Base Class: Monk
You can now spend Ki points to cast secret magic known as Ninja Arts. You start knowing two (2) such arts of your choice. Your ninja arts options are detailed below. When you gain certain ninja levels, you gain additional arts of your choice; going from two to four (4) at Level 6, six (6) Arts at Level 11, and finally nine (9) total Arts at Level 17. Additionally, when you gain a level in this class, you can choose one of the arts you know and replace it with another art that you could learn at that level.
Some of your ninja arts require your target to make a saving throw to resist the feature’s effects, which is calculated the same way your other ki features are.
When you reach 3rd level, you learn ancient techniques that infuse your ki with the raw power of the weave. A Ninja Art will consume ki points each time you use it, but some are static bonuses that reduce your maximum.
Casting Ninja Spells. Some Ninja Arts allow you to cast spells. See Ch.10 of the PHB for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you do not need to provide the material components for it. Once you reach 5th level in this class, you can spend additional ki points to increase the level of a Ninja Art Spell that you cast, provided that the spell has an enhanced effect. The spell’s level increases by 1 for each additional ki point you spend. The maximum number of ki points you can spend to cast a spell in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your ninja level, as shown in the Spells and Ki Points table.
Spells and Ki Points
Ninja Levels Max Ki Points per Spell
5th – 8th 3
9th – 12th 4
13th – 16th 5
17th – 20th 6
List of Ninja Arts
The arts are presented in alphabetical order. If an art requires a level or proficiency, you must be that level in this class or possess that proficiency to learn the art.
Ancestral Walk
Prerequisite: 5th level
You can spend 1 ki point to cast Water Walk on yourself with a duration of 30 minutes.
Bladed Deflection
When a creature you can see attempts a melee weapon attack within 5 feet you, you can use your Reaction and spend 3 ki points to make a Dexterity saving throw against their attack roll. If you succeed, the attack misses, and you and the creature’s weapon are now grappled until the creature makes a successful Strength save at the start of each of their turns. You may also choose to let the weapon go as a free action anytime.
Cloud of Spinning Doom
You can spend 3 ki points to cast Cloud of Daggers, but you fill the air with spinning shuriken or kunai instead.
Destruction Blade
Prerequisite: 9th level
You can spend 4 ki points and your Bonus Action to imbue your blade with destructive energy for its next strike. The next time you make a melee weapon attack, the weapon vibrates as it attempts to release the ki stored within. Upon a successful hit, the target takes an additional 2d6 thunder and 2d6 force damage as the ki surges through their body. Any non-magical armor on the target falls to the ground from its various fastens and joints being ripped asunder and they no longer gain benefits from said armor. Does not affect things like robes or gambeson that are merely sewn together rather than fastened/welded.
Flame of the Ancients
You can spend 3 ki points to cast Fireball or Melf’s Minute Meteors.
Flash Step
You can spend 2 ki points to cast Misty Step. As you do, you may spend an additional 2 ki points to double its range.
Genjustu
You can spend 2 ki points to cast Blur, Darkness, or Mirror Image.
Icy Death
You can spend 1 ki point to cast Armor of Agathys or Ice Knife.
Ki Blade
You can spend 3 ki points to cast Flame Blade, except you can make it a Force, Ice, Lightning, or Necrotic blade instead.
Mystic Clones
Prerequisite: 11th level
You can spend 4 ki points and use your bonus action to manifest 2 mystic clones of yourself in an unoccupied space you can see within 5 feet of you. These clones are physically identical to the original and have the same personality, memories, Ability scores and proficiencies, except for 1 hit point, and none of the original's magic items. Each one lasts until it is destroyed, until you dismiss one or more as a bonus action, or until you are incapacitated. When a clone is destroyed, the original gains all memories of the clone while it existed. On your turn, each clone can move up to 15 feet in any direction (no action required). If a clone is ever more than 60 feet from you at the end of your turn, it is destroyed.
You can use the clones in the following ways:
• As a bonus action, you can teleport, magically swapping places with a clone at a cost of 15 feet of your movement, regardless of the distance between the two of you.
• When you take the Attack action on your turn, any attack you make with that action can originate from your space or a clone's space. You make this choice for each attack.
• When a creature that you can see within 5 feet of a clone moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the clones’ space.
Petition the Ancients
You can spend 3 ki points to cast Cure Wounds or Mass Healing Word.
Shadow Swap
Prerequisite: 11th level
When a creature you can see targets you with an attack, you can use your Reaction and spend 3 ki points to choose another Medium or smaller-sized creature or object within 5 feet of you and they make a Dexterity saving throw. On a failed save, both you and the creature/object swap places and it becomes the target instead.
Side Step
Prerequisite: 5th level
When a creature you can see attacks you with a melee weapon, you can use your Reaction and spend 5 ki points to gain a +5 bonus to AC for the rest of that turn and move up to 10 feet in one direction only. This movement does not provoke opportunity attacks.
Weapons Training
3rd-level Way of the Mystic feature
Thrown Weapon Improvement
Your rigorous drills and stoic resolve grant you deadly accuracy when throwing weapons. You gain a bonus to both attack and damage rolls when throwing a weapon that has the thrown weapon property. This bonus scales with your ninja level, as shown in the table below:
Level Bonus
1-3 +1
4-6 +2
7-8 +3
9-10 +4
11-12 +5
13-14 +6
15-16 +7
17-18 +8
19 +9
20 +10
Dual Wielder
Your two-weapon technique has advanced even further, giving you the Dual Wielder feat.
Counter
6th-level Way of the Mystic feature
Your ability to see an opening in an enemy’s attack is one of renown. Directly after another creature within your weapon’s range makes an attack against you, you can spend either 1 or 2 ki points to immediately make a single melee weapon attack against that creature during their turn (this feature can be used regardless of if that creature's attack landed a hit or not.) This consumes your Reaction for the round unless 2 ki points are spent to use this ability.
Empowered Ki
11th-level Way of the Mystic feature
Your ki has become even more potent with experience and cultivation, granting the following benefits:
Empowered Arts. Your Ninja Arts requiring attack rolls gain a bonus to hit equal to the amount of ki points spent to use the ability. In addition, the Maximum Ki Points for a Spell is increased by 1.
Ki Infusion. Your melee weapon attacks count as magical when calculating resistances.
Sage of the Arts
17th-level Way of the Mystic feature
Starting at 17th level, you have achieved mastery of using Ninja Arts. Each time you attempt to use a Ninja Art, you may spend double the ki points necessary to cause the art to either deal double the damage, recover double the hit points healed, or double the effect’s duration.

I gotcha bro. i just bookmarked that way i can reference it lol. thanks for being prompt on getting back to me. hoperfully eventually theyll change this up. happy gaming to you!!!
Hi Justin,
It's certainly a compliment that you'd want to make a character with my subclass, and I appreciate the high regards!
Unfortunately, when creating any homebrew content on D&D Beyond, the homebrew material cannot directly link itself to material that isn't within the SRD (Standard Reference Document protected by Creative Commons & the OGL) and become published. We can make all the private content we want and even share it amongst our fellow campaign members, but the content programmed directly into the homebrew can only refer to the SRD to be allowed for public release.
Trust me, I too find this a bit more than disappointing, considering there a lot more creations that I'd like the world to see and be able to use with ease on this platform that seemingly handles almost everything else D&D related with expertise.
After a bit of experimentation, you might also find that spells in general are just hard to deal with on Beyond, in many different ways. At the end of the day however, talk about it with your DM and see if there's something you can work out. If you really feel strongly about something and the DM thinks its cool, then you've got the perfect recipe for magic to happen, someway, somehow.
Thanks and happy gaming!
~ Fyredust
man this would be perfect for a new campaign im fixing to play. when i put it in though...it doesnt load up the ninja spells. is there any way to get around this?