Ninja Warrior, Variant (5e Subclass)
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Ninja Warrior[edit]
Fighter Archetype
Ninja Warrior by Allen Song |
Although ninjas are more cunning spies, tricky martial artists and assassins than warriors, is not uncommon that certain ninja clans train some of their disciples to act as sentries of ninja hideouts and bodyguards for important ninja figures. Donning armors that would normally hinder the movement of regular ninja, the ninja warriors are combatants first and foremost. Trained in martial arts ,and with a lesser focus on the arts of shadows, these warriors are both brutal and surprising in their techniques, and those who face these fighters never know exactly what to expect.
If one would define ninja warriors in one word, the best word would be: adaptable. They can easily swap between heavy warriors or nimble skirmishers seamlessly, to suit each need they may have into combat. For that reason, although they lack the infiltration and espionage abilities of a regular ninja, they make up for it with a jack of all trades approach to the ninja training.
- Soundless Step
Starting at 3rd level, you barely make any sounds with your steps. You gain proficiency in the Stealth skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Investigation, or Sleight of Hand.
Your proficiency bonus is doubled for any ability check you make that uses Stealth. You receive this benefit regardless of the skill proficiency you gain from this feature.
- Armored Ninja
Starting at 3rd level, your opponents may be surprised for facing a ninja wearing a suit of armor, but you can use them to the fullest extent. While wearing a medium or heavy armor, you roll 1d8, instead of the normal damage for your unarmed strikes. This damage is commonly bludgeoning, but some armors have spikes or blades, that could change this damage. If the armor have a magical bonus, you also apply this bonus to your attacks and damage rolls with it.
In addition, Heavy and Medium armors that impose disadvantage on stealth, no longer do.
Whenever you hit an opponent Large sized or lower with this attack, you can also move that opponent to an unoccupied space within 5 feet of him.
If you aren't wearing any armor your unarmored defense is 10 + Dex + Con.
Finally, you can adopt a defensive stance with this armor. You can use your bonus action to gain resistance to slashing, piercing and bludgeoning damage from non-magical attacks made with weapons, that last until the start of your next turn.
- Ninja Assassin
Also at 3rd level, you gain the ability to move quickly and silently. While wearing light or no armor, you gain a climbing speed equal to your walking speed and jump distance equal to your movement speed.
In addition, you gain the Sneak attack feature.
Finally, you can adopt a silent walk with this feature. You can use your bonus action to take the Hide action.
- Ninja Cunning
At 7th level, you can rely on a vast array of techniques in order to win a combat. Whenever you take the Disengage, Dash, Dodge, Hide or make a Dexterity check using your action, you can make an attack using your bonus action.
At 11th level, you can make two attacks with your bonus action.
- Shadow Warrior
At 10th level, you are a master in fighting and hiding on shadows. You gain the following benefits:
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn’t reveal your position.
- If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.
- Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
- Shadow Grasp
At 15th level, you master the art of using the shadows to manipulate and control your enemies from afar. You gain the ability to extend your shadow up to 30 feet away from you as an action. This shadow can be used to manipulate objects, disarm opponents, or grapple creatures. The shadow has the same strength as you and can perform the following actions:
Manipulate: You can use your shadow to interact with an object that you can see within range. It can perform simple tasks such as fetching something, opening an unlocked door or container, or pouring the contents from a vial.
Disarm: You can attempt to disarm a creature using your shadow. Make an attack roll against the creature, using your Dexterity modifier + your proficiency bonus. On a hit, the target must succeed on a Strength saving throw or drop one item it is holding (your choice). The object lands at its feet.
Grapple: You can use your shadow to try to grapple a creature within 30 feet of you. Make a melee attack roll against the target, using your Dexterity modifier + your proficiency bonus. On a hit, the target is grappled (escape DC equals your attack roll). Until this grapple ends, you can use your shadow to move the grappled creature up to 15 feet closer to you each turn as a bonus action.
- Mastered Technique
At 18th level, you reach the full potential of your combat techniques. You gain the following benefits:
- Armored Ninja. While benefiting from your Armored Ninja feature, you can spend one use of your Indomitable feature to gain resistance to bludgeoning, piercing, slashing, fire, cold, acid, thunder, lighting and poison for the next minute. In addition, for the duration, you can take the Shove or Grapple actions, or use your Harpoon as a bonus action.
- Ninja Assassin. While benefiting from your Nimble Ninja, whenever you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. In addition, you can use your bonus action to teleport up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. If you end your movement within 5 feet of a creature, you can make one attack as part of the bonus action.
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