Spectral Ninja (5e Class)
Spectral Ninja[edit]
<!-Introduction Leader->[edit]
Creating a[edit]
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Spectral Ninja you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Spectral Ninja level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Spectral Ninja level after 1st
- Proficiencies
Armor: Light armor
Weapons: Daggers, Short Swords, Magical Weapons, Sickles
Tools: Disguise kit, Poisoner's kit, Thieves tools
Saving Throws: Dexterity, constitution
Skills: Choose 3 from Athletics, Acrobatics, Sleight of hand, Stealth, Investigation, Insight, Perception, Animal handling, Deception and intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- The Shadow Sword
- (a) 2 Sickles or (b) 2 Daggers
- (a) Thieves tools or (b) a Poisoner's kit or (c) a disguise kit
- Leather armor
- If you are using starting wealth, you have 2d4 x 10 in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Possessor Demon, Shadow Blade |
2nd | +2 | Spectral Step |
3rd | +2 | Ghostly Path |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack (1), Imposter (1) |
6th | +3 | Devilish Luck |
7th | +3 | Ghostly Path |
8th | +3 | Ability Score Improvement |
9th | +4 | Imposter (2), Ectoplasm |
10th | +4 | Ghostly Path |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Imposter (3), Death Toll |
14th | +5 | Ghostly Path |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | Imposter (4), Spectral Step Improvement |
18th | +6 | Ghostly Path |
19th | +6 | Ability Score Improvement |
20th | +6 | Deaths Partner |
Possessor Demon[edit]
Starting at 1st level, you can use an Action to cause a Possessor Demon to take control over a creature you can see within 60 feet. That creature must succeed on a Charisma saving throw, or is possessed by the demon. As a Reaction when that creature's turn start, you can control that creature's turn. If not controlled, that creature is incapacitated for the remainder of the turn. At the end of each turn, the creature can make a Charisma saving throw again, ending the possession on a success.
Spectral Blade[edit]
Also at 1st level, you can take the Use an Object action to manifest a spectral blade on your empty hand. The spectral blade is a martial weapon you are proficient with and has the finesse and thrown (20/40) property and causes 2d6 necrotic damage on a hit. When thrown, the spectral blade vanishes after the attack hit or misses.
The spectral blade also vanishes if you are unconscious, if it leaves your hand outside a thrown attack or if you take the Use an Object action to conjure it again.
Spectral Step[edit]
At 2nd level, you can use a Bonus Action to assume a ghastly form and become ethereal until your turn ends. While spectral step is active, all attacks against you have Disadvantage, you can move through other creature's spaces and your movement doesn't provoke opportunity attacks. You can also move through solid objects, but ending your turn inside the space of an object or creature will cause you 1d10 force damage and expel you into the nearest unoccupied space.
Once per Spectral Step, any attack you make with the Spectral Blade automatically hits your target. You can use Spectral Step a number of times equal to your proficiency bonus, regaining uses of this feature after finishing a long rest.
Ghostly Path[edit]
At 3rd level, you chose a Ghostly path. Choose between Spectral Summoner or Death Assassin, detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 10th, 15th, and 18th levels.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class
Imposter[edit]
Also at 5th level, whenever you reduce a humanoid creature to 0 hit points, you can steal its identity. While the identity is stolen, you can use an Action to assume its form. This works as disguise self, but it doesn't have a duration and can only allow you to assume the form of that particular creature.
You can only have a single identity stolen at any given time. Whenever you steal a new identity, you lose a previous one. You can steal more identities as you gain levels in this class: 9th level (2), 13th level (3) and 17th level (4).
Death Toll[edit]
At 13th level, your blade doesn't simply kill - it harvest. When you reduce a creature with a CR of 1 to 0 hit points using the Spectral Blade, you can choose to trap a fragment of its life force. The essence lingers around you like a pale flame, visible only in the ethereal plane.
You can have only a single essence fragment at any given time, and the fragment lasts until you finish a long rest or use it. You can use the fragment in the following ways:
- When you are reduced to 0 hit points, you can use a Reaction to fall to 1 hit point instead.
- When you fail a Constitution saving throw, you can reroll the save with Advantage.
- You can spend it as a Bonus Action to use your Spectral Step.
Death's Partner[edit]
At 20th level, you've forged a pact with Death itself. When you hit a living creature with your Spectral Blade, you can force that creature to make a Constitution saving throw. On a failure, the creature is reduced to 0 hit points On a success, it takes damage equal to half its maximum number of hit points.
Once you use this feature, you can't use it again until you finish a long rest.
<!-Class Feature->[edit]
<!-Class feature game rule information->
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes