Ninja Warrior (5e Subclass)
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Ninja Warrior
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.
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.
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, once per turn when you make an attack with a finesse or ranged weapon, you cause additional d6 damage on a hit.
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.
- Harpoon Enemy
At 15th level, you craft a harpoon and chain, to throw at your enemies and capture them. This harpoon is considered a martial melee weapon with the thrown (10/20), and finesse properties. When you hit a creature Huge or lower with the harpoon, you can pull the creature to a space within 5 feet of you.
If you are wearing heavy armor, the thrown range triples, and you can use the harpoon to attack any creature that end its turn within 30 feet of you or start its turn there as a reaction. You can use this reaction a number of times equal to your proficiency bonus and can't do it again until you finish a long rest.
If you lose your harpoon, you can craft another by spending 50 gp in materials over the course of a short or a long rest.
- 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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