Ninja class Homebrew

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The Ninja
Level Proficiency Bonus Features Sneak Attack Unarmored Movement
1st +2 Sneak Attack, Unarmored Defense, Ninja Sign Language 1d6
2nd +2 Unarmored Movement, Lightfooted 1d6 10ft
3rd +2 Ninja Archetype, Athletic Focus 2d6 10ft
4th +2 Ability Score Improvement, Shuriken Storm 2d6 10ft
5th +3 Improvised Weapons Expert 3d6 10ft
6th +3 Step Through The Shadows 3d6 10ft
7th +3 Stealth Mastery 4d6 15ft
8th +3 Ability Score Improvement 4d6 15ft
9th +4 Archetype Feature 5d6 15ft
10th +4 Master Of The Shadows 5d6 15ft
11th +4 6d6 15ft
12th +4 Ability Score Improvement, Weapon Sleight 6d6 20ft
13th +5 Evasion, Archetype Feature 6d6 20ft
14th +5 7d6 20ft
15th +5 Feint Attack 7d6 20ft
16th +5 Ability Score Improvement 7d6 20ft
17th +6 Archetype Feature 8d6 20ft
18th +6 8d6 20ft
19th +6 Ability Score Improvement 8d6 20ft
20th +6 Ambush Master 8d6 20ft

The Ninja details

Highly skilled spies and assassins, ninjas can master a broad range of skills and combat techniques. Nearly every ninja perfects the arts of moving quietly and remaining hidden, and her secondary skills define her role in an adventuring party or a community. Many ninjas hone skills that help them become better spies, mastering the arts of social interaction and disguise. Others take on the role of cat burglars, practicing skills that help them fi nd and bypass traps and locks. In combat, a ninja can deal out devastating blows if her opponent doesn’t know she’s there, but she’s not quite as adept as a rogue is at delivering such attacks in a prolonged battle. Ninjas jump and climb farther and faster than members of most other classes, and they are skilled acrobats as well. Ninjas also receive special training in the use of poisons, and many ninjas employ poisonous weapons in combat.

Depending on a ninja’s skill selection and the mission that her party undertakes, the character’s role in the group can vary dramatically. A ninja practiced in disguise and diplomacy might assume a false identity and act as the group’s leader and front person. A stealthy ninja who has perfected the arts of infiltration might act as a scout or point, while a more cautious ninja might hang back, covering the group’s rear. Whatever a ninja’s role during routine dungeon exploration or other adventures, she is a dangerous and unpredictable combatant who can disable foes with poison, seemingly strike from nowhere, and escape almost any situation by using her supernatural abilities.

Quick Build

Ninjas benefit from a high Dexterity score, since it affects their most important skills, and many of their abilities require that they wear no armor. A high Dexterity also helps a ninja to act first in initiative and take advantage of her sudden strike ability. A ninja also appreciates a high Wisdom score, which improves her Armor Class, and spells for those who use take the Shinobi archetype.

Created by Chris Porter - Ninja | Homebew

Class Features

the ninja

As a Ninja you gain the following class features

Hit Points

  • Hit Dice: 1d8 per ninja level
  • Hit Dice at 1st level 8 + your Constitution modifier
  • Hit Dice at higher levels 1d8 (or 5) + your Constitution modifier per ninja level after 1st

Proficiencies


  • Armor: Ninja are not proficient with any armor or sheilds
  • Weapons: Simple weapons, Blowgun, Hand Crossbow, Longbow, Rapier, Shortsword, and Scimitar
  • Tools: Thieves' Tools

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, Stealth.

Equipment

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

  • (a) a rapier or (b) a scimitar
  • (a) a light crossbow and a quiver of 20 bolts or (b) a shortbow and a quiver of 20 arrows
  • four daggers, burglar's pack, Thieves' tools

Ninja Sign Language

When working in teams ninjas learn to communicate through hand signals rather then through words. Only ninjas of the same house will know your specific version of the hand signs but other ninjas will understand basic communication signs that are universal to ninja sign language.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Ninja table.

Unarmored Defense

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.

Unarmored Movement

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 ninja levels, as shown in the ninja table. At 9th level, you gain the ability to move along vertical surfaces without falling during the move.

Light Footed

At 2nd level you become extremely light footed and nimble when in combat. You can use the Dash, Dodge, or Disengage actions as a bonus action a number of times equal to your Wisdom modifier and you regain these uses on a short or long rest.

Ninja Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your ninja abilities: Shinobi, Bloodletter, or Espionage Master, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Acrobatic Focus

At 3rd level you gain advantage on all Acrobatic checks and can climb at full movement speed on a successful Acrobatics check.

Ability Score Improvement

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.

Shuriken Storm

At 4th level you can immediately after you make a weapon attack action with a light thrown weapon (daggers, darts, shurikens, ect), you can make one additional thrown weapon attack as a bonus action. You can use this ability a number of times equal to your Wisdom modifier per long rest. At 14th level you can add one more additional thrown weapon attack to your bonus action.

Improvised Weapons Expert

At 5th level, you become a master of improvising materials around you into weapons. You can treat any improvised weapon as having the damage stats of a standard weapon in relation to its size and attack style. You will also gain proficiency while wielding any improvised weapon.

Small items relative to the size of a club or dagger utilize the base damage of 1d4 and any damage type appropriate to the item used.

Medium items relative to the size of a shortsword or scimitar utilize the base damage of 1d6 and any damage type appropriate to the item used.

Large items relative to the size of a longsword or rapier utilize the base damage of 1d8 and any damage type appropriate to the item used.

Step Through The Shadows

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Created by Chris Porter - Ninja | Homebew

Stealth Mastery

Starting at 7th level, you gain advantage on a Dexterity (Stealth).

Master Of The Shadows

By 10th level, you have mastered the shadows and the art of staying unseen. Then you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible and can move at half your speed until you make an attack, cast a spell, or are in an area of bright light. You can only be spotted by someone with true site or someone using magical means to see invisible creatures.

Weapon Sleight

At 12th level as a ninja you become a master of tactical strikes in combat. As a full attack action you may intentionally lock weapons with your enemy and attempt to disarm them with a hook of your blade to their hilt or by another means that fits your weapon style against your enemy. When you do this you must succeed an opposing Dexterity check with proficiency bonus added against your opponents Dexterity save and if they fail they drop the weapon to the floor. If you fight with two weapons you may add your second weapon to the melee struggle to receive advantage on your opposing roll.

Evasion

Beginning at 13th level, a ninja has 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.

Feint Attack

At 15th level you have mastered combat deception and may intentionally make a missed attack as a bonus action to create an opening for your attack. When you make a feint attack, you gain advantage with hitting on your attack action within the same turn.

Ambush Master

Starting at 20th level, you excel at leading ambushes. If any of your foes are surprised, you can use a bonus action on your first turn of combat to grant each ally who is within sight a +5 bonus to initiative and a 10-foot movement speed increase that lasts until the end of the combat.

Created by Chris Porter - Ninja | Homebew

Ninja Archetypes

Created by Chris Porter - Ninja | Homebew

Bloodletter

Bloodletter ninjas are highly trained and skilled killers. Hired for their efficiency in the arts of death they fight without mercy and adhere to no combat rules of honor. Some are hired for assassination missions against political figures or those of royalty while others can be found within a secret order dedicated to fighting a specific force or enemy. After completing training occasionally Bloodletters will go out on their own and sometimes will integrate into an adventure group.

Bonus Proficienies

When you choose the bloodletter archetype at 3rd level you gain the skill proficiency Intimidation as well as become proficient with all martial weapons.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Dirty Fighter

At 9th level a Bloodletter will resort to any means to win a fight, even through unhonorable tactics. When engaged with an enemy the ninja can can throw dirt in the enemies eyes forcing them to make a Constitution save to resist blindness with a DC of 8 + Dex + Proficiency bonus. Another option is to give a low blow kick, or through some other unsportsman like tactic that would require an opposing Dexterity roll with the ninja adding their proficiency bonus. If the ninja succeeds then his enemy is blinded or disoriented for 1d4 turns and on each turn the target may make a Constitution save to remove the blindness or disorientation.

Exploit Weakness

At 13th level, a Bloodletter has become extremely adept at reading his enemies and finding weaknesses in their stance and armor giving them greater capability to land a fatal blow in a vital area. If you have the advantage of watching your opponent for a rounds worth of time before engaging you can spot a specific targets weaknesses or if you are already in combat and on your second turn, you may use a bonus action to find the weaknesses in a specific target and receive your Wisdom modifier as a bonus to hit and to damage against a vital area on your next attack.

Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Espionage Master

Masters of deceit and infiltration the Espionage Masters work as spies for hire to infiltrate enemy nations to steal secrets, sway governments and royalty, or on rare occasion assassinate their marks. Most are given a mark to follow, learn, and deceive their way into their marks circle. They sneak their way in by posing as a cohort, become an indentured servant, or impersonate a known ally which allows the master to get close to learn secrets or convince their mark to follow a certain ideal that follows the rules of their orders.

Bonus Proficiencies

When you choose espionage master archetype at 3rd level you gain one skill proficiency from the chose of Deception, Persuasion, Stealth.

Master Deceiver And Manipulator

At 3rd level a ninja that becomes a Espionage Master is one of the most cunning and devious of all ninja. Master of the arts of manipulation and trickery the Espionage Master gains advantage on all rolls for Deception and Persuasion. You also become proficient with the Disguise Kit and Poisoner's Kit.

Credit: Artstation, Pinterest

Created by Chris Porter - Ninja | Homebew

Infiltration Expert

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants, Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. Additionally the Ninja gains advantage when rolling Sleight of Hand (DEX) in an attempt to slip poison to a target in a non combative manner.

Impostor

At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Target Elimination

At 17th level the Espionage Master has the deceptive capabilities to get in close to a target when and where they least expect it, usually posing as an ally or servant. When the right opportunity becomes available it is time to strike and finish the mission. Whenever using the Infiltration Expert or Imposter ability to get close to a target the Ninja has the time to identify the most vital way to make the killing blow. As the Ninja makes his sneak attack at advantage to hit while in any disguise or at any other time the target is surprised by your sneak attack when being within melee range for one rounds worth of time the target must make a Constitution Saving throw (DC 8 + DEX + proficiency) . If the target succeeds the roll then it takes half of the maximum potential that could have been made by the attack. However if they should fail they receive maximum damage.

Shinobi

As a Shinobi you have trained vigorously in broadening your skills to the arcane using a new magic gathering source. Rather then using components to fuel their spells, Shinobi can use Chakra to empower them which enables them to cast all known spells without components, however they are required to use somantic hand signs and verbally speak the name of their spell regardless of the spells initial casting requirements.

Spellcasting

Through extensive training you're able to harness your inner chakra for the purpose of casting spells. You will use your Wisdom as your spell casting ability modifier and each spell will require as many chakra points to cast as the level of the spell. Example a first level spell cost one chakra points and a second level spell costs two chakra points, but a level one spell upcasted as a level two spell will cost two chakra points.. Also all spells gained through this archetype have their requirements altered to verbal and somantic only. All spells cast using a Shinobi's chakra do not require components regardless of the spells original requirements. You regain all lost chakra points after a long rest.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spells
Level Cantrips Known Spells Known Chakra Points Spell Level
3rd 2 3 2 1st
4th 2 4 2 1st
5th 2 4 4 1st
6th 2 4 4 1st
7th 2 5 6 2nd
8th 2 5 6 2nd
9th 2 5 8 2nd
10th 3 6 8 2nd
11th 3 6 10 2nd
12th 3 7 10 2nd
13th 3 7 12 3rd
14th 3 8 12 3rd
15th 3 8 14 3rd
16th 3 9 14 3rd
17th 3 9 16 3rd
18th 3 9 18 3rd
19th 3 10 18 4th
20th 3 10 20 4th
6
Created by Chris Porter - Ninja | Homebew
Shinobi Nature Wind Primary Element: Force
Level Spells
3rd Thunderbolt (cantrip)
3rd Wind Sword (1st level)
7th Shatter (2nd level)
13th Thunder Step (3rd level)
19th (4th level)
Shinobi Nature Water Primary Element: Cold
Level Spells
3rd Ray of Frost (cantrip)
3rd Ice Knife (1st level)
7th Snilloc’s Snowball Swarm (2nd level)
13th Tidal Wave (3rd level)
19th Ice Storm (4th level)
Shinobi Nature Fire Primary Element: Fire
Level Spells
3rd Firebolt (Cantrip)
3rd Molten Shard (1st level)
7th Aganazzar’s Scorcher (2nd level)
13th Fireball (3rd level)
19th Amaterasu (4th level)
Shinobi Nature Earth Primary Element: Acid
Level Spells
3rd Poison Spray (cantrip)
3rd Ensnaring Strike (1st level)
7th Maximilian’s Earthen Grasp (2nd level)
13th Erupting Earth (3rd level)
19th Vitriolic Sphere (4th level)
Shinobi Nature Lightning Primary Element: Lightning
Level Spells
3rd Shocking Grasp (cantrip
3rd Witch Bolt (1st level)
7th Lightning Blast (2nd level)
13th Call Lightning (3rd level)
19th Chidori (4th level)
Created by Chris Porter - Ninja | Homebew

Bonus Proficiency

When you choose the Shinobi archetype at 3rd level you gain the skill proficiency Arcana.

Elemental Focus

At 3rd level you must choose your Shinobi's natural element to be proficient in, which is your natural affinity to a specific nature styled magic from the list of Wind, Water, Fire, Earth, or Lightning. There are a number of spells that relate to your Shinobi's Nature, as each spell is notated on your spell list. Anytime you cast a spell related to your Primary Element you double the your spell casting modifier to the spell save DC or you add your spellcasting modifier as additional damage using the damage type associated with your Element. If your spellcasting modifier is being added as damage from an additional source, this effect stacks.

Magical Assassination

Starting at 9th level, if you are hidden from a creature when you cast a spell on it the creature has disadvantage on any saving throw it makes against the spell this turn.

Nature Mastery

When you reach 13th level you become proficient in one additional Nature. This will allow you to add your spellcasting modifier to the damage of these nature spells but will not have access to the Nature's bonus spells. You also gain resistance to your primary nature's element.

Summoner

At 17th level the Shinobi has the ability to mold their chakra into a copy of themselves known as a Shadow Clone. As an action you must spend 6 chakra points to summon your clone. When you create a Shadow Clone it acts independently using your initiative and responds to your commands (no action required) and you have a telepathic link of 120 feet. The clone, when created comes equipped with one non magical copy of a weapon that you carry and can use all your features and spells available but you both share the same chakra point pool. The clone has the same attribute points and skills as you but only has a quarter of your current health at the time of creation. Finally the clone stores all the information from its senses and memories from the time of its creation until its death or dispelling into a mental package that is returned to you allowing you to feel and remember them as if they were your own feelings and memories. The clone can be active for up to 1 hour without concentration and when the clone is killed or dispelled you receive one level of exhaustion. This ability can be used once per long rest.

Cantrips (0 Level)
  • Air Palm (Wind Nature)
  • Acid Splash (Earth Nature)
  • Blade Ward
  • Booming Blade (Wind Nature)
  • Control Flames (Fire Nature)
  • Create Bonfire (Fire Nature)
  • Dancing Lights
  • Frostbite (Water Nature)
  • Green Flame Blade (Fire Nature)
  • Gust (Wind Nature)
  • Infestation (Earth Nature)
  • Light (Lightning Nature)
  • Lightning Blade (Lightning Nature)
  • Lightning Lure (Lightning Nature)
  • Magic Stone (Earth Nature)
  • Message
  • Minor Illusion
  • Mold Earth
  • Prestidigitation
  • Produce Flame (Fire Nature)
  • Scalding Splash (Water Nature)
  • Shape Water
  • Spark (Lightning Nature)
  • Sword Burst
  • Thaumaturgy
  • Thorn Whip (Earth Nature)
  • Thunderclap (Wind Nature)
1st Level
  • Absorb Elements (All Natures)
  • Alarm (ritual)
  • Armor of Agathys (Water Nature)
  • Armor of Raijin (Lightning Nature)
  • Burning Hands (Fire Nature)
  • Chromatic Orb (All Natures)
  • Color Spray
  • Create or Destroy Water
  • Disguise Self
  • Earth Tremor (Earth Nature)
  • Entangle (Earth Nature)
  • Faerie Fire
  • Feather Fall
  • Fog Cloud
  • Goodberry
  • Grease (Water Nature)
  • Hail of Thorns (Earth Nature)
  • Hellish Rebuke (Fire Nature)
  • Illusory Script (Ritual)
  • Jump
  • Lightning Blitz (Lightning Nature)
  • Purify Food and Drink (Ritual)
  • Pyre of the Earth (Fire Nature)
  • Shield
  • Silent Image
  • Snare
  • Static Pulse (Lightning Nature)
  • Tensers Floating Disk
  • Thunderwave (Wind Nature)
2nd Level
  • Alter Self
  • Arcane Lock
  • Barkskin
  • Blur
  • Cloud of Daggers
  • Continual Flame
  • Cordon of Arrows
  • Darkness
  • Dragon's Breath (All Natures)
  • Dust Devil (Wind Nature)
  • Earthbind (Earth Nature)
  • Electric Armaments (Lightning Nature)
  • Flame Blade (Fire Nature)
  • Flaming Sphere (Fire Nature)
  • Gust of Wind (Wind Nature)
  • Heat Metal (Fire Nature)
  • Invisibility
  • Knock
  • Levitate (Wind Nature)
  • Lightning Ball (Lightning Nature)
  • Magic Mouth (Ritual)
  • Melf’s Acid Arrow (Earth Nature)
  • Mirror Image
  • Misty Step
  • Nystul’s Magic Aura
  • Pass Without Trace
  • Phantasmal Force
  • Protection from Poison
  • Pyrotechnics
  • Silence (Ritual)
  • Spider Climb
  • Spike Growth (Earth Nature)
  • Tendril Storm (Lightning Nature)
  • Warding Wind
  • Web
3rd Level
  • Conjure Animals
  • Conjure Barrage
  • Daylight
  • Elemental Weapon (All Natures)
  • Flame Arrows (Fire Nature)
  • Flame Torrent (Fire Nature)
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Lightning Arrow (Lightning Nature)
  • Lightning Bolt (Lightning Nature)
  • Major Image
  • Meld into Stone (Ritual)
  • Melf’s Minute Meteors (Fire Nature)
  • Plant Growth
  • Sending
  • Sleet Storm (Water Nature)
  • Speak with Plants
  • Stinking Cloud (Wind Nature)
  • Tether (Lightning Nature)
  • Thunderstep (Lightning Nature)
  • Wall of Sand (Earth Nature)
  • Wall of Water (Water Nature)
  • Water Breathing (Ritual)
  • Water Walk (Ritual)
  • Wind Wall (Wind Nature)
4th Level
  • Anchor of Pain (Lightning Nature)
  • Control Water (Water Nature)
  • Electric Arc (Lightning Nature)
  • Elemental Bane (All Natures)
  • Evard’s Black Tentacles
  • Fabricate
  • Fire Shield (Fire Nature)
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine (Earth Nature)
  • Greater Invisibility
  • Hallucinatory Terrain
  • Mordenkainen’s Faithful Hound
  • Otiluke’s Resilient Sphere
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Storm Sphere (Lightning Nature)
  • Wall of Fire (Fire Nature)
  • Watery Sphere (Water Nature)
  • Widogast's Web of Fire (Fire Nature)

Additional Spells

Air Palm

Evocation


  • Level: Cantrip
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A concentrated bubble of swirling air encases your hand and is released with immense force into your target. Make a melee spell attack against your target. If you hit you deal 1d10 thunder damage and the target must make a Constitution saving throw. On a fail the target is pushed back 5 feet and on a success the target only suffers the damage of the attack.

The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Lightning Blade

Evocation


  • Level: Cantrip
  • Casting Time: 1 Action
  • Range: 5 feet
  • Components: V, M (Weapon)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and lightning arcs from your blade to a different creature of your choice that you can see within 5 feet of it. The second creature takes lightning damage equal to your spellcasting ability modifier. This spell's damage increases when you reach higher levels.

At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the lightning damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

Scalding Splash

Conjuration


  • Level: Cantrip
  • Casting Time: 1 Action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You conjure a small wave of boiling water. Each creature in a 15-foot cone must make a Dexterity saving throw or take 1d6 fire damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Spark

Evocation


  • Level: Cantrip
  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You extend a free hand out and let loose a single electrical arc hurtling towards a creature that you can see within range. Make a ranged spell attack against this creature and on a hit they take 1d10 lightning damage.

The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Armor of Raijin

Abjuration


  • Level: 1st
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (A small piece of crystal)
  • Duration: 1 hour

A protective magical force surrounds you, manifesting as spectral sparks of electricity that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 lightning damage.

When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the lightning damage increase by 5 for each slot

Armor of Zephyr

Abjuration


  • Level: 1st
  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (A feather)
  • Duration: 1 hour

A thin layer of air surrounds you increasing your own defenses. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 force damage.

When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the force damage increase by 5 for each slot

Crushing Wind

Evocation


  • Level: 1st
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You form a large wall of wind that you use to crush downward onto any creatures within a 15 foot radius of the center of the target location you can see within range. All creatures must make a Strength saving throw or take 2d8 force damage and their movement speed is halved. On a successful save, the creature takes half damage and their movement speed is unaffected.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Frostwave

Conjuration


  • Level: 1st
  • Casting Time: 1 Action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Instantaneous

Frozen air swirls around you as you create a ring of frost that blasts up to 10 feet away from you in all directions forming massive frozen stalagmite that strike anyone within range. All creatures within range must make a dexterity save or take 2d8 cold damage and fall prone on a failed save. On a successful save the creature only takes half damage and is not knocked prone.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Lightning Blitz

Conjuration


  • Level: 1st
  • Casting Time: 1 Action
  • Range: 40 feet
  • Components: V, S,
  • Duration: Instantaneous

You summon three small shurikens that are made of electricity swirling around your hand. You make a ranged spell attack for each shuriken against a creature of your choice that you can see within range. A shuriken deals 1d6 lightning damage to its target. The shurikens all strike simultaneously and you can direct them to hit one creature or several.

When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more shuriken for each slot level above 1st.

Molten Shard

Conjuration


  • Level: 1st
  • Casting Time: 1 Action
  • Range: 50 feet
  • Components: S, M (metal shard)
  • Duration: Instantaneous

You create a molten shard of heated metal and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage and 2d8 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d8 for each slot level above 1st.

Pyre of the Earth

Evocation


  • Level: 1st
  • Casting Time: 1 Action
  • Range: Self (15-foot radius)
  • Components: V, S
  • Duration: Instantaneous

The ground rumbles below you and pillars of fire erupt from the ground all around you striking every creature within range. Every creature struck by the pillars much make a Dexterity saving throw or take 2d8 fire or half as much on a success.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Static Pulse

Evocation


  • Level: 1st
  • Casting Time: 1 Action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Duration

Your body pulses with electrical energy before being released outward. All creatures within 10 feet of you must make a Dexterity saving throw. On a fail a creature takes 2d8 lightning damage and their movement speed is halved due to the uncontrollable muscle spasms. On a successful save a creature takes half damage and their movement speed is not reduced.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Wind Sword

Evocation


  • Level: 1st
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You envelope your hand with a large concentrated force of wind and slash outward against a creature with a melee spell attack. On a hit you deal 1d6 slashing damage and 1d8 force damage.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Winter's Touch

Evocation


  • Level: 1st
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Your hand becomes enveloped in a layer of deathly cold ice. Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d10 cold damage and the target loses their ability to make a reaction until their next turn.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Electric Armaments

Enchantment


  • Level: 2nd
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (piece of wool)
  • Duration: Concentration, up to 10 minute

You touch a metal weapon, metal shield, or suit of metal armor and imbue it with elemental lightning for the duration. If the imbued object is a weapon, it deals an extra 1d6 lightning damage on a hit. If the imbued object is a shield or a suit of armor, whenever the wearer is hit by a melee attack, the attacker takes 1d6 lightning damage.

At higher levels when you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Lightning Blast

Evocation


  • Level: 2nd
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You release a blast of lightning energy erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Tendril Storm

Evocation


  • Level: 2nd
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A mass of tendrils made of electrical energy rises there and reaches for one creature you can see within 5 feet of it. The target must make a Dexterity saving throw. On a failed save, the target takes 2d6 lightning damage and is restrained for the spell’s duration. As an action, you can cause the tendrils to shock the restrained target, who must make a Dexterity saving throw. It takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the tendrils. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

At higher levels when you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Lightning Ball

Conjuration


  • Level: 2nd
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A 5-foot-diameter sphere of electrical energy appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Tether

Conjuration


  • Level: 3rd
  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create an electrical node attached to yourself and you connect it to another node that you attach to another willing creature within range. This creates a electrical tether between the two of you that acts as a 5 foot wide line. When the creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 3d8 Lightning damage and its speed is halved and on a successful save it takes half the damage and its speed is unaffected.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Chidori

Evocation


  • Level: 4th
  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Charging the energy of your chackra into your hand you create a a pulsing ball of electricity that cracks and chirps like a flock of small birds. Make a melee spell attack against a creature you can reach. On a hit, the target takes 8d10 lightning damage.

When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Anchor of Pain

Evocation


  • Level: 4th
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

Using yourself as an anchor, you make a ranged spell attack against two creatures you can see within range of the spell. If you hit you tether the energy of your anchor to the creatures which will last until the end of the spell or until you are incapacitated. Any time you receive damage the anchor will share the pain with the targets applying the same amount of the damage taken to both targets as lightning damage. Once the targets receive 50 points of damage the tether fades ending the spell.

When you cast this spell using a spell slot of 5th level or higher, the damage limit is increased by 10 for each slot level above 4th.

Electric Arc

Evocation


  • Level: 4th
  • Casting Time: 1 Action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Two bolts then leap from that target to as many as two other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 7d8 lightning damage on a failed save, or half as much on a successful one.

When you cast this spell using a spell slot of 5th level or higher, one additional bolt leaps from the first target to another target for each slot level above 4th.

Widogast's Web of Fire

Evocation


  • Level: 4th
  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S, M * - (A cat's cradle of thread or string coated in phosphorus)
  • Duration: Instantaneous

Striking both palms down upon the ground, a web of flame crackles out around the caster and five streaks of fire rapidly snake along the ground towards up to five enemies the caster can see within a range of 60 feet, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 8D6 fire damage on a failed save, or half as much damage on a succesful one.

Alternatively, all five streaks of fire can instead converge towards a single target instead, dealing 12d6 fire damage on a failed save, or half as much damage on a succesful one.

The fire can travel over obstacles up to 5 feet high, and ignites flammable objects along it's path that aren't being worn or carried.

At higher levels when you cast this spell using a spell slot of 5th level or higher, the damage increases by 1D6 for each slot level above 4th.

Amaterasu

Evocation


  • Level: 4th
  • Casting Time: 1 Action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You create a torrent of black flames that race forward from your burning gaze in a 30 foot cone. All creatures within the area takes 6d8 fire damage on a failed Dexterity save, or half as much damage on a successful one. Additionally if a creatures fails their save they continuously burn causing 1d6 fire damage at the start of each of their turns. The affected creatures must make another saving throw at the end of their turn to extinguish themselves to prevent further damage. It ignites flammable objects in the area that aren’t being worn or carried.

When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d8 for each slot level above 4th.

Flame Torrent

Evocation


  • Level: 3rd
  • Casting Time: 1 Action
  • Range: Self (15 foot radius)
  • Components: V, S
  • Duration: Instantaneous

You create a torrent of swirling fire that pushes out away from you damaging all in its path. Each creature in a 15-foot radius originating from you must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and it ignites flammable objects in the area that aren’t being worn or carried.

When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d8 for each slot level above 3rd.

 

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