Rogue
Base Class: Rogue

Ninja

This unique path can only be trained in the deep underworld of the rogues and is one of the most difficult archetype to learn.
It is hardly focused on the speed of the character of becoming a ninja.
Most people don't understand their training and are likely to fail it.
Speed is the weapon that can eliminate your foes like a hurricane from the darkness.

Ninja Agile

When you choose this archetype at 3rd level, you gain proficiency in Acrobatics.

Ninja Training

Starting at 3rd level, you unlock hidden abilities that can't normally be learned.
You get three ninja points that can be used to activate unique manouvers.
Each time you level three times you will unlock a new ninja point. (Starting at level 3, 6, 9, ect.)
You can regain these ninja points after you spent a short or long rest.
On this list you may select three manouvers that may suit your character.

Ninja Backing

Casting Time: Reaction
Range: 5 feet
Duration: Until your turn

Summary:
When an ally is in great danger you can spend a ninja point to aid the creature.
You need to stand next to the creature you want to aid.

If the creature is 10 feet away you can jump to a position next to the creature.
The creature has +2 AC until your turn.

Ninja Dartboard

Casting Time: 1 action
Range: 10/30 feet
Components: M (Daggers)
Duration: Instant

If you want to kill quickly you can spend a ninja point to throw three daggers at once on one creature.
But if the range is more than 10 feet you have disadvantage on these attack rolls.
If you have less than three daggers you have less attack rolls.
You may also use darts if you like or other finese throwing weapons.

Ninja Dash

Casting Time: 1 bonus action
Range: Self
Duration: Instant

Summary:
In situations when you are getting cornered in a small alley you are able to spent a ninja point to escape a dangerous situation.

You teleport in a straight line up to 20 feet.
During this manouver you are able to attack all the enemies once that are blocking your path.
It isn't possible to land on the same place as the creature so you should end the teleport behind him.
However this will provoke opportunity attacks from all the creatures you have passed.

Ninja Escape

Casting Time: Reaction
Range: 15 feet
Duration: Instant

When an enemy is about to attack you can use this manouver to let the enemy miss the attack.
The enemy has a disadvantage on this attack roll.
If it fails you are able to teleport 15 feet to a location of your choose that you can see.

Ninja Flank Strike

Casting Time: 1 action
Components: M (Dagger)
Duration: Instant

When a creature has cover but can be flanked from the right or left side you can spend a ninja point to attack him
without worrying about cover.
If you are about to attack it must be done in clockwise or counter-clockwise symmetric arc.
There shouldn't be any obstacle blocking the arc otherwise your dagger can't be thrown.

Ninja Focus

Casting Time: 1 bonus action
Range: Self
Duration: Concentration, 10 minutes

Spend a ninja point to have +2 bonus on attack rolls.
If a creature hits you with an attack you must succeed on a Concentration saving throw of DC 13 or this manouver ends.

Ninja Power Strike

Casting Time: 1 action
Range: 5 feet
Duration: Instant

When you are about to attack you can spend a ninja point to deal double weapon damage.

Ninja Rappel

Casting Time: 1 action
Range: 30 feet
Components: Rope or grappling hook
Duration: Infinite, 10-20 seconds preperation time

As a ninja you learned well to keep control during climbing and abseiling.
If you want to surprise a creature you can spend a ninja point to rappel from 15 up to 30 feet.
During the rappel you can not move but you can still use ranged or throwing weapons.
When a creature passes your start climbing position up to 5 feet radius it provokes a opportunity attack.
At that moment you have advantage on your attack roll.
After the attack this action ends.

The area should have a roof or a good point to grapple your item.
Discuss with the DM if the position is stable enough otherwise throw for example a strength or dexterity saving throw.
Also tell the DM on how much feet you rappel.

If a creature hits you with an attack you must succeed on a Constitution saving throw of DC 13
or take falling damage based on how much feet you rappel.

You can also use your reaction to end this action.

Ninja Silence

Casting Time: 1 action
Range: Self
Duration: 1 hour

You use your skils to become silent like the wind.
During this maneuver you get +5 bonus on your stealth modifier and advantage if the area you move through is in darkness or smoke.
(All kinds of smoke and darkness are valid for the extra bonus)

Ninja Slide

Casting Time: Reaction
Range: Self
Duration: Instant

When you are moving and creatures are attacking you you can spend a ninja point to use the dodge action for incoming attacks.
After using this manouver you lose 10 feet movement.

Ninja Spikerain

Casting Time: 1 bonus action
Range: 15 feet
Components: M (Daggers)
Duration: Instant

You send a volley of daggers that deals damage to a maximum of three enemies in a 15 feet cone.
Each creature must make a Dexterity saving throw of DC 13 or the creatures takes piercing damage of one dagger.
If you have less than three daggers you have less targets.
When you find other finese throwing weapons you may use these instead of daggers.
(Daggers, darts or buffed items)

Ninja Tracking

Casting Time: 1 action
Range: Self
Duration: Instant

With the training of the ninja you are able to track down a creature.
You must know or have seen this creature.
You can spend a ninja point to know the direction the creature went.
If the creature is within 60 feet you have advantage on perception and investigation rolls.

Ninja TwinStrike

Casting Time: 1 bonus action
Range: 5 feet
Duration: Instant

Because of your intense training you are able to attack very fast.
After you attacked an enemy you may use your ninja point to do another attack with your mainhand or offhand.

Ninja Wall Jumpstab

Casting Time: 1 action
Range: Self
Duration: Instant

If you are standing next to a wall and a creature of a size of large or shorter is blocking your path
you can spend a ninja point to jump behind him.
The wall must have a straight line through you up to the creature.
Discuss with the DM if the wall is stable enough to use otherwise throw for example a dexterity saving throw.

Whenever you do this manouver you can jump up to 15 feet.
After the jump you may use your bonus action to attack that creature.

Ninja Duel Wangle

During the combat the Ninja can keep his calmness to recover energy.
You can recover 1 ninja point whenever you kill a creature but it mustn't hurt you during combat.

(Level 12: You can now also recover ninja points whenever you kill a creature but got hurt by it.)
(Level 15: You can recover one extra ninja point whenever you kill a creature. )

Ninja Commando Training

At 13th level, you are able to learn more manouvers. Choose three other manouvers from the ninja manouvers list.

Ninja of the Silent

Starting at 17th level, you become a powerfull ninja of sneak attacking. After spending a ninja point your next attack on a creature is a free sneak attack.

Once you use this feature, you can't use it again until you finish a short or long rest.

Ninja (Rogue Subclass) Image

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