Keisho Ninja (5e Subclass)

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Keisho Ninja[edit]

Ranger Subclass

anarchic-fox-ninja.jpg
Ninja by Anarch Fox

Keisho Ninja are battlefield ninja who specialize as rugged terrain skirmishers and are masters in taking down Archers, Gunners, Supply Caravans and Artillery crews with stealthy and cunning raids. They are considered far more brutish and pragmatical than their Shinobi elite infiltrators. A keisho ninja is skilled in stealth and surviving far from the streets of a city, allowing them to scout ahead of their companions during expeditions. Rangers who embrace this archetype are at home in the wilderness and among barbarians and druids, and many Keisho ninjas serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter—these are just a few of the roles that Keisho ninjas assume as they range the world.

Ranger Level Spells
3rd disguise self
5th mirror image
9th haste
13th greater invisibility
17th far step
Ninja Armaments

Beginning at 3rd level, you hone your skills as well as learn how to craft and use special tools to help you accomplish your espionage. You gain proficiency with woodcarvers tools as well as expertise in either stealth or survival skills.

In addition, by spending 1 hour over the course of a long rest, and by spending 10 gp in materials, you can craft one of the armaments below:

Tekko-kagi. Your unarmed strikes deal 1d4 Bludgeoning damage on a hit. Moreover if you make an unarmed attack as an action you can make an additional unarmed attack as a bonus action.
Rope Kunai. The rope kunai is a ranged martial weapon, with the thrown (20/40) and finesse property, and causes 1d6 piercing damage.
Insightful Fighting

Also at 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a either a Longsword, ranged or your unarmed attack. This increases to 2d6 at 7th level, 3d6 at 11th level and 4d6 at 15th level.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. You also don't need advantage if that target is from your Favored Enemy type, or is under the effects of Favored Foe.

Taijutsu

At 7th level, you master the martial arts of the ninja. Your unarmed strikes are considered melee martial weapons with the light and finesse property, that cause 1d6 Bludgeoning damage on a hit.

Stalker's Prowess

Also at 7th level, you gain the ability to use spell slots in another way. As a bonus action on your turn, you can expend one spell slot of a designated level to use any of the features mentioned below.

You can use your spell slots in the following features:

Pushing Blow. When you hit a Large or smaller creature with an unarmed strike, you can spend 1 first level spell slor to force the target to succeed on a Strength saving throw (DC:8 + your strength/dexterity modifier + your proficiency bonus) , or be pushed 15 feet back.
Sweeping Kick Attack. When you hit a Large or smaller creature with an unarmed strike, you can spend 1 first level spell slot to force the target to succeed on a Dexterity saving throw (DC:8 + your strength/dexterity modifier + your proficiency bonus), or be knocked prone.
Grappling Strike. When you hit a Large or smaller creature with an unarmed strike, you can spend 1 first level spell slot to force the target to succeed on a Dexterity saving throw (DC:8 + your strength/dexterity modifier + your proficiency bonus), or be grappled by you.
Advanced Ninjutsu

Starting at 11th level, The Ninja is capable of harnessing Ki to harness truly remarkable combat abilities. You gain the following advanced techniques.

Harpoon Kunai. When you hit a creature with an attack with the rope kunai, you can spend 1 second level spell slot to attempt to pull that creature. The target must succeed on a Strength saving throw against your spell save DC or be pushed up to 40 feet towards you.
Countering Claws. Whenever a hostile creature attacks you or an ally within 5 feet, you can spend 1 second level spell slot as a reaction to make an attack with your Tekko-kagi.
Shuriken Volley. You can spend 1 second level spell slot as an action to throw a shuriken against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have enough shuriken for each target, as normal, and you make a separate attack roll for each target
Ninja-tō Leap. You must use a scimitar or a longsword for this ability. When you take the Dash action, you can spend 1 second level spell slot to move at incredible speed, slashing the opponents in your path. You move in a straight line, passing trough other creature's spaces and ignoring difficult terrain. Any creature in your path must succeed on a Dexterity saving throw, or take damage equal to an attack from your weapon. You can end your movement in an unoccupied space within 5 feet of the last creature in the line.
Death Dealer

At 15th level, you become a master of instant death. When you attack and hit a creature that is surprised, it 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.

If you reduce a creature to 0 hit points using this ability, you regain 3 spell slots of upto second level.

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