Mugen Tenshin (5e Class)

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Mugen Tenshin[edit]

The Mugen Tenshin clan is a prominent clan of shinobi, located within the mountains. A secret society, only certain groups such as the Hayabusa clan, and the Black Spider clan know of them and their capabilities. The clan has existed for eighteen generations. As with all shinobi clans, the Mugen Tenshin clan is governed by a group of master shinobi, with the lower shinobi "troops" ranking from greater shinobi to lesser shinobi. The master shinobi govern the clan’s activities both within and outside the village, and are regarded with respect by other members of the clan.

Creating a Mugen Tenshin[edit]

The Mugen Tenshin has two different styles Tenjinmon and Hajinmon: Tenjinmon ("Heavenly God Gate") is the foreground perspective of Mugen Tenshin style ninjutsu. Most ninjas from the Mugen Tenshin clan belong to this perspective. Tenjinmon practitioners train in order to acquire superhuman physical strength and battle technique and are highly resistant to physical pressure. this style gets to choose Strength Save proficiency instead of Dexterity Save, and uses Strength or Dexterity for attack rolls as well.

Hajinmon ("Supreme God Gate") is the background of Mugen Tenshin style ninjutsu and is considered a secret style within the Mugen Tenshin clan. Hajinmon practitioners possess the same capabilities of Tenjinmon practitioners. However, the style is a lot less direct in attacks with emphasis on stronger ninpo abilities. The ninja of the Hajinmon style, despite possessing unbelievable powers, provide background support and loyalty to the Tenjinmon ninja.

img-ayane.png
Kunoichi Ayane by Team Ninja Studio
Quick Build

You can make a Mugen Tenshin quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution, then Intelligence, and Charisma. Second, choose the Criminal (Spy) or the Soldier background.

Class Features

As a Mugen Tenshin you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mugen Tenshin level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mugen Tenshin level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: Thieves tools or poisoners kit
Saving Throws: Dexterity, Intelligence
Skills: chose two from Athletics, Acrobatics, Sleight of Hand, Stealth, Arcana, Deception, Intimidation, Persuasion, Insight, Perception, Survival, Investigation, Nature

Equipment

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

Table: The Mugen Tenshin

Level Proficiency
Bonus
Ninjutsu Nimpo Points Shinobi Speed Features
1st +2 1d4 Unarmored Defense, Ninjutsu, Expertise
2nd +2 1d4 2 +10 ft. Nimpo, Shinobi Speed
3rd +2 1d4 3 +10 ft. Torn Sky Blast, Art of Substitution, Gessen Goryu Ha
4th +2 1d4 4 +10 ft. Ability Score Improvement, Graceful Fall
5th +3 1d6 5 +10 ft. Extra Attack, Five Point Strike
6th +3 1d6 6 +15 ft. Ninpo Chant Blast
7th +3 1d6 7 +15 ft. Evasion, Ninpo Weapon Manipulation
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Wall Run
10th +4 1d6 10 +20 ft. Ghost Step
11th +4 1d8 11 +20 ft. Ninpo Single Hand Blast
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Teleportation
14th +5 1d8 14 +25 ft. Blindsense
15th +5 1d8 15 +25 ft. Uncanny Dodge
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Art of the Raging Mountain God
18th +6 1d10 18 +30 ft. Superior Shinobi
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Untouchable Shinobi

Optional Class Feature: Tenjinmon[edit]

You are focused on physical and muscular Strength. You replace your proficiency in Intelligence saving throws with Strength saving throws instead.

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier (Or Constitution + Wisdom if you choose Tenjimon).

Ninjutsu[edit]

At 1st level, your practice of ninjutsu gives you mastery of combat styles that use unarmed strikes and ninja weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only ninja weapons and you aren't wearing armor or wielding a shield:

Certain monasteries use specialized forms of the ninja weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a ninja weapon, you can use the game statistics provided for the weapon.

Expertise[edit]

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with any of your tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Nimpo[edit]

Starting at 2nd level, your training allows you to harness the mystic energy of nimpo. Your access to this energy is represented by a number of nimpo points. Your mugen tenshi level determines the number of points you have, as shown in the Nimpo Points column of the Mugen Tenshi table.

You can spend these points to fuel various nimpo features. You start knowing three such features: Vanish, Sneak Attack, and Ninja Jump. You learn more nimpo features as you gain levels in this class.

When you spend a nimpo point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your nimpo points.

Some of your nimpo features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Nimpo save DC = 8 + your proficiency bonus + your Wisdom modifier

Vanish

You can spend 1 nimpo point to take the Hide action as a bonus action. If you are in dim light or darkness, you can take the Hide action even when in plain sight.

Sneak Attack

You can spend 1 nimpo to deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a ninja weapon or unarmed strike. You roll a number of d6s equal to half your mugen tenshi level (rounded up) for the extra damage.

Ninja Jump

You can spend 1 nimpo point as a bonus action to Disengage and fly up to half your movement speed. You must end this flight on the ground, or you fall.

Shinobi Speed[edit]

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Mugen Tenshi levels, as shown in the Mugen Tenshi table.

Torn Sky Blast[edit]

A deadly ninpo technique that allows the user to generate a large lightning-like blast of energy from their hands. Starting 3rd level, you gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is lightning, and its damage die is a d4. This die changes as you gain Mugen Tenshin levels, as shown in the Ninjutsu column of the Mugen Tenshin table.

When you take the Attack action on your turn and use this special attack as part of it, you can make the special attack as a bonus action. You also can spend 1 nimpo point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Ninpo Chant Blast[edit]

Also at 3rd level, you can use an Action and spend 1 nimpo to unleash an energy blast in a 10-foot radius around you. All creatures in the area must succeed on a Constitution saving throw, or take 3d6 force damage on a failed save, or half as much on a success.

You also can spend additional nimpo points when using this feature, causing additional 1d6 damage for each point spent after the first. The maximum number of nimpo points (2 plus any additional points) that you can spend on the spell equals half your Mugen Tenshi level.

Using this feature requires you to mutter an incantation, and use both of your arms to aim the energy. You must have both hands free and be able to speak in order to use this feature.

Art of Substitution[edit]

Starting at 3rd level, when you are hit by an attack, you can spend 1 nimpo point to switch places with an object of medium or small size within 5 feet. The object can't be fixed nor be held or carried by another creature.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 10th, 12th, 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.

Graceful Fall[edit]

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times Mugen Tenshin level.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Five Point Strike[edit]

Starting at 5th level, you can quickly strike five pressure points on your opponent body, causing it to paralyze. When you hit another creature with a melee weapon attack, you can spend 1 nimpo point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Gessen Goryu Ha[edit]

Starting at 6th level, you can release a concentrated version of the Gessen Goryu Ha. Doing so requires you to prepare, channeling the power. You can use a bonus action and spend 2 nimpo to make a spell attack against a creature within 60 feet. On a hit, you cause 3d10 lightning damage.

You also can spend additional nimpo points when using this feature, causing additional 1d10 damage for each point spent after the first. The maximum number of nimpo points (2 plus any additional points) that you can spend on the spell equals half your Mugen Tenshi level.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Ninpo Weapon Manipulation[edit]

Also at 7th level, you learn how to channel your energy to empower your weapons. As a bonus action, you can spend 3 nimpo points to channel power into a weapon you are wielding. For 1 minute, or until you lose concentration, the weapon remains infused with this energy. The next time you hit a creature with an attack using that weapon, you cause additional 3d6 damage and you release the energy, breaking your concentration.

Wall Run[edit]

At 9th level, you gain the ability to move along vertical surfaces on your turn without falling during the move. In addition, you gain a climb speed equal to your movement speed.

Ghost Step[edit]

At 10th level, you learn how to become able to disappear, remaining completely undetectable as a ghost. As an action, you can become invisible. Your invisibility lasts for 1 hour, until you make an attack, cast a spell or lose concentration (like a spell).

In addition, you can’t be targeted by any divination magic or perceived through magical scrying sensors for the duration.

Once you use this feature, you can't do it again until you finish a long rest, unless you spend 6 nimpo points to do it again.

Ninpo Single Hand Blast[edit]

At 11th level, when you take the Attack action, you can forgo one of your attacks to release a powerful energy blast in a point you can see within 60 feet. All creatures in a 10-foot radius in that area must succeed on a Constitution saving throw, or take 1d8 force damage.

In addition, you can increase the blast's damage by spending nimpo points. Each point you spend, up to a maximum of 3, increases the damage by 1d8.

Teleportation[edit]

Starting at 13th level, you master the teleportation technique. Teleportation abilities used by some of the shinobi allow the user to leave one place and arrive at another without the need of walking, usually used for travelling long distances or for a quick escape from danger. You can cast dimension door once, without spending spell slots.

Once you use this feature, you can't do it again until you finish a long rest, unless you spend 6 nimpo points to do so again

Blindsense[edit]

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Uncanny Dodge[edit]

Starting at 15th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Art of the Raging Mountain[edit]

At 17th level you learn a very powerful and mortal technique that allows the user to draw in energy from the surrounding area and expel it in a large blast of energy around themselves. You can use your action to force all creatures in a 30-foot radius to make a Dexterity saving throw. On a failed save, the creatures in the area take 4d6 force modifier and a knocked prone. On a success, they take half damage and are not knocked.

In addition, you can spend up to 5 nimpo to cause additional damage equal to 2d6 per nimpo point spent.

Superior Shinobi[edit]

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Untouchable Shinobi[edit]

When you reach the 20th level, you become a true shinobi. Whenever you make a saving throw, you can roll a d6 and add to the total result.

In addition, you have advantage on Dexterity and Constitution saving throws against effects you are able to see, and you can no longer be surprised.

Alternative Class Features[edit]

This class was not made with subclasses in mind. However, it was designed as an alternative to the core features in the monk class, and thus you can choose some of the traditions available to the Monk class. If you do so, you lose access to the Torn Sky Blast, Gessen Goryu Ha, Ninpo Chant Blast, Ninpo Single Hand Blast and Art of the Raging Mountain God.

The monastic traditions available to the Mugen Tenshin are: Astral Self, Four Elements, Kensei, Long Death and Shadow.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Mugen Tenshin class, you must meet these prerequisites: 13 Dexterity, 13 Wisdom.

Proficiencies. When you multiclass into the Mugen Tenshin class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

Restriction. You can't multiclass into the monk or the rogue class.


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