Base Class: Rogue
A ninja is a rogue who uses multiple different tools to blend into the shadows and adapt to different situations with magical techniques called ninjutsu and their mastery of thrown weapons and swords. A ninja blends into the shadows and avoids detection until just the right moment to accomplish their objective.
Ninjutsu
3rd-level Ninja feature
You've learned to channel the power of various elements into spell-like effects using your inner energy. When you make a weapon attack on your turn, you can roll a d4 to capture an element from the atmosphere around you based on your result.
1 - Jin
2 - Chi
3 - Ten
4 - Choose one of the other results.
When you have stored an element, you can choose one of the remaining elements on each weapon attack after that. Once you have stored all three elements, you automatically store a ninjutsu technique based on the order you stored them. You can also store ninjutsu techniques with only two elements to create a different ninjutsu technique. While a ninjutsu technique is stored, you can use it as the technique specifies. If the technique requires a creature to make a saving throw, the saving throw's DC is equal to 8 + your proficiency modifier + your Wisdom modifier.
Ninjutsu Techniques
3rd-level Ninja feature
Ten Chi Jin - Kyozo. You create illusory duplicates of yourself. Until you take damage or at the end of one minute, enemies have disadvantage on attack rolls against you.
Ten Jin Chi - Naosu. An ally is cured by your elemental techniques. As an action, one creature you can see within 50 feet gains 4d8 + your Wisdom modifier hit points. In addition, you can cure them of one of the following conditions: blinded, deafened, charmed, frightened, or poisoned.
Jin Ten Chi - Kage. An enemy is wrapped in invisible, binding darkness. As an action, one creature you can see within 50 feet must make a Constitution save or be paralyzed for one minute. If they fail the save, you can teleport to an adjacent space to them if one is open and make a melee weapon attack against them. The creature can repeat the saving throw at the start of each of its turns, ending the effect on a success.
Jin Chi Ten - Kemuri. A cloud of smoke erupts in the area around you. As an action, a 20-foot radius sphere of magical darkness erupts around you and lasts for one minute. While you are in this sphere, you can use your reaction to become invisible at any time. This invisibility lasts until the end of your next turn when you activate it, and ends if you deal damage to a creature or cast a spell.
Chi Ten Jin - Doku. You curse one creature with a debilitating poison. As an action, one creature you can see within 50 feet must make a Constitution saving throw or take 3d8 poison damage. In addition, they are poisoned for one minute. During the duration of the poison, they must make the same saving throw at the start of each of their turns or take 2d8 additional poison damage. On a successful save, they are no longer poisoned.
Chi Jin Ten - Bakuhatsu. The area around you explodes in a thunderous blast. As an action. all creatures within a 20-foot radius sphere of you must make a Dexterity saving throw or take 5d10 fire damage.
Ten Chi - Raijin. A thunderous blast of lightning envelops the enemy. As a bonus action, one creature you can see within 50 feet must make a Dexterity saving throw or take 2d8 lightning damage and be blinded and deafened until the end of their next turn.
Ten Jin - Suiton. A burst of water envelops a small area. As a bonus action, you can designate a 10-foot radius sphere you can see within 50 feet. Any creatures within this sphere must make a Strength saving throw or take 2d8 bludgeoning damage and be knocked prone.
Jin Ten - Katon. Tendrils of fire shoot from your palm and attempt to strangle the enemy in a burning grasp. As a bonus action, one creature you can see within 50 feet must make a Constitution saving throw or take 3d8 fire damage. In addition, at the start of each of their turns for a minute, they must make a Constitution saving throw or take 1d8 additional fire damage. On a successful save, the effect ends.
Jin Chi - Fuujin. A blade of wind slashes out and attempts to rend the enemy. As a bonus action, one creature you can see within 50 feet must make a Dexterity saving throw or take 3d8 force damage and be knocked backwards from you 20 feet.
Chi Ten - Doton. A grasping hand of earth reaches up and pulls the enemy downwards. As a bonus action, one creature you can see within 50 feet must make a Strength saving throw, or take 2d8 bludgeoning damage and be restrained until the end of their next turn.
Chi Jin - Hyoton. Shards of ice form around the target and attempt to case them in ice. As a bonus action, one creature you can see within 50 feet must make a Constitution saving throw or take 3d8 cold damage, have their speed halved, and not be able to take reactions until the end of their next turn.
Blademaster
3rd level Ninja feature
You gain the following benefits:
- Shortswords gain the thrown (20/60) property for you.
- You gain an extra attack at 5th level.
- You gain the effects of the Two Weapon Fighting Style.
Call Sword
9th-level Ninja feature
Once per turn, you can use a bonus action to call back a blade after throwing it. You can target a melee weapon within 120 feet that you've thrown in the past minute and make it fly back towards you in a straight line. If this would pass within 5 feet of a creature, you can make a melee weapon attack against it as normal. You can only make one attack with this ability per turn.
Elemental Mastery
13th-level Ninja feature
Once per long rest, you can enter a heightened state of mastery over the elements (no action required). For one minute, you gain the following benefits:
- When you roll a d4 to determine what element you store on your first attack, you can treat the roll as a 4.
- The damage of Raijin, Kyoton, Doton, Fuujin, Katon, and Suiton increase by 1d8.
Kassatsu
17th-level Ninja feature
Twice per long rest, you can automatically store a Ninjutsu technique of your choosing when you make a melee weapon attack.
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