Ninjutsuka (5e Class)
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Ninja are secretive warriors from feudal Japan. Trained to be agile and dexterous these warriors have no problem moving around the battlefield and surprising opponents with different techniques and tricks to secure the kill. Claimed by many to be dishonourable, the Ninja follow their own code, to do their job by any means necessary. What is frowned at by others for dishonourable conduct, would be forgiven in the Ninja way if it was the only way to get the Job done.
Creating a Ninja
- Quick Build
You can make a Ninja quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Choose a background and then you can get the Burglars pack and a martial weapon of your choice.
As a Ninjutsuka you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons, shortsword, scimitar, blowgun
Tools: Choose one from thieves tools, forgery kit, poisoner's kit, or disguise kit.
Saving Throws: Dexterity, Intelligence
Skills: Stealth and choose two from Athletics, Acrobatics, Deception, Investigation, Perception, Sleight of Hand or Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Ninjato (Ninja Short Sword) or (b) A Rapier, or (c) a hand crossbow and 20 bolts
- (a) A Ninja's pack or (b) (Ninja Pack contains, Bedroll, Junk Pouch, Water skin, 100ft of Hemp rope, Backpack, Ninja Manual)
- Leather Armour
- Dark, hooded traveller's clothes.
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
The ninja training includes a dangerous and hard martial training, that includes hand to hand combat and the mastery over multiple weapons, such as bows, throwing darts and knives, staffs and swords. You learn how to use ninja weapons, that are simple weapons, the shortsword, the scimitar and the blowgun. This grants you the following benefits:
- Your unarmed strikes are considered ninja weapons that have the finesse property.
- You can throw ninja weapons that have both the light and finesse property as a bonus action on your turn.
- You can draw a weapon that have both the light and finesse property as part of the action you use to attack with it.
- Whenever you make a contested Strength (Athletics) check to grapple or shove a creature, you can use your Dexterity, instead of your Strength.
Also at 1st level, whenever you are in dim light or darkness, you have advantage on Stealth checks.
You also doesn't expend any extra movement when climbing walls or trees or swimming.
At 2nd level, you are trained in the shadow arts of combat, espionage and assassination. Your ability to use ninjutsu is represented by an amount of Ki Points you have. You have 2 ki points, and gain more as shown on the Ki Points column on the class table. When you spend a shadow point, you recover it after finishing a long rest.
You can spend these points on Ninjutsu Techniques. You know two such techniques at 2nd level, and another one at 6th, 11th and 17th levels.
- Feinting Strike
You can use a missed attack to connect a second one. Whenever you miss an attack with a light or finesse weapon, you can spend 1 point to cause half damage, instead of no damage.
Whenever you are hit by an attack, you can use your reaction and spend 1 point to reduce the damage by an amount equal to 1d8 + your proficiency bonus + your Dexterity modifier.
- Far Shot
When you make a ranged attack with a light weapon, you can spend 1 point to ignore the Disadvantage for attacks made at long range.
- Ongyo Jitsu (Ninja Hide)
You can spend 1 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.
- Sojutsu (Ninja Run)
You can spend 1 point to gain the benefits of both Dash and Disengage actions as a bonus action.
- Honed Skill
You can spend 1 point as a bonus action to give yourself advantage on an ability check you are proficient with.
- Tool Specialist
You can spend 1 point to use a special tool that require an action as a bonus action on your turn. In addition, as a reaction when you are targeted by a melee weapon attack, you can spend 2 points to use a tool that require an action. You must use this reaction before the attack is rolled, and the effects of the tool resolve before the attack does.
At 2nd level, you can spend 30 minutes during a short rest to meditate while performing mystical hand signs that help you to recover your ki. When you finish this short rest, you regain a number of Ki Points equal to your Wisdom modifier.
Also at 2nd level, you learn how to craft and use special ninja tools to help you in accomplish your espionage and assassination missions. During 1 hour over the course of a long rest, you gain a number of tool points equal to your level in this class + your Intelligence modifier + twice your proficiency bonus. You can spend these points on many ninja implements, that indicate how many times you can use that tool. After the indicated number of uses, that tool is lost. You spend a use of the tool after using your action, movement or bonus action (as appropriated) to use it, unless the tool otherwise states.
You must have the materials to craft these tools. You need a source of fire, smith's tools and 1 gp in materials per point of equipment. You can also harvest for materials, by spending 1 hour and succeeding a DC 10 Wisdom (Survival) check. You can harvest 1 point of materials on a success, plus 1 for each point above 10 you got on a success.
- Tekko-kagi (Hand Claws)
Your unarmed strikes deal slashing damage, instead of bludgeoning (doesn't spend a use). In addition, if you have two free hands, you can use your Dexterity modifier, instead of Strength, for climbing.
- Ashiko (Foot Spikes)
You can deal piercing damage, instead of bludgeoning, with your unarmed strikes (doesn't spend a use). In addition, you have advantage on saving throws and ability checks against being knocked prone.
- Mizugumo (Water Walker)
You can use your action to move up to your movement speed on water as if it were solid ground.
- Makibishi (Caltrops)
For each tool point spent, you have the equivalent to 1 bag of caltrops. You can use your Ninjutsu save DC, instead of the caltrops DC, if it is higher.
- Kakute (Spiked Ring)
You can make a Sleight of Hand check, contested by the targets Perception or Sleight of Hand (whichever is higher). On a success, you have advantage on your unarmed strike against that target. You deal piercing damage, instead of bludgeoning. After using this tool, you can't use it against the target and any creature that have seen you using it for the next 24 hours.
- Manriki - Gusari (Weighted Chain)
You gain reach with your unarmed strikes when using the Mankiri - Gusari, and have advantage on your Grappling contests with it. As an action, you can also throw the mankiri against a medium or small target within 20 feet, forcing the target to make a Dexterity saving throw against your Ninjutsu save DC. On a failed save, the target is knocked prone.
- Tekken (Cestus)
When you take the Attack action with your tekken, you can attack twice, instead of once, as part of the attack action. In addition, you can spend 1 additional use of your tekken as a bonus action to make an additional attack with it.
- Torinoko (Smoke Bomb)
As an action, you throw a bomb to distract creatures nearby. That target and all creatures within 5 feet of you must succeed on a saving throw against your Ninjutsu save DC, or is blinded until the start of its next turn and can't take reactions.
- Houroku (Grenade)
As an action, you throw a explosive on a target within 20 feet of you. The target, and one additional creature within 5 feet of it must succeed on a Dexterity saving throw against your Ninjutsu save DC, or take 1d6 fire damage, plus 1 for each additional point you spend (up to your proficiency bonus).
- Improvised Gear
You can craft any type of adventuring gear or artisan's tools by spending a number of special tool points equal to half its cost in gp. You have a number of uses of that gear equal to the number of points spent, and you are considered proficient with any tool you create. In addition, if the gear have a saving throw to avoid its effects, you can use your Ninjutsu save DC instead, if it is higher.
Starting at 5th level, whenever you make an attack against a creature that haven't moved yet in this round, you have advantage on your attack.
In addition, whenever you make an attack with advantage, you deal additional 1d8 damage, and the target is unable to speak until the end of your next turn. The damage increase to 2d8 at 11th level and 3d8 at 17th level.
- Martial Arts
When you decide to follow this path at 3rd level, you further your studies into martial arts. You gain the following benefits:
- Kempo. Whenever you make a unarmed strike, you roll a d4, instead of the normal damage die for this weapon. The damage increases to d6 at 5th level, d8 at 11th level and d10 at 17th level. In addition, whenever a creature start its turn grappled by you, it takes damage equal to your unarmed strike damage.
- Aiki-jutsu. When you try to grapple or shove a creature, instead of making a contested Strength (Athletics) check, you can force the target to succeed on a saving throw against your Ninjutsu save DC instead. In addition, whenever you hit a creature with a unarmed strike, you can use your bonus action to either Shove or Grapple a creature.
- Kenjutsu. You gain proficiency with longsword. In addition, you can use your Dexterity, instead of your Strength, for attacks and damage rolls with a longsword and quarterstaff.
- Soft Technique
Starting at 7th level, you add your Dexterity modifier as a bonus to all your Strength checks.
In addition, when you grapple a creature, you can cause your Silent Killer additional damage. You also cause this damage in each turn the creature remains grappled.
- Weapon Master
Starting at 10th level, whenever you make an attack with a weapon that has the light property, you deal your Kempo damage, instead of the normal damage for that weapon, if your kempo damage is higher.
- Uncanny Dodge
At 15th level, whenever you take damage from an attack, you can use your reaction to halve the damage taken.
- Killer Strike
Starting at 3rd level, whenever you roll a 1 or 2 on a damage roll with a weapon that have the light or finesse weapon, you can reroll the die. You must use the second result.
Starting at 7th level, you learn how to assume different personas to suit your needs. You add twice your proficiency bonus in Deception checks and checks made with the Disguise Kit, and you add your Intelligence modifier as a bonus on checks with these skills.
You also can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Starting at 10th level, you learn how to use strategy and deception in combat. As a bonus action, you can make a Charisma (Deception) contested by the targets Wisdom (Insight). On a success, you have advantage on attacks made against this target for the next minute, or until you take damage.
In addition, whenever you fail a Charisma (Deception) check outside combat, you can reroll the check. You must use the new result.
At 15th level, you master the tactics of escape of the ninja. You can use your bonus action to create a Distraction, forcing all hostile creatures within 30 feet to make a Wisdom saving throw against your Ninjutsu save DC. On a failed save, you can take the Hide action even when in plain sight.
Starting at 18th level, you master the art of assassination. Whenever you hit a creature with a weapon attack, you can use your reaction to trigger your Silent Killer feature again.