Ninja Image
Prerequisite: Requires an Intelligence score of 13 or higher
 

You learn to use an assortment of ninja tools. By using one of the listed tool sets and 10 gold pieces' worth of materials you can spend 1 hour creating one of the following single use, unless stated otherwise, items;

Tools Required Item Description
Alchemist’s supplies
  • Coughing Powder. As a bonus action you can throw a handful of this powder in a 10 ft cone in front of you. Creatures in this area must make a Constitution saving throw, on a failed save creatures are incapacitated until the end of their next turn. Creatures that are immune to poison are unaffected by this item.
  • Flash Bomb. As an action you can light and throw one of these small bombs up to 30 ft before it explodes. When the bomb explodes it emits a sudden burst of bright light causing every creature within 30 feet that can see the stick to make a Dexterity saving throw or become blinded until the end of their next turn.
  • Smoke Bomb. As a bonus action you can throw one of these small bombs at the ground, creating a 20-foot-radius sphere of fog centred on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Calligrapher's Supplies
  • Explosive Talisman. As bonus action you can detonate the talisman using a command word of you chose upon making the talisman. The item is destroyed in an explosion of a 10 ft. radius, all creatures in this area must make a Constitution saving throw. On a failed save, creatures take thunder damage equal to 1d6 + half your character level. On a failed save, creatures take half damage from the blast. Objects receive double damage from this item. To place the talisman on an unwilling creature you and your target must roll competing Dexterity checks, you attach the talisman onto the target on a success. A creature can remove one talisman stuck to them as a bonus action.
  • Sealing Talisman. Attaching one of these talismans to a creature native to another plane can bind them. The creature must be either an aberration, celestial, dragon, elemental, fey, fiend, or undead. To place the talisman on an unwilling creature you and your target must roll competing Dexterity checks, you attach the talisman onto the target on a success. If the creature has remaining hit points lower than your character level you can use a bonus action to speak a command word, the creature must then make a Charisma saving throw. On a failed save the creature becomes stunned until it receives damage or the talisman is removed or destroyed.
  • Summoning Scroll. When you create this item you must choose one beast of CR 1/2 or lower. As an action, you can activate this scroll and conjure the beast you chose. The beast is magical and fey in nature and lasts for 1 minute, during which it takes its turn immediately after your own and will only carry out commands you give it.
Poisoner's kit
  • Paralysing Dart. When you make a successful weapon attack against a creature using one of these darts the creature must make a Constitution saving throw. On a failed save the target is paralysed until the end of their next turn.
  • Ring of Poison. This inconspicuous metallic ring appears ordinary until it is dropped into a liquid. The ring swiftly and silently dissolves in the liquid infusing it with poison. A creature that ingests this liquid takes poison damage equal to 1d6 + half your character level (minimum of 1) and must make a Constitution saving throw, becoming poisoned for 1 hour on a failed save.
  • Tear Cloud. This small parcel or tin container can be thrown up to a range of 30 feet. Upon impact the container bursts into a cloud with a 5ft radius centred on the container. Any creatures within this cloud must make a Constitution saving throw or take 1d4 poison damage and become blinded until the end of their next turn by an overflow of tears. Creatures that are incapable of crying or are immune to poison are unaffected by this item.
Potter’s tools
  • Light Jar. This large jar is worn on the back and can carry a volume of up to 1 metre cubed of any liquid or powdered substance. The magic placed on the jar causes it to be lighter than it would otherwise normally be, weighing a maximum of 7 lb.
  • Mask of Deception. Whilst wearing this mask creatures have disadvantage on determining information about your identity and you whilst hidden you cannot be sensed without the aid of magic or special senses such as Darkvision.
  • Zephyr's Jar. This jar contains the winds. As an action, the creature that opens this jar casts the Gust cantrip. Each jar contains a number of uses equal to your Intelligence modifier. This jar can be used to create air and so take one full breath whilst under water.
Tinker’s tools
  • Ball of Binding Bands. This ball of metallic wires is activated with a spoken command word you choose upon creation. As an action, you can throw this ball at a creature within 30 ft, by speaking the command word the ball unravels and binds the first medium or smaller creature, or object, it hits. A creature bound by this ball must make a Strength saving throw or become grappled by the threads. A bound creature can use an Action to reattempt the saving throw, breaking the threads on a success. Once the ball's threads are broken, the item becomes disenchanted.
  • Fire Charge. Make a ranged weapon attack against one target within 30 ft. On a hit, your target takes 1d4 fire damage and any flammable objects in the same space as your target not being worn or carried are set on fire.
  • Shocking Darts. When you make a successful weapon attack against a creature using one of these darts the creature must make a Strength saving throw. On a failed save the target takes an extra 1d4 lightning damage and is knocked prone. On a failed save the target takes an an extra 1 lightning damage and is not knocked prone.
Woodcarver’s tools
  • Chime of Whispers. Using an action, you can record 6 seconds of sound. Using a bonus action, you can replay this sound. The sound is nearly as loud as the original and can be heard up to 30 ft away. By spending 1 minute you can set up the chime to replay the recorded sound every six seconds for 1 minute, or until the chime is touched by a creature or destroyed.
  • Extending Pole. This 2ft rod can extend up to 15 ft in length and is sturdy enough to bear the weight of one medium or smaller creature.
  • Substitution Idol. This carved idol is fashioned after you. After a successful attack roll against you, but before damage is rolled you can use your reaction to have the idol take damage in your place, being destroyed immediately, whilst you magically teleport into an unoccupied space within 15 ft.

 

  • You are considered proficient in your created ninja tools and your save dc for these items is equal to 8 + your proficiency bonus + your Intelligence modifier.
  • In order to create a ninja item you must possess, and be proficient in, the tool set required to create it.
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