Rogue
Base Class: Rogue

Ninjas are a subclass of Rogue that focuses heavily on the use of ninjutsu. Not unlike an Arcane Trickster, Ninjas can deploy a variety of powerful spell-like abilities from their selection of ninjutsu. They however, trade action economy (Being able to use their bonus action as a resource to execute these abilities) for a limited number of uses of these abilities. At the 9th level, Ninjas gain access to "Trick Attack" which allows them to better capitalize on attacking foes from stealth. At higher levels, Ninja's mastery over their ninjutsu improves, giving them access to an array of modifications and improvements to their existing ninjutsu options and ultimately leading to the selection of a powerful forbidden ninjutsu that can be used once per long rest.

Ninjutsu Rule: While a ninja's ninjutsu doesn't count as a spell(s) (meaning they are not inhibited by some things like counterspell), they still require a somatic component to execute (meaning you require at least one free hand) and they do not benefit from some things like the Spell Sniper feat or other features like it that affect spells or spellcasting. They can however benefit from things like the specific component of the Warcaster feat that provides advantage on constitution saving throws to maintain concentration, etc. None of the other components of the feat apply.

Ninja Lore

Upon reaching the 3rd level, you develop a deeper understanding of mudras and the body's chakra network. You choose to gain proficiency in either the Medicine or the Religion skill (You may only pick these skills) and you choose to learn either the Minor Illusion or Thaumaturgy cantrip.

Ninjutsu

Upon reaching the 3rd level, you learn how to channel your chakra into powerful energetic attacks by weaving sacred mudras. When you gain this feature, you learn the Fuma Shuriken & Shukuchi Ninjutsu.

Once per turn, by using your bonus action, you may weave your mudras to execute a powerful Ninjutsu. Your number of uses of this ability are equal to your proficiency bonus and are referred to as "Chakra Points." You regain all expended uses when you finish a long rest. Ninjutsu may benefit from Sneak Attack.

You gain an additional Ninjutsu of your choice when you reach certain levels in this class; 7th, 10th, 15th, and 18th level. You may switch 1 Ninjutsu of your choice, with another, each time you gain a level in this class (See "Mudra Options" below).  Each option also improves when you become an 18th level Rogue.

Some of your Ninjutsu require a saving throw or a spell attack to be made. The DCs are calculated as follows:

 

Ninjutsu Save DC: 8 + your proficiency bonus + your wisdom modifier

Ninjutsu Attack Modifier: your proficiency bonus + your wisdom modifier

Trick Attack

At the 9th level your mastery over the art of taijutsu  and kenjutsu improves, allowing you to better exploit the woes of the unwary. If you hit a target with an unarmed strike or weapon attack while hidden, your next attack against that target has advantage.

Kassatsu

At the 13th level, your mastery over Ninjutsu improves. As an action, you concentrate your chakra and transform or empower the next one of your Ninjutsu you use this turn. When you use Kassatsu, you choose which Ninjutsu to empower. Kassatsu fades at the end of your turn. You must finish a long rest to use Kassatsu again.

In addition, when you roll initiative and have no “Chakra Points” remaining, you regain one “Chakra Point.”

You can use Kassatsu twice between rests at the 16th level and you may use Kassatsu three times between rests at the 18th level.

Forbidden Technique

At the 17th level, you unlock the power of the forbidden chakra, and learn to weave it into your Mudras, allowing you access to one of three Forbidden Ninjutsu (See the "Forbidden Ninjutsu Options" below). Once picked, this Forbidden Ninjutsu cannot be changed. Once per long rest, while under the effects of Kassatsu, you may consume 1 "Chakra Point" to execute a Forbidden Ninjutsu using a bonus action. Forbidden Ninjutsu requires a somatic component. Forbidden Ninjutsu are non-magical energetic attacks and effects that cannot be affected by spells such as Counterspell,  Dispel Magic, and Antimagic Field.

Mudra Options

The Ninjutsu feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are non-magical energetic attacks & effects that require a somatic component. The attacks & effects cannot be affected by spells such as Counterspell,  Dispel Magic, and Antimagic Field.

If an option requires a spell attack or a saving throw, your Ninjutsu DCs are calculated as follows:

 

Ninjutsu Save DC: 8 + PB + Wisdom Modifier

Ninjutsu Attack Modifier: PB + Wisdom Modifier

Doton

By weaving 3 Mudras, you can corrupt the earth underneath your feet in a 10-foot radius for 1 minute or until you lose your concentration. Hostile creatures who enter the circle must treat it as difficult terrain. When a creature first steps in the circle, they take 2d4 necrotic damage. If a creature ends their turn in the circle, they take 2d4 necrotic damage.

When you reach the 18th level in this class, hostile creatures’ movement speed is halved while in the radius.

Fuma Shuriken

By weaving a single Mudra, you summon a large magical windmill shuriken (this conjured shuriken is a simple melee weapon with the finesse and thrown properties). It has a normal range of 120 feet and no long range. You then make a weapon attack. On a hit, the shuriken does half of your Sneak Attack damage as magical slashing damage.  The shuriken vanishes after it deals damage or your attack misses.

When you reach the 18th level in this class, this attack scores a critical hit if the number on the d20 is 18 or higher and the range of the conjured shuriken increases to 300 ft.

Huton

By weaving 3 Mudras, you can call forth a boon of wind to aid you for 1 minute or until you lose concentration. While under the effects of Huton, your movement speed doubles, you have advantage on dexterity checks and saving throws, and both falling speed and falling damage is reduced by half. When you take the attack action, while under the effect of Huton, you may make 1 additional weapon attack as part of that action.

When you reach the 18th level in this class, Huton also causes ranged weapon attacks against you to have disadvantage while it is active.

Hyoton

By weaving 2 Mudras, you can call forth bindings of mystical ice from the ground for 1 minute or until you lose concentration. The target must make a strength saving throw against your Ninjutsu save DC. If the target succeeds the saving throw, nothing happens. If the target fails, it is considered restrained. The target may repeat this saving throw at the beginning of their turn to attempt to free themselves from the mystical ice. If the target is attacked, they may repeat this saving throw.

After you reach the 18th level in this class, the target no longer makes saving throws when attacked.

Katon

By weaving 2 Mudras, you can expel a large blast of fiery energy in a 5 ft radius you choose within 60 feet. Creatures within the radius must make a dexterity saving throw against your Ninjutsu save DC. Creatures that fail the save take 2d6 fire damage on an unsuccessful save and half that damage on a successful one.

The fire damage increases to 4d6 when you reach the 18th level.

Raiton

By weaving 2 Mudras, you can call down a bolt of lightning, from the sky, upon an enemy within 60 ft. Make a ranged spell attack using your Ninjutsu attack modifier. If the attack hits, the target takes 2d10 lightning damage.

The lightning damage increases to 4d10 when you reach the 18th level.

Shukuchi

When you are targeted by an attack, you may use your reaction to consume a chakra point to weave a single Mudra, allowing you to swiftly swap places with an object that is your size or smaller within 30 ft of you and forcing that object to take the attack in your place. If there is not an object within 30 feet of you, you instead sink into the ground and dodge the attack. You then remerge in an adjacent space, of your choice, up to 5 ft away immediately afterwards.

When you reach level 18 in this class, you may choose to instead swap places with 1 willing creature.

Suiton

By weaving 3 Mudras, you can call forth a geyser of water underneath your foe. Make a ranged spell attack using your Ninjutsu attack modifier. If the attack hits, the target is launched 10 feet in a direction of your choice. You gain Meisui.

 

Meisui: You receive a +10 bonus to your next Dexterity (Stealth) check, and you may make the check at advantage. In addition, Meisui allows you to attempt the hide action as a free action this turn. A creature affected by this can't be tracked except by magical means and leaves behind no tracks or other traces of its passage. Meisui fades at the end of your turn.

Kassatsu Options

At the 13th level, your mastery over Ninjutsu improves. As an action, you concentrate your chakra and transform or empower the next one of your Ninjutsu you use this turn. When you use Kassatsu, you choose which Ninjutsu to empower. Kassatsu fades at the end of your turn. You must finish a long rest to use Kassatsu again.

In addition, when you roll initiative and have no “Chakra Points” remaining, you regain one “Chakra Point.”

You can use Kassatsu twice between rests at the 16th level and you may use Kassatsu three times between rests at the 18th level.

Fleeting Umibozou

Pick a 10-ft radius within 60 ft. of you. Make a ranged spell attack against up to 5 hostile creatures within the radius using your Ninjutsu attack modifier. On a hit, those creatures are launched up to 10 feet in a direction you choose by a geyser of mystical water.

In addition, you may choose up to 5 willing allies, within the radius. They are transported to the ethereal plane until the start of their next turn. 

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Allies affected are granted Meisui.

 

Meisui: You receive a +10 bonus to your next Dexterity (Stealth) check, and you may make the check at advantage. In addition, Meisui allows you to attempt the hide action as a free action this turn.  A creature affected by this can't be tracked except by magical means and leaves behind no tracks or other traces of its passage. Meisui fades at the end of your turn.

Forked Raiju

You focus your chakra inward, infusing your body with lightning. You may then fly up to 60 ft. this turn without using your movement. You must fly in a straight line. While flying in this way, you are quicker than the eye can see and may pass through enemies and objects. Each enemy in your path must make a dexterity saving throw against your Ninjutsu save DC or take 8d6 lightning damage on a failed save or half as much on a successful one. You may not end your path in another object or creature.

Goka Mekkyaku

Your Katon now expels a fiery tornado instead of a blast. Target one creature and make a ranged spell attack using your Ninjutsu attack modifier. On a hit, the target takes 4D8 fire damage. All creatures within a 10-ft cylinder (30 ft. high) of your target creature take 4d8 fire damage.

Hollow Nozuchi

Increases the radius of your next Doton to 15 ft. In addition, when a hostile creature first enters Doton (Hollow Nozuchi) and when they start their turn in Doton (Hollow Nozuchi), they must make a constitution saving throw against your Ninjutsu save DC. If they fail the save, their movement speed is reduced to 0 for this turn. If they succeed, nothing additional happens. When enemies first enter Hollow Nozuchi (Doton) and when they end their turn in Hollow Nozuchi (Doton), they take 2d6 necrotic damage.

Hyosho Ranryu

You summon forth a swarm of swirling shurikens made of solid ice that attempt to assault a target of your choice within 60 ft. Make a ranged spell attack using your Ninjutsu attack modifier. On a hit, the target takes 4d12 cold damage and cannot heal this turn.

Kage No Yado-Chi

When you are targeted by an attack, and use your reaction to activate Shukuchi, you may also consume a charge of Kassatsu to instead swap places with a shadow you can see within 30 ft. If you swap places with an enemy's shadow in this way, you may also make a weapon attack against that enemy as part of your reaction. If you swap places with an ally's shadow in this way, you receive temporary hit points equal to half your levels in this class plus your wisdom modifier. You then appear directly behind the target whose shadow you swapped places with.

Kage Shuriken

When you throw your Fuma Shuriken, you also call forth an illusory Shadow Shuriken that attacks the target from their flank. The illusory shuriken does not do any damage but, instead gives your thrown weapon attack, associated with Fuma Shuriken, advantage when used.

Phantom Kamaitachi

You summon forth a powerful column of wind, centered on you, that lashes out against all foes within a 10-ft radius (30 ft. high) for 1 minute or until you lose concentration.

The wind has the following effects:

  • Deafens you and other creatures in its area
  • Extinguishes small, unprotected flames
  • Hedges out vapor, gas, and fog that can be dispersed by strong wind
  • Ranged weapon attacks that pass in or out of the wind have disadvantage

When the ninjutsu first takes effect and when enemies start their turn in the wind, they must make a strength saving throw against your Ninjutsu save DC or be launched out of the radius; taking 3d4 bludgeoning damage and being knocked prone on a failed save. On a successful save, nothing happens.

Forbidden Ninjutsu Options

The Forbidden Ninjutsu feature lets you choose an option for it at the 17th-level in this class. The options are presented here in alphabetical order. Once an option is selected, it may not be changed later.

Bunshin

You weave a complex array of Mudras, infusing forbidden chakra into your Ninjutsu, summoning forth a shadowy duplicate of yourself for 1 minute or until you lose concentration. The duplicate spawns in a space adjacent to you with half your HP and otherwise shares your same in-game statistics. It spawns with illusory duplicates of your equipment. The shadow clone is friendly to those you designate and obeys your non-verbal commands. The clone takes its turn immediately before yours but can only use this turn for movement or the dash action. If you issue no commands, the clone automatically takes the dodge action.

While the clone is active, you may swap places with it using the Shukuchi Ninjutsu and the Kage No Yado-Chi Kassatsu. Every time you make a weapon attack, your shadow clone also attacks the nearest enemy (preferring your target). The clone's attacks cannot benefit from Sneak Attack. In addition, when the shadow clone is flanking a target, you are attacking, you have advantage on the attack. You cannot use this feature again until you've completed a long rest. 

Chimatsuri

You weave a complex array of Mudras, infusing forbidden chakra into your Ninjutsu, summoning forth a martialing of swords. Pick a target within 120 feet of you. Make a ranged spell attack using your Ninjutsu attack modifier. This attack scores a critical hit if the number on the d20 is 18 or higher. This attack benefits from Sneak Attack regardless of if you have advantage. On a hit, the target takes 8d12 force damage. You cannot use this feature again until you've completed a long rest.

Infinite Tsukuyomi

You weave a complex array of Mudras; infusing forbidden chakra into your Ninjutsu and attempt to send an enemy into an infinite tsukuyomi over the course of a minute or until you lose concentration. Pick a target within 60 feet of you. The target must make an intelligence saving throw against your Ninjutsu save DC.  The target makes this initial saving throw with disadvantage if you can look into their eyes.

If the target succeeds, nothing happens. If the target fails the saving throw, they are placed into a powerful genjutsu that mimics a nightmarish slumber. The target may repeat their intelligence saving throw at the end of each of their turns to attempt to realize they are in a genjutsu and release themselves. While the target is rendered unconscious in this way, they cannot be awoken by anything but a direct attack, Divine Intervention, the Mind Blank spell, the Wish spell, or the death of the caster. The Ninja can also choose to release the target at-will. Additionally, while the target is rendered unconscious in this way, you may forfeit your turn to instead strike at the target's mind and spirit directly. When you do this, roll a 1d6 and subtract that from the target's wisdom score. When the target's wisdom score reaches 0, they are placed into an infinite tsukuyomi from which they can never awaken (Regardless of if the Ninjutsu ends or your concentration is lost). If the target awakens early, their wisdom score remains reduced for the remaining duration of the ninjutsu or until you lose concentration.  

As the caster of this Ninjutsu, you may choose to release the target at-will. Otherwise, the only way to break the tsukuyomi is with the help of Divine Intervention, the Mind Blank spell, the Wish spell or the death of the caster. You cannot use this feature again until you've completed a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
1/22/2023 8:37:04 PM
5
0
1
Coming Soon
1/23/2023 1:36:54 AM
9
0
2
Coming Soon
1/27/2023 1:35:45 AM
7
0
3
Coming Soon
2/1/2023 5:42:23 AM
13
0
4
Coming Soon
2/1/2023 11:54:18 PM
12
0
5
Coming Soon
2/1/2023 11:55:31 PM
11
0
--
Coming Soon
Ninja Image

Comments

Posts Quoted:
Reply
Clear All Quotes