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 Shadowfell 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.They hold special powers that only some can master and the ones who master you never hear off because of their training.
Bonus proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.
Ninja tricks
Starting at 3rd level, you gain access to special abilities designed to help you on ninja missions. When you gain this feature, you learn two options from the Ninja Skill list below. You gain an additional option when you reach 9th and 13th level in this class. You have 4 uses of Ninja Skill and regain all uses on a short or long rest.
If an option requires a saving throw, your Ninja Skill save DC equals 8 + your proficiency bonus + your Dexterity modifier.
BLINDING POWDER
An enemy that can't see poses little threat. You may use a bonus action to throw a blinding powder at an enemy up to 15 feet away. The target must succeed on a Constitution saving throw, or be blinded for 1 minute. The target may use an action to clear its eyes by making a Constitution saving throw on each of its turns to end the effect early.
When you reach 17th level in this class you learn to make the blinding powder more effective. The range of this ability increases to 30 feet and all creatures within 5 feet of your target must also succeed on a Constitution saving throw or be blinded for 1 minute. Each may use its action to clear its eyes by making a Constitution saving throw on each of its turns to end the effect early.
FLURRY OF STARS
Immediately after taking the Attack action on your turn, you can spend a bonus action and a Ki point to draw up to two weapons with the thrown property and make two attacks with those weapon(s). Being within 5 feet of a hostile creature doesn't impose disadvantage on ranged attack rolls made with this ability.
CRIPPLING STRIKE
You have a deep understating of the workings of limbs and joints. As part of a normal attack action you can target a limb of any creature, such as an arm, leg, or tentacle. If the attack succeeds the target suffers the following effects based on the limb targeted.
Leg - The target must succeed on a Strength saving throw or its movement speed is reduced by 1/2 for 1 minute. The effect ends early if the injury is treated with a Wisdom (medicine) check against your Ninja Skill DC or if the target receives magical healing. This ability stacks if different legs are targeted by subsequent uses. A target with all its legs crippled can only have its movement speed reduced to 1/4 of its base movement.
Arm - The target must succeed on a Strength saving throw or the arm is rendered useless for 1 minute. The target drops anything it is carrying with that arm and strength based attacks take a -2. The effect ends early if the injury is treated with a Wisdom (medicine) check against your Ninja Skill DC or if the target receives magical healing.
When you reach 17th level in this class, the injuries you inflict with this ability become more debilitating. The above effects now only end early after 2 successful Wisdom (medicine) checks or 2 applications of magical healing.
VANISHING TRICK
You have learned to get out of sticky situations using the art of distraction. You may use your action to throw a harmless bomb at your feet emitting a bright flash followed by a thick cloud of smoke which fills your occupied space for several seconds. You may then use your movement action and make an attempt to hide nearby as a part of that movement. Make a Dexterity (stealth) check , contested by a Wisdom (perception) check from all hostile creatures. Hostile creatures more than 30 feet away have advantage on their Wisdom (perception) check.
When you reach 17th level in this class, you learn to use the bomb offensively as well as defensively increasing the impact of the flash and smoke. All creatures within 5 feet of the bomb must succeed on a Constitution saving throw or be blinded for 1 minute. Each creature may make another Constitution saving throw at the end of each of its turns to end the effect early.
POISON BLADE
You are specially trained in the art of poisoning your targets. You may use a bonus action to apply a special poison to your weapon. This poison affects the target of your next successful attack and lasts on a melee weapon for 1 minute. If used with a ranged attack, the poison is applied to a single piece of ammunition and is expended whether the attack hits or misses. A target affected by the poison must succeed on a Constitution saving throw. On a failed save the target takes 2d6 poison damage and suffers from the poisoned condition for 1 minute.
When you reach 17th level in this class you learn to make a more potent poison. The poison damage increases to 4d6 and creatures that are normally immune to poison are only resistant to this damage, but remain immune to the poisoned condition.
QUICK FEET
Your ninja training has taught you the importance of agility and mobility. You may use your action to cast spider climb or water walk, but you may only target yourself and each spell only lasts for 1 minute.
When you reach 17th level in this class, the duration of the spells extends to 10 minutes.
SHADOW ARMOR
Your ninja training has taught you to use the shadows to your advantage. While in dim light or darkness, you may use your reaction to obscure your position and impose disadvantage on the next attack made against you.
When you reach 17th level in this class you learn to turn the tide on any enemy foolish enough to attack you in shadows. As part of this reaction you may make an attack against the enemy attacking you if its attack misses.
Blinding power
BLINDING POWDER
An enemy that can't see poses little threat. You may use a bonus action to throw a blinding powder at an enemy up to 15 feet away. The target must succeed on a Constitution saving throw, or be blinded for 1 minute. The target may use an action to clear its eyes by making a Constitution saving throw on each of its turns to end the effect early.
When you reach 17th level in this class you learn to make the blinding powder more effective. The range of this ability increases to 30 feet and all creatures within 5 feet of your target must also succeed on a Constitution saving throw or be blinded for 1 minute. Each may use its action to clear its eyes by making a Constitution saving throw on each of its turns to end the effect early.
CRIPPLING STRIKE
You have a deep understating of the workings of limbs and joints. As part of a normal attack action you can target a limb of any creature, such as an arm, leg, or tentacle. If the attack succeeds the target suffers the following effects based on the limb targeted.
Leg - The target must succeed on a Strength saving throw or its movement speed is reduced by 1/2 for 1 minute. The effect ends early if the injury is treated with a Wisdom (medicine) check against your Ninja Skill DC or if the target receives magical healing. This ability stacks if different legs are targeted by subsequent uses. A target with all its legs crippled can only have its movement speed reduced to 1/4 of its base movement.
Arm - The target must succeed on a Strength saving throw or the arm is rendered useless for 1 minute. The target drops anything it is carrying with that arm and strength based attacks take a -1. The effect ends early if the injury is treated with a Wisdom (medicine) check against your Ninja Skill DC or if the target receives magical healing.
When you reach 17th level in this class, the injuries you inflict with this ability become more debilitating. The above effects now only end early after 2 successful Wisdom (medicine) checks or 2 applications of magical healing.
FLURRY of stars
Immediately after taking the Attack action on your turn, you can spend a bonus action and a Ki point to draw up to two weapons with the thrown property and make two attacks with those weapon(s). Being within 5 feet of a hostile creature does impose disadvantage on ranged attack rolls made with this ability.
Poison blade
You are specially trained in the art of poisoning your targets. You may use a bonus action to apply a special poison to your weapon. This poison affects the target of your next successful attack and lasts on a melee weapon for 1 minute. If used with a ranged attack, the poison is applied to a single piece of ammunition and is expended whether the attack hits or misses. A target affected by the poison must succeed on a Constitution saving throw.On a passed save they take have damage and are not poisioned. On a failed save the target takes 2d6 poison damage and suffers from the poisoned condition for 1 minute.
When you reach 17th level in this class you learn to make a more potent poison. The poison damage increases to 4d6 and creatures that are normally immune to poison are only resistant to this damage, but remain immune to the poisoned condition.
Quick feet
Your ninja training has taught you the importance of agility and mobility. You may use your action to cast spider climb or water walk, but you may only target yourself and each spell only lasts for 1 minute.
When you reach 17th level in this class, the duration of the spells extends to 10 minutes.
Shadow Armor
Your ninja training has taught you to use the shadows to your advantage. While in dim light or darkness, you may use your reaction to obscure your position and impose disadvantage on the next attack made against you.
When you reach 17th level in this class you learn to turn the tide on any enemy foolish enough to attack you in shadows. As part of this reaction you may make an attack against the enemy attacking you if its attack misses.
Vanishing bomb
You have learned to get out of sticky situations using the art of distraction. You may use your action to throw a harmless bomb at your feet emitting a bright flash followed by a thick cloud of smoke which fills your occupied space for several seconds. You may then use your movement action and make an attempt to hide nearby as a part of that movement. Make a Dexterity (stealth) check , contested by a Wisdom (perception) check from all hostile creatures. Hostile creatures more than 30 feet away have advantage on their Wisdom (perception) check.
Night training
Starting at 9th level, you gain advantage on all Dexterity (stealth) checks made in dim light or darkness. You also gain darkvision with a range of 60 feet. If you already have darkvision, the range is increased by 30 feet.
Additionally, you have learned to tap into the Shadowfell to cast a magical darkness. As an action you may cast the darkness spell. After you use this feature, you may not use it again until you finish a long rest.
One with the shadows
At 13th level, you gain the ability to tap into the Shadowfell and step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
When you use this ability you may make a Dexterity (stealth) check, opposed by all hostile creatures Wisdom (perception) checks to conceal your movements. You are hidden from all creatures who's checks you succeed against.
Shadow clone
Starting at 17th level, you can tap into the Shadowfell to create a clone of yourself made of living shadow. The clone is summoned to an unoccupied space within 5 feet of you. The clone is identical to you except that it is black and gray in color. It uses your game statistics and has shadow copies of your equipment. The clone may use any actions or abilities you have, and gains the following features:
Shadow Blend - While in dim light or darkness, the shadow clone can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow clone uses a bonus action to end it or until the shadow clone attacks, is in bright light, or is incapacitated.
Sunlight Weakness - While in bright light created by sunlight, the shadow clone has disadvantage on attack rolls, ability checks, and saving throws.
Master's Call - As an action, the shadow clone may teleport to your location over any distance as long as it is on the same plane of existence.
Living Shadow - The shadow clone is composed of living shadow, but is solid in form. It receives damage normally, but cannot be healed by mundane means and only receives 1/2 the benefit of any magical healing cast on it.
The shadow clone lasts until it is reduced to 0 hit points or until 1 hour has passed. Once you use this ability you cannot use it again until you finish a long rest.
Previous Versions
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