Base Class: Rogue
This subclass finds its mystic eastern origins on Togakure-ryu (戸隠流), which is a historical tradition of ninjutsu known as the "School of the Hidden Door", allegedly founded by a traveler who learned his original fighting techniques from a Chinese monk.
The fighting style, as a ninjutsu tradition, is influenced by the samurai martial arts and the style of Togakure-ryū consists of a small number of physical escape and evasion techniques, called ninpo taijutsu, and a series of sword attack patterns, or biken kata. However, the majority of the art involves techniques of geography, meteorology, swimming, signaling, potion-making, fire-starting, concentration, disguise, impersonation, and other forms of knowledge suited for the unique information-gathering and infiltration roles of ninja
Weapons of choice include many of those popular with eastern assassins, as well as three specific to the tradition. One was the shuko, which is a spiked iron band worn around the hand. It enabled the wearer to use it as a defense against sword attacks and also to reach higher terrain, as it could be used to climb trees or walls, especially when worn with similar devices for the feet called ashiko. The second was the tetsubishi (a type of caltrop) was a small spiked weapon used to slow pursuers or protect doorways. The third was the kyoketsu-shoge, a blade from a double-bladed spear that was tied to a length of rope with an iron ring at the other end for the wielder to hold. In addition to use as a weapon, it could be used to wedge open a door, climb into a tree or over a wall, or tie up an opponent.
Ninjutsu
At 3rd level, your practice of the martial arts collectively described as ninjitsu begins. This gives you mastery of combat styles that use unarmed strikes and Ninja weapons, which are the Ninja-to, Kusari-gama, Kawanaga, Nehode, Kyoketsu-shogi, Shuriken, Tetsubishi, Sai, Jitte, Kama, and Blow Gun.
You gain the following benefits while you are unarmed or wielding only ninja weapons and you aren’t wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and ninja weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or ninja weapon. This die changes as you gain ninja levels, new techniques are learned increasing this damage die (See Claass Feature Options).
- When you use the Attack action with an unarmed strike or a ninja weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Awareness
Beginning at 9th level, you can use your action turn to focus your awareness on the region around you. For up to three action turns between short rests, , you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles use all three action turns in a row) for one minute at a time: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number, but the more that are present the more intense the feeling will be.
Deflect Projectile
Starting at 13th level, you can use your reaction to deflect the projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your ninja level.
If you reduce the damage to 0, you can deflect the projectile towards another target. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a ninja weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Five Finger Exploding Heart Touch
Once between long rest periods, the ninja may use this technique which applies light pressure to five locations on the chest with devastating results.
This technique will only work on humanoids with a heart like pump in their torso, or a creature with a heart like pump somewhere in their body which is only protected by the bone thickness of a normal humanoid sternum (DMs discretion on this).
The area attacked must also have nothing thicker than leather armor over it when the technique is attempted.
You send negative energy the wrong way through the heart/heart like pump creature that you apply this technique to, causing it searing pain. The target must make a Constitution saving throw.
If the target has 100HP or less, failure results in death, success in 7d8 + 20 necrotic damage.
A target over 100HP takes 7d8+30 necrotic damage, half if the save roll is successful.
Previous Versions
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