Master Ninja (5e Subclass)

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Master Ninja[edit]

rogue archetype

This subclass is based on the Fire Emblem Fates

Master ninjas are rogues specialized in infiltration and assassination tactics. They use their abilities to infiltrate even the most secure areas, jumping from the shadows to slit the throat of their targets before they even could scream for help.

Katana Proficiency

Starting at 3rd level, you learn how to use the longsword. In addition, when wielding a longsword in two hands, you can add your Dexterity modifier, instead of Strength, for attacks and damage rolls. Moreover, you can use a longsword you wield in two hands for Sneak Attacks.

At 17th level, when you take the attack action and make an attack using a katana, you can make another attack using a bonus action.

Shuriken Master

Also at 3rd level, you master the ability to use the ninja's signature weapon, the shuriken. You double the thrown range for daggers and darts. In addition, if you take the attack action to throw a dagger or dart, you can make another attack with a dagger or dart using a bonus action.

Locktouch

At 3rd level, you learn how to open locks by merely touching them. Choose an object that you can see within range using your bonus action. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

You can use this ability a number of times equal to your proficiency bonus, and regain your uses of it after finishing a short or a long rest. At 17th level, you can use this ability at will.

Shurikenfaire

Starting at 9th level, the damage die for attacks using your dagger and dart increases to a d6. It grows again to a d8 at 13th level and finally a d10 at 17th level.

Poison Strike

At 13th level, you can poison the target with your attacks. When you hit a creature with a Sneak Attack and cause damage, you can choose forgo the extra damage and force the target to make a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the target don't take damage from the attack. Instead, its hit point maximum is reduced by half and the target is poisoned. This effect lasts for 1 minute.

Once you use this ability, you can't use it again until you finish a long rest.

Moreover, whenever you hit a creature with a Sneak Attack, you can reduce two damage dice to inflict the poisoned condition on that target, lasting until the end of your next turn.

Lethality

At 17th level, you can instantly kill a creature hit by you. When you hit a creature with a sneak attack, you can force that creature to make a Constitution saving throw against a DC equal 8 + your proficiency bonus + your Dexterity modifier.

On a failed save, the target is reduced to 0 hit points. On a success, it takes additional 10d10 necrotic damage.

Once you use this ability, you can't use it again until you finish a long rest.

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