Base Class: Rogue
Those who specialize in infiltration and elimination lean towards this archetype. While some ninja become devoted agents to a lord or wealthy merchant, others choose to be mercenaries as part of a family or faction. Whatever your cause, your knowledge of poisons and special weaponry are your tools for completing your missions.
Ninja Tools
Starting at 3rd level, the use of some tools and equipment becomes second nature. The following pieces of equipment are considered ninja tools for you: ball bearings, caltrops, and grappling hooks
You have advantage when interacting with or using your ninja tools, and enemies have disadvantage when making saves against your ninja tools.
Ninja Weapons
When you select this archetype at 3rd level, your combat studies have led you to specialize in some of your weaponry. The following weapons are considered ninja weapons for you, and you gain proficiency with them if you do not already have it: daggers, katanas, sickles, shortswords, shuriken, spears, quarterstaffs, blowguns, and darts.
When using a ninja weapon you can activate the effects of your sneak attack even if the weapon does not have the finesse property.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are using a ninja weapon, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
| Weapon | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Katana | 25 gp | 1d8 slashing | 2 lb. | Finesse |
| Shuriken | 2 gp | 1d4 slashing | 1/2 lb. | Finesse, light, thrown (range 20/60) |
Poison Arts
At 9th level, your dabbles with poison has turned into expertise. Poisons are now considered ninja tools for you, and you gain proficiency with the poisoner's kit.
You also learn to create a basic ninja poison, which can be done over the course of a short or long rest. You may use this poison to coat a slashing or piercing weapon or up to three pieces of ammunition. The poison will lose potency one minute after it is applied. When a creature is hit by a weapon or piece of ammunition coated with this basic ninja poison, they must succeed on a DC 13 con save or take an additional 1d6 poison damage. You can only carry one basic ninja poison at a time.
When coating a weapon or ammunition with poison, you may choose to do so as a bonus action instead of an action.
Additionally, when you deal sneak attack damage you may choose for the damage to be poison damage instead of the normal damage type.
Ninjutsu
Starting at 13th level, you have learned several mystical and arcane arts that aid you in your missions. You learn the acid splash, message and poison spray cantrips. You may cast the following spells once before requiring the completion of a long rest to do so again: feather fall, misty step, and water walk.
Intelligence is your spellcasting ability for these spells.
Ninja Poison
At 17th level, you learn to create a potent poison, which was uncreatively named ninja poison by the ninja masters of old. You may use this poison to coat a slashing or piercing weapon or up to three pieces of ammunition. The poison will lose potency one minute after it is applied.
When you hit an enemy with a weapon or piece of ammunition that is coated with ninja poison they take an additional 10d6 poison damage.
Once your ninja poison is applied to a weapon or ammunition, your supply runs out. You must finish a short or long rest in order to create another vial. You may only have one vial at a time.
Additionally, poison damage you or your ninja tools deal ignores resistances, and treats immunity as resistance so long as the creature has blood.
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