focus. At the start of your turn, you can choose to activate this feature, which grants you advantage on all attack rolls for the rest of your turn. In addition, for the duration of the single turn in which you activated Kassatsu, any hit you score against a creature is a critical hit. Once used, this feature cannot be used again until you complete a long rest.

Ninki

13th-level Eorzean Ninja feature

Ninki. As a ninja, you gain the ability to exponentially prey upon your enemies' weaknesses. Each time you land a weapon attack against a creature, you gain a single Ninki point up to a maximum of three. You start with no points each time you roll initiative. These points can be used to execute the two abilities mentioned below.

Meisui. As a reaction, you can gain 3 Ninki points immediately, but you can’t do so again until you finish a short or long rest.

Hellfrog Medium (Costs 3 Ninki Points)

As a bonus action, you draw blood by biting your thumb and complete the necessary hand sign gestures before placing your palm upon the ground. An enormous devil frog appears for but a moment to unleash a fiery croak at a single point of your choosing within 90 feet. All creatures within a 15-foot radius of that point must make a Dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one.

Bhavacakra (Costs 1 Ninki Point)

As a bonus action, as long as you aren't holding anything in at least one hand, you spawn a whirling ball of pure energy within your palm. The next time you make an unarmed strike and hit, you deal an additional 10d6 force damage. The target is reduced to a pile of fine gray dust if this damage leaves it with 0 hit points.

Bunshin

17th-level Eorzean Ninja feature

Your mastery in the shinobi arts has granted you the ultimate ability; shadow clones. As an action, you can spawn up to four clones of yourself made of shadowy chakra. These clones are direct copies of you in every way, yet roll their own initiative and take their own turns. These clones have shadowy copies of all of your equipment and weapons, yet the only magical effects that are replicated are the bonuses to attack rolls, damage rolls, saving throws, armor class, and ability checks; and any modifiers to your resistances, immunities or vulnerabilities. The shadow clones' equipment can not replicate any other magical effect or feature that your equipment might otherwise have. You control these clones and their actions. You can sustain a single clone for 24 hours, two clones for up to 8 hours, three clones for up to 1 hour, and four clones for up to 1 minute. This feature is considered concentration, and you can break it by choice or have it broken by force. When the clones reach 0 hit points, or they are released; they disappear in a puff of smoke, as well as all and any information the clones were privy to, is now known to you as if you experienced their memories.

Once you use this feature, you can’t do so again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
5/29/2021 3:53:02 PM
12
1
1
Coming Soon
6/10/2021 3:55:38 PM
25
1
1.05
Coming Soon
6/10/2021 4:06:57 PM
19
0
2.0
Coming Soon
6/10/2021 4:12:18 PM
17
0
2.05
Coming Soon
6/10/2021 4:14:39 PM
17
0
2.06
Coming Soon
6/10/2021 4:18:12 PM
16
0
2.07
Coming Soon
6/10/2021 4:31:37 PM
16
0
2.1
Coming Soon
6/10/2021 4:40:19 PM
16
0
2.2
Coming Soon
6/10/2021 4:44:37 PM
16
0
2.3
Coming Soon
6/10/2021 4:46:50 PM
16
0
2.4
Coming Soon
6/10/2021 4:49:06 PM
16
0
2.6
Coming Soon
6/10/2021 4:50:45 PM
16
0
2.7
Coming Soon
6/10/2021 5:00:59 PM
16
0
2.9
Coming Soon
6/10/2021 5:04:35 PM
16
0
3.0
Coming Soon
6/10/2021 6:50:30 PM
21
1
3.1
Coming Soon
6/10/2021 7:46:49 PM
45
6
4.0
Coming Soon
Eorzean Ninja Image

Comments

Posts Quoted:
Reply
Clear All Quotes