Flash Ninja (5e Subclass)
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Flash Ninja[edit]
Monastic Tradition
A Flash Ninja is one who refines stealth, intelligence gathering, powerful combat techniques, and mysticism into a deadly science and sophisticated techniques of warfare. Further, Flash Ninjas have honed the ability to slip through the cracks in space to move with incredible speed. When the odds are unfavorable and dishonor threatens, the Flash Ninja can be hired to bring swift victory and restore harmony of society through espionage and masterful assassination.
The Flash Ninja are like the rogue in the fact they rely on quickness and stealth to take out their enemies. However, the Flash Ninja go about it in a much different way. Harnessing the power of their ki, the ninja obtain the ability to disappear from an enemy's sight completely. Combine this with their flash step and various other abilities that border on otherworldly, and people will see how the rogue and Flash Ninja separate themselves.
- Bonus Proficiencies
Also 3rd level, you gain proficiency in Stealth and with the poisoner's supplies, if you don't have it already.
In addition, you gain proficiency with a longsword, and the longsword is considered a monk weapon for you.
- Flash Step
Starting at 3rd level, you are able to move so fast that you seemingly have teleported from a place to another. As a bonus action, you can spend 1 ki point to teleport to a place you can see within a distance equal to your movement speed.
If you make an attack right after teleporting in this manner, you take the opponent by surprise and the attack is made at Advantage, and causes additional 1d6 damage on a hit. Creatures that can't be surprised don't take this additional damage. This damage increases to 2d6 at 6th level, 3d6 at 11th level and 4d6 at 17th level.
In addition, you if you have used flurry of blows, you can forgo one of your attacks to use this feature without requiring a bonus action.
- Ghost Step
At 6th level, when you use your flash step, you phase temporarily to a intermediate place between the material and ethereal plane. When you use Flash Step, until the end of your turn, you have a flying speed equal to your movement speed, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
- Reactive Step
Also at 6th level, whenever you are hit by a ranged weapon attack or when you fall, you can use your reaction and spend 1 ki point to use your Flash Step, potentially avoiding the effects of the attack and fall.
- Heavy Step
At 11th level, whenever you use your Flash Step, you can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity.The creature must be within 5 feet of you when you cast this spell.
In addition, when you use Flurry of Blows, you can forgo one of your attacks to take the Flash Step without spending extra ki. Also, whenever you use Step of the Wind you benefit from your Flash Step.
- Mobile Flash
At 17th level, you can attempt to bring any object or creature with Huge size or lower during a flash step regardless of weight. The target can attempt a Charisma saving throw against your Ki save Dc to avoid being transported.
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