Master Ninja (5e Class)

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Master Ninja, Variant[edit]

A class based on the Master Ninja Class in Fire Emblem Fates


Creating a Master Ninja[edit]

Why did you become a ninja? Did you originate from a ninja clan, learn from a monastery or temple, or are your talents self-taught? How talented are you as a ninja?

Quick Build

You can make a Master Ninja quickly by following these suggestions. First, dexterity should be your highest ability score, followed by intelligence. Second, choose the urchin background.

Class Features

As a Master Ninja, Variant you gain the following class features.

Hit Points

Hit Dice: 1d8 per Master Ninja, Variant level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Master Ninja, Variant level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, Katanas (1d8 slashing, finesse, costs 10 gp), Throwing needles (1d4 piercing, finesse, light, thrown (range 40/120), costs 1 cp)
Tools: Poisoner’s kit, Thieve’s tools,
Saving Throws: Dexterity, Intelligence
Skills: choose four from Acrobatics, Deception, Insight, Perception, Sleight of Hand, or Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A katana or (b) A longsword
  • (a) Any simple ranged weapon with 20 pieces of ammo if applicable or (b) Bag of ball bearings (1000)
  • (a) Burglar’s pack or (b) Dungeoneer’s pack or (c) Explorer’s Pack
  • Shozoku (light armor, AC 12 + dexterity modifier, grants climbing speen equal to half your movement speed), 20 needles, Thieve’s tools, 2 daggers
  • If you are using starting wealth, you have 3d4 x 10 gp in funds.

Table: The Master Ninja, Variant

Level Proficiency
Bonus
Features Sneak attack damage
1st +2 Sneak Attack, Locktouch, Counter, Dagger Expert 1d8
2nd +2 Expertise 1d8
3rd +2 Assassinate, Poison Strike 1d8
4th +2 Ability Score Improvement, Dual Wielding 2d8
5th +3 Traptouch 2d8
6th +3 Daggerfaire 2d8
7th +3 Expertise 3d8
8th +3 Ability Score Improvement 3d8
9th +4 Burst of Skill 3d8
10th +4 Extra Attack 4d8
11th +4 Katanafaire 5d8
12th +4 Ability Score Improvement 5d8
13th +5 Smoke Dagger 5d8
14th +5 Ability Score Improvement 6d8
15th +5 Dagger Mastery 6d8
16th +5 Ability Score Improvement, Extra Attack 6d8
17th +6 Savage Blow 7d8
18th +6 Galeforce 7d8
19th +6 Ability Score Improvement 7d8
20th +6 Burst of Speed 8d8


Sneak Attack[edit]

At 1st level, you know how to strike subtly when attacking a foe. Once per turn, you can deal extra damage to a foe who is surprised, poisoned, charmed, has an enemy within 5 feet of them, or if you have advantage on the roll against them. You can only deal this extra damage if the attack is made with a finesse or ranged weapon.

Locktouch[edit]

At 1st level, when you make a check to unlock any non magic lock, you automatically succeed the check, as long as you have thieve’s tools. You can also make checks to unlock locks with advantage when you don’t have thieve’s tools.


Counter[edit]

At 1st level, when a creature attacks you, you can immediately make an attack against the creature that attacked you. If the creature is 5 feet or less away, you may counter with a melee weapon or throwing a thrown weapon. If the creature is more than 5 feet away, you may only counter attack by throwing a thrown weapon at the attacker. Using this feature once during a round of combat uses your reaction, but you may use it three times during a round of combat as part of the same reaction. Rolling an attack roll over attacking creature's AC if over 5 feet away reflects the projectile.

Dagger Expert[edit]

At 1st level, when you throw a dagger at a something, the dagger appears back in your hand after it has hit its target. Additionally, when you successfully hit a creature with a dagger, that creature has its AC reduced by 2 and takes extra damage on all attacks equal to 1/2 of your level (rounded up). This effect on the target ends at the end of your next turn.

Expertise[edit]

At 2nd level, you may choose any two skills you have proficiency in, and you may double your proficiency bonus for those skills. You may choose three more skills to do this for at level 7.


Assassinate[edit]

At 3rd level, You have advantage on attack rolls against creatures that haven’t taken a turn in combat yet. Additionally, any attack made against a creature that is surprised is a critical hit.


Poison Strike[edit]

At 3rd level, after you have hit a target, if that target survives, the target takes damage equal to 1/2 your proficiency bonus (rounded down) in d6s poison damage. Target you hit makes a DC(8+Dex Mod+Prof) saving throw or be poisoned for 1 minute.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Dual Wielding[edit]

At 4th level, you gain a knowledge of dual wielding weapons. When you take the attack action during your turn, you can make two separate attacks, as long as you have two one-handed weapons in your hands.

Traptouch[edit]

At 5th level, you can move at a normal pace while looking for traps. Additionally, you automatically succeed any attempts to disarm any non-magical traps as long as you have thieve’s tools. If you don’t have thieve’s tools, you may add your proficiency bonus to checks made to disarm non-magical traps.


Daggerfaire[edit]

At 6th level, when making an attack with a dagger, the attack deals 1d6 piercing damage instead of 1d4 piercing damage. Additionally, when you hit a target with a dagger, the target now suffers AC -4 and takes extra damage on all attacks equal to 1/4 of your level (rounded up) x 2.5.


Burst of Skill[edit]

At 9th level, you gain an increase in your skill with your weaponry and as a ninja. You gain +3 to hit on all weapon rolls with daggers or katanas, you gain a bonus of +3 on dexterity checks and hit a critical on a roll of 18-20.


Extra Attack[edit]

-Beginning at 10th level, and Again at Level 16th; you can attack twice, instead of once, whenever you take the Attack action on your turn.

Katanafaire[edit]

At 11th level, when you successfully make an attack with a katana, you deal 1d10 + 2 slashing damage instead of 1d8 slashing damage, and you score a critical with katana on a roll of 19-20.

Smoke Dagger[edit]

At 13th level, when make an attack with a dagger, all creatures of your choice within 20 feet of the target are inflicted with AC -4 and take extra damage on all attacks equal to 1/4 of your level (rounded up) x 3. They are inflicted with this until the end of your next turn.


Dagger Mastery[edit]

At 15th level, you have finally mastered the dagger. Daggers now deal 1d8 piercing damage instead of 1d6 piercing damage. Additionally, when you hit a target with a dagger, that target as well as all creatures of your choice within 20 feet of the target are inflicted with AC -4, Speed -15 (to a minimum of 10), Take extra damage on all attacks equal to your level, and deal less damage on all attacks equal to your dexterity modifier x 2.

Savage Blow[edit]

At 17th level, when you hit a target with an attack, all creatures of your choice within 20 feet of the target take extra damage equal to 1/2 your proficiency bonus (rounded down) in d6s force damage. Any creature targeted by this damage can be killed by the damage.


Galeforce[edit]

At 18th level, when you kill a target with an attack, you may immediately move your speed and take another action, without provoking opportunity attacks. If you do not kill the target, roll a d20. If you roll a 16-20, you may immediately move your speed and take another action, without provoking opportunity attacks. You may use this feature up to 5 times per turn.


Burst of Speed[edit]

At level 20, your speed has truly capped. You gain +4 to your Dexterity score. The maximum for your dexterity score is now 24. You also gain +10 to your speed.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Master Ninja class, you must meet these prerequisites: Dex 15

Proficiencies. When you multiclass into the Master Ninja, Variant class, you gain the following proficiencies: Simple weapons, Katanas, Throwing needles, Light armor



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