Keisho Ninja (5e Subclass)

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Keisho Ninja

Ranger Subclass

Keisho Ninja: Keisho Ninja are battlefield ninja who specialize as rugged terrain skirmishers who specialize in slaughtering Archers, Gunners, Supply Caravans and Artillery crews with stealthy and cunning raids especially at night. They are considered far more brutish and pragmatical than their Shinobi elite infiltrators and master assassins but they actually work perfectly in tandem. Shinobi being master spies are excellent at working their way into castles and sabotaging the defenses, which in turn is a signal to the Elite Keisho Ninja to storm into the castle and slaughter the defenders of the walls. A Keisho ninja is still technically a ranger and can utilize animals to spy for them but they have lost many of the abilities of rangers like Favored foes and spell casting slots. Instead their shadowy Ki powers act as a quick regenerating magic and physical energy source.

I.) Ninjutsu Novice: Starting at 3rd level, The Keisho Ninja has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. Remove all of the Rangers Favored enemy and Foe Slayer instead replace that with Sneak attack 2d6, 4d6 and finally 6d6. Just like a Rogue a sneak attack can only be performed once a round. The Keisho Ninja also gets to learn a few basic martial arts moves. Sweeping Kick: Attack vs Ac 1d6+Str bludgeon damage and enemy must make a Strength saving throw or is knocked prone. 1 Ki. (Rope Kunai or Kama can also perform this attack) Pushing Blow: Attack vs Ac 1d6+Str one enemy in direct contact and enemy is pushed back 15 feet on failed Strength Save. 1 Ki. (can be performed as a flying kick moving double movement speed and take a full attack action).

II.) Shinobi Magic: At 4th level a Keisho Ninja immediately loses all Ranger spell slots and instead has Ki equal to their level. Ki can be regenerated during a short or long rest. The Keisho Ninja can use ki to cast these spells or activate combat abilities. Keisho Ninja automatically gain darkvision at least to 30 feet the spell darkvision simply increases that to 90 feet. 1 Ki points to cast: Detect Magic, Disguise Self, Feather Fall, Jump, Charm Animal, Speak with Animal. 2 Ki points to castDarkness, Darkvision, Pass without Trace, Silence, Mirror Image, Invisibility, See Invisibility, Animal Messenger 3 Ki points to cast: Gaseous Form, Fly, Major Image, Speak with Plants 4 Ki points to cast: Arcane Eye, Dimension Door, Greater Invisibility. without providing material components. Additionally, you gain the Minor Illusion and Mage Hand cantrips.

III.) Advanced Ninjutsu Technique: Starting at 6th level, The Ninja is capable of harnessing Ki to harness truly remarkable melee abilities but are very Weapon Specific.

Harpoon Kunai: Using a Rope Kunai the Keisho Ninja can use one attack action to hurl the Kunai as a ranged attack to up 60 feet and deliver a sneak attack. One enemy must roll a Dexterity save against the Ninja's DC or be pulled in the Keisho Ninja's location or within 10 feet thereof. This ability cost 4 Ki.

Countering Claws : Every-time an enemy attacks a ninja or an ally within 10 feet the Keisho Ninja can spend 1 ki to deliver a basic attack as reaction with one of their tekko kage claws. (Requires Tekko-Kage claws to be equipped)

Shruiken Volley: Keisho Ninja can spend 4 Ki and an attack action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. (Requires Shruikens to be in equipped).

Ninja-Tou Leap: Considered a full attack action, Keisho Ninja moves at three times his total speed in any direction (even directly up) and is considered flying but for only for this action. Any enemy within 10 feet of the Ninja's trajectory will suffer an Automatic attack roll The Ability costs 6 Ki.

IV.) Death Dealer: At 16th level, you become a master of instant death. When you attack and hit a creature(s) that is surprised, it(they) 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(s). Regain 4 Ki per creature that died from any one of your attacks.




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