Monk
Base Class: Monk

The ninja is classically depicted as an assassin of great skill and strong will. Able to move through a targets home undetected via unusual routes and quick execution of any witness; Able to find it's way out of unfavorable situations using special tools specifically designed for subversion and disabling; Able to use it's unusual weapon set to great effect in catching it's targets off-guard. Using poisons, illusions, and stealth, the ninja makes it's way in the world through trickery, subtlety, and the use of cold hard steel.

Weapon Flurry

Starting at 3rd level, whenever you use Flurry of Blows or your Martial Arts feature for a Bonus Action Attack on your turn, you can use ninja weapons instead of only your unarmed strike. Ninja Weapons include the Dart, Dagger, and Sickle. This does not interfere with your ability to use other weapons for your Attack Action.

Ninjitsu

Starting at 3rd level, you can spend Ki points to use these effects as a Bonus Action.

  1. Vanish: 1 Ki Point- A cloud of smoke appears until the end of your turn. It is centered on you, has a 10 ft radius, and does not move with you. Everyone in the radius, aside from you, is considered Blinded.
  2. Erratic Movement: 2 Ki Points- Cast Water Walk or Spider Climb on yourself. Must maintain concentration normally. This version lasts 10 minutes.
  3. Multiform: 5 Ki Points- Cast Mirror Image. Can attack an additional time when you take the attack action while at least one duplicate is still active.

Venomous Fangs

Starting at 6th level, as a bonus action, you can use 2 ki points to apply poison to all of your weapon attacks for the next minute. This does 1d4 poison damage. An enemy hit by this for the first time this turn must make a constitution saving throw or gain the poisoned condition until the end of their next turn.

If they succeed, the target cannot gain the poisoned condition from this ability for 1 hour.  Creatures that are immune to poison damage are only resistant to this magical poison.

Lethal Strike

Starting at 11th level, once every turn, when you hit with a weapon attack while your Venomous Fangs ability is active, you may deal an additional 6d4 poison damage. If the target is immune to poison, they are only resistant to this magical poison. If the target must make a Con save against being poisoned by this attack, they make the save with disadvantage.

Rushing Escape

Starting at 17th level, when a creature moves adjacent to you, you may use your reaction to make 1 attack with advantage against that creature, if your Venomous Fangs ability is not active when this attack is made, you may spend 1 Ki Point to activate it. After making this attack, you may move up to your speed without provoking reactions from the creature you attacked.

Previous Versions

Name Date Modified Views Adds Version Actions
3/21/2019 12:33:54 AM
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