Base Class: Rogue
School of Ninjutsu
You are a master shinobi, a ninja that can cast powerful spells called ninjutsu. These warriors from the far east are masters of espionage, stealth, subterfuge, and assassination, these shadow warriors collected many magical artifacts and arcane books by Deception and infiltrating many different schools of magic stealing, robbing, etc, to gain spells and turning them ninjutsu magic and mastered the arcane arts through writing on scrolls using calligraphy and combining their ninja combat training.
Ninjutsu Spellcasting
When you reach 3rd level, you augment your ninja skills with the ability to cast spells.
Cantrips
You learn three cantrips of your choice from your ninjutsu spell list. You learn another ninjutsu spell cantrip of your choice 2 at the 5th level.
Spell Slots
The Master of Ninjutsu Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Disguise Self and have a 1st-level and a 2nd-level spell slot available, you can cast Disguise Self using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level ninjutsu spells of your choice.
The Spells Known column of the Master of Ninjutsu Spellcasting table shows when you learn more ninjutsu spells of 1st level or higher. Each of these spells must come from the ninjutsu spell list of your choice and must be of a level for which you have spell slots. For instance, when you reach the 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the ninjutsu spells you know with another spell of your choice from the ninjutsu spell list.
Spellcasting Ability
your spellcasting is Intelligence is for your spellcasting ability for your Ninjutsu spells since you learn your spells through collecting many magical artifacts and arcane books by deception and infiltrating many different schools of magic either by studying, stealing, robbing, etc to gain spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intellegence modifier when setting the saving throw DC for your ninjutsu spells you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intellegence modifier
Spell attack modifier = your proficiency bonus + your Intellegencemodifier
Ninjutsu Deception
The shinobi are master deceivers to the point that they can create life-like illusions using hallucinogens & hypnosis when you use your ninja tools & equipment such as poison, Herbs, powders, or a deception skill roll you can mimic a spell without expending a spell slot as a hallucinogen to make their enemy believer they're using magic, at level 9 you gain Ninjutsu Deception points that you may use any ninjutsu spell at your current spellcasting level as a hoax.
Somatically Seals
Somatic Spellcasting Focus. You learn to mold and channel arcane energy through meditative ninja somatic seals you can use any spell that requires verbal, and material components as somatic. All spells that have the somatic tag their activation time is now instantaneous. The Ninja doesn't suffer a disadvantage when performing magic in melee range because of their lightning-fast somatic hand seals
Ninjutsu Spells
When creating your Shinobi Rogue, consider spells that are thematically appropriate for that tradition you may use your ninja tools with some of the spells that require (daggers, explosives, darts, or ammunition). Ninjas as a theme generally include spells that do the following:
- espionage (spying)
- stealth
- subterfuge (deception, sabotage, disguise)
- assassination
- illusions
- combat
- environment
- swiftness
- pyrotechnics
- medicines & poisons
Cantrips (level 0)
Poison Spray, Blade Ward, Message, Minor Illusion, Detect poison, True Strike
1st Level
Alarm, Cause Fear, Detect Magic, Disguise Self, Expeditious Retreat, Fog Cloud, Jump, Longstrider, Silent Image, Feather Fall, Sleep
2nd Level
Blindness/Deafness, Detect Poison and Disease, Darkness, invisibility, Mirror Image, Misty Step, pyrotechnics, Spider Climb, Find Traps, Locate Animals or Plants.
3rd level
Haste, Gaseous Form, Slow, Thunder Step, Water Breathing, Nondetection, Hypnotic Pattern, Fear, Dispel Magic, Counter Magic, Alter-Self, Locate Object,
Pass without a trace, Water Walk, Feign of death
4th level
Arcane Eye, Confusion, Greater invisibility, Locate Creature, Dragon's Breath, Silence, See invisibility, Conjure barrage (Ninja Tools & Equipment), Freedom of Movement. death ward
Master of Ninjutsu Table
| Level | Ninjutsu Deception | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 3rd | — | 3 | 3 | 2 | — | — | — | — | — | — | |||
| 4th | — | 3 | 4 | 3 | — | — | — | — | — | — | — | — | |
| 5th | — | 3 | 4 | 3 | — | — | — | — | — | — | — | — | |
| 6th | — | 3 | 4 | 3 | — | — | — | — | — | — | — | — | |
| 7th | — | 3 | 5 | 4 | 2 | — | — | — | — | — | — | — | — |
| 8th | — | 4 | 6 | 4 | 2 | — | — | — | — | — | — | — | |
| 9th | 2 | 4 | 6 | 4 | 2 | — | — | — | — | — | — | — | — |
| 10th | 2 | 4 | 7 | 4 | 3 | — | — | — | — | — | — | — | |
| 11th | 2 | 4 | 8 | 4 | 3 | — | — | — | — | — | — | — | |
| 12th | 3 | 4 | 8 | 4 | 3 | — | — | — | — | — | — | — | |
| 13th | 3 | 5 | 9 | 4 | 3 | 2 | — | — | — | — | — | — | |
| 14th | 3 | 5 | 10 | 4 | 3 | 2 | — | — | — | — | — | — | |
| 15th | 4 | 5 | 10 | 4 | 3 | 2 | — | — | — | — | — | — | |
| 16th | 4 | 5 | 11 | 4 | 3 | 3 | — | — | — | — | — | — | |
| 17th | 5 | 6 | 11 | 4 | 3 | 3 | — | — | — | — | — | — | |
| 18th | 5 | 6 | 11 | 4 | 3 | 3 | — | — | — | — | — | — | |
| 19th | 6 | 6 | 12 | 4 | 3 | 3 | 3 | — | — | — | — | — | |
| 20th | 6 | 6 | 13 | 4 | 3 | 3 | 3 | — | — | — | — | — |
Equipment & Tools
3rd-level Master of Ninjutsu
Starting at level 3, you passed the final test of you ninjutsu school and have become a full-fledged ninja warrior with many skills such as martial techniques, poisons, herbalism, weaponsmithing, pyrotechnics, and mastered weapons that can cause certain conditions, in addition to, you are proficient with them as well when using them.
Ninja-To (shortsword) is the signature weapon of the ninja.
Shuriken (darts) are the ninjas signature throwing weapon that has can have neurotoxins implied to it can the paralyze condition up to 3 rounds.
Kunai (dagger) is the signature two-handed weapon of the ninja that can have explosive adhesive tied at the end of each weapon. causing the stunned condition for 2 rounds + bludgeoning
Blowgun - is one of the signature ninja weapons that can be used with poison to cause the poison condition, this bamboo reed can also work as a breathing apparatus when underwater use your action when submerged underwater you must make a stealth skill check against your enemies passive perception when moving underwater do to your bamboo reed moving on top of the surface of the water.
Kusarigama (Reach, finesse, Sickle, special, chain, sling) a two-handed weapon with a sickle at one end and an iron blunt weapon with chain connected that can be thrown like a sling at the other end this special weapon can trip a target causing prone condition with a Successful melee attack and the target must make a Dexterity saving throw DC 8 + your proficiency bonus + Dexterity modifier or fall prone. 1d6Slashing/ 1d4Bludgeoning this weapon range is 10ft.
Shinobi Skills
Your ninja has many different ways that they can use to complete their mission when magic is not an option, your ninja tools can provide a solution, you have an advantage in Deception skill checks, you are proficient when using these tools, Disguise, Poisoner, or Herbalism, Smithing Kit, explosive.
Poison Maker - ninjas are experts at poisons on your downtime you can make poisonous powders, and liquids from herbs, animals, insects, etc poison vials up to 3/day from any source even if another ally is affected by someone else poison refer to DMG.pg 257-258.
Weapon Smith - many ninjas are taught smithing in their schools and can make many weapons when are not in their ninja village on your downtime of 30 minutes you can take scraps of metal, rock, and wood to make Shurikens (darts), and Kunai (daggers) up to 5/day each. you can combine other weapons to make a piece of ninja equipment such as Kusarigama by using a chain, sickle, and sling.
Pyrotechnics - you can make explosives on the downtime of 30 minutes refer to the DMG.pg 267-268.
Nine Seal Mantra
3rd-level Master of Ninjutsu Feature
Starting at 3rd level, you can use nine meditative hand seals with your somatics and gain one of the nine unique buffs when you roll a d10 on your turn, you can only have one buff active at a time you can change each buff up to 1 minute when you re-roll on your next turn you will lose the previous buff and its effects, in addition to, as a reaction immediately after an unarmed, or melee attack misses, you can perform a Ninjutsu spell from your list your target must make a DC save = 10 + Dexterity (Acrobatics) modifier on a fail the creature takes half-damage this cannot be used again until a long rest.
Nine Sealing Mantra d10 |
Buff Effects |
|---|---|
| d1 | Rin (Power) you can convert your Intelligence ability score into strength when making a strength (athletic) saving throw or skill check and a +3 to your Constitution modifier |
| d2 | Pyo (Energy) you remove all exhaustion levels. duration of 1 hour |
| d3 | Toh (Harmony) you are immune to the frightened condition. |
| d4 | Sha (Healing) you have an advantage in medicine and you gain 12 temporary hit points that don't stack once and an additional +1 every level until all your temporary points are used, you can roll again to attempt to regain this ability on yours. |
| d5 | Kai (Intuition) you cannot be surprised attack and you have a +5 to passive (Wisdom) checks that don't stack, and an advantage in investigation check. |
| d6 | Jin (Awareness)you are resistant to psychic damage, also if a creature tries to read your thoughts they must make a DC = 10 + Intelligence modifier |
| d7 | Retsu (Dimension) you have a +10 in speed along with a dodge as a bonus action use your reaction to active. |
| d8 | Zai (Creation) you have an advantage in nature, and animal handling checks and proficiency in survival. |
| d9 | Zen (Absolute) you gain Truesight |
| d10 | (Ninja Scroll) you gain a scroll that allows you to pick any one of the buffs |
Ninja Assassin
3rd-level Master of Ninjutsu Feature
beginning at level 2, your ninja training has taught you several systems of assassination, you gain the assassinate trait, and using your somatic seal you expel magic usage and expend one of your spell slots to focus on stealth assassination you have the following effects.
Assassination Methods. During its first turn, the assassin has an advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. at level 17, you gain Mark for Death when you take the Hide action on your turn if a monster or creature has 50 HP or fewer, it dies. At level 20, 100 HP or fewer, it dies.
Ninja Tools & Equipment - when you use your ninja items to assassinate they are coated with either poison, toxin, or an adhesive explosive.
Mark for Death
when you take the Hide action on your turn if a monster or creature has 50 HP or fewer, it dies. At level 20, 100 HP or fewer, it dies.
Shinobi Tactics
9th-level Master of Ninjutsu Feature
Starting at level 9, you're expertise in espionage, subversion, stealth, subterfuge allows you to perform techniques and practical magic as an illusion the choose one of the following maneuvers, you can use with your action, also, when you expend a spell slot you can as a bonus action use additional maneuver during your turn, you can't be used again until long rest.
Meteorology
you can predict the weather and change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect you cannot predict the weather again until 24hours.
Assassination Contract
can assassinate your Favored enemy when you use Episonage when you surprised attack your Favored Enemy, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Body Replacement
as a ready action, you can vanish into a puff of smoke when taking a fatal wound leaving a log behind when your hitpoints hit 0 your it becomes 1 instead, you may choose up to 60ft radius a new location to reappear you are hidden in plain sight, additionally, when hit with any conditioning effect regardless what type it is, you may also choose a new location to reappear. can use up to 3 turns for duration of 1 hour
Deceptive Ninjutsu Spells
you gain Ninjutsu Deception points and may cast any ninjutsu spell at your current spellcasting level as a hoax by spending 1 deception point to cast two deceptive ninjutsu spell of your choice if you haven't used within a duration of 1 minute you lose them, in addition to, All damaging deceptive ninjutsu spells cause normal damage, all duration, and conditions that might be caused from a spell is halved and doesn't last as long as a normal magical spell.
Espionage
you gain Favored Enemy for 3/days when you make DC Perception roll of 15 if you roll a natural d20 on a Perception (Wisdom) skill check you can obtain any information when entering a new area discuss with your DM what information you would like to receive, on any location, treasure, or a target. duration of 1 hour
Grappling Descent
you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your rogue level if you use this in conjunction with feather fall you can use Ninja Tools & Equipment if you have a grappling hook equip your falling damage reduction is now 10 times your rogue level.
Pyrotechnics
you can cause 3 explosive detractions of your choice refer to the DMG.pg 267-268 when an enemy is distracted within a range of 5ft, you can perform either an opportunity to attack up to three targets or a surprise attack like state on a number of creatures because of their affixation of the explosive or fireworks for the 1 time this maneuver is used you targets must make a perception (Wisdom) check of 13 to stay focus on you doing the explosions on the second times this occurs. duration up to 3 turns.
Subterfuge
Trap Specialist you can set up to three traps within an area of 120ft ahead of you choose up to three areas your traps have a diameter of 10ft to trigger when you enter an encounter with a creature or a monster use your action to activate your traps and choose the trigger location refer to DMG-pg 120-123.
Lord of Shadows
13th-level Master of Ninjutsu Feature
You are a master of the shadows even when you can't see in the absence of light you are still in control of your element and are one with darkness you gain Dark reflexes if you're attacked when blinded or in complete darkness or low-visible light that target has a disadvantage on attack rolls which gives away their location, you can use your reaction and make an unarmed or melee attack, furthermore, your footsteps have a Silence spell effect when moving at night or in darkness.
Forbidden Ninjutsu
17th-level Master of Ninjutsu
at level 14, As a master ninja, you can use ninjutsu that is considered taboo among your ninja clan because of the weird adverse effects it creates you're able to use one level 5-9 spell as a magical spell and not just a ninjutsu deception, as well as empower your other ninjutsu spells if using an illusion spell that cause frightened condition you cause a short term Madness effect as shown in the DMG.pg 259, at level 20, that creature must make DC = your spellcasting ability + Intelligence modifier or it becomes indefinite this cannot be use again until long rest.
- Any Ninjutsu spell with a casting time of 10 minutes and over has been reduced to an action
- Any Ninjutsu spell with a range of (Touch) now have a 20ft range
- The Ninjutsu spell that doesn't have a duration of a 1 hour has become that duration.
- Any Ninjutsu spell that requires the target to make has a DC saving throw has a disadvantage.
- you may change the damage type of Ninjutsu spell
- your Ninjutsu damage spell does maximum damage.
Forbidden Ninjutsu Spell
Upon reaching level 17 you can use your current spells or up to one of the following spellcasting level spells and empower it with the following buffs up above.
5th level
Mislead, Seeming, Steel Wind Strike, locate creature, CloudKill, Far Step.
6th level
Scatter, Tenser's Transformation, True Seeing, Mass Suggestion, Eyebite, Circle of Death, Find the path, contingency
7th level
Whirlwind, Symbol, Teleport, Project Image, power word pain.
8th level
Clone, Control Weather, Maddening Darkness, Mind Blank, Power Word Stun, Illusionary Dragon,
9th level
Power Word Kill, Invulnerability, Time Stop, Shapechange, Weird, Foresight, Imprisonment.
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