Base Class: Rogue
Ninjutsu is an ancient tradition passed down in secret from one generation to the next. It is more than a combat style, it is a way of life and requires a lifetime of dedication. Over the centuries, ninjutsu practitioners have learned to tap into the powers of the shadow to enhance their abilities. This has made them an elite force of assassins, spies, and saboteurs. Their skills are frequently sought by those wishing to gain or hold power and influence over the world.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.
Ninjutsu Conditioning
When you choose this archetype at 3rd level, you learn ninja skills that are fueled by special dice called ninjitsu dice.
Ninja Skills. You learn three ninja skills of your choice, which are detailed under “Ninja Skills” below. Many ninja skills enhance an attack in some way. You can use only one ninja skills per attack.
You learn two additional ninja skills of your choice at 9th, 13th, and 17th level. Each time you learn new ninja skill, you can also replace one ninja skill you know with a different one.
Ninjitsu Dice. You have four ninjitsu dice, which are d8s. A ninjitsu die is expended when you use it. You regain all of your expended ninjitsu dice when you finish a short or long rest.
You gain another ninjitsu die at 9th level and one more at 17th level.
Saving Throws. Some of your ninja skills require your target to make a saving throw to resist the ninja skill's effects. The saving throw DC is calculated as follows:
Ninja Skill save DC = 8 + your proficiency bonus + your Dexterity modifier
Ninja Skills
The ninja skills are presented in alphabetical order.
Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one ninjitsu die and add the die to the roll, provided you aren’t incapacitated.
Bait and Switch
When you’re within 5 feet of a creature on your turn, you can expend one ninjitsu die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the ninjitsu die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Blinding Attack
When you hit with a weapon attack, you can expend one ninjitsu die to add the total to the damage roll and the target must make a Constitution saving throw (DC {{savedc:dex}}). On failure, the target is blinded until the end of it's next turn.
Brace
When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one ninjitsu die and make one attack against the creature, using that weapon. If the attack hits, add the ninjitsu die to the weapon’s damage roll.
Crippling Attack
When you hit with a weapon attack, you can expend one ninjitsu die to add the total to the damage roll and the target must make a Constitution saving throw (DC {{savedc:dex}}). On failure, the target's movement speed is reduced by half until the end of it's next turn.
Deflect Missiles
You can use your reaction and expend one ninjitsu die to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by your ninjitsu die roll + your Dexterity modifier + your rogue level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies. The missile counts as a finesse weapon for the attack, and has a range of 20 feet and a long range of 60 feet.
Deflecting Blade
When a creature makes a melee attack against you, you can use your reaction and expend one superiority die, adding the number rolled to your AC against that attack.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one ninjitsu die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the ninjitsu die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one ninjitsu die to distract the creature, giving your allies an opening. You add the ninjitsu die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork
When you move, you can expend one ninjitsu die, rolling the die and adding the number rolled to your AC until you stop moving.
Know Your Enemy
As a bonus action, you can attempt to learn certain information about the capabilities of a target creature you can see compared to your own. Expend one ninjitsu die to make a wisdom (insight) check adding the total to the roll, contested by the target’s Deception (Charisma) check. If you succeed, the DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Dexterity score
- Constitution score
- Intelligence score
- Armor Class
- Current hit points
- Total class levels (if any)
- Rogue class levels (if any)
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one ninjitsu die to increase your reach for that attack by 5 feet. If you hit, you add the ninjitsu die to the attack’s damage roll.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one ninjitsu die to attempt to frighten the target. You add the ninjitsu die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one ninjitsu die to add it to the roll. You can use this ninja skill before or after making the attack roll, but before any effects of the attack are applied.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one ninjitsu die to make a melee weapon attack against the creature. If you hit, you add the ninjitsu die to the attack’s damage roll.
Shadow Strike
When you hit a creature with a melee attack, you can expend a ninjitsu die to deal extra damage equal to the roll. If the target is in dim light or darkness, roll an additional ninjitsu die for the damage.
Startling Presence
When you make an initiative roll, you can expend one ninjitsu die and choose a creature that you can see within 60 ft. That creature subtracts the ninjitsu die from it's initiative roll.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one ninjitsu die and add the ninjitsu die to the ability check.
Throat Punch
When you hit with a weapon attack, you can expend one ninjitsu die to add the total to the damage roll and the target must make a Constitution saving throw (DC {{savedc:dex}}). On failure, the target can not speak or use verbal components until the end of it's next turn.
Vanishing Trick
When you are hit by an attack, you can use your reaction and expend one ninjitsu die to create a 10-foot-radius sphere of smoke centered on your current position that lasts until the end of your next turn. The sphere spreads around corners, and its area is heavily obscured. You may make a Dexterity (Stealth) adding the ninjitsu die total to the roll.
Whirlwind Strike
As an bonus action, you can expend a ninjitsu die to force each creature of your choice within 5 feet of you to make a Dexterity saving throw (DC {{savedc:dex}}). On a failed save a creature takes damage equal to the ninjitsu die roll.
Ninja Bashiri
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during your move.
Improved Ninjutsu Conditioning
At 13th level, your ninjitsu dice turn into d10s. At 17th level, they turn into d12s.
Resolute
Starting at 13th level, when you roll initiative and have no ninjitsu dice remaining, you regain one ninjitsu die.
Improved Ninjutsu Conditioning
At 17th level, your ninjitsu dice turn into d12s.
Comments