Ninja class

by dragoniyan

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The Ninja

The Ninja

The only thing you could hear was the sound of the wind rushing by as a figure clad in black darted over the rooftops, the guards below completely oblivious to the nearing threat to their lord. Gathering his strength the figure took a deep breath and jumped towards the wall of the castle. With extreme grace he clung to the stone wall and climbed upwards with high speed narrowly dodging the gaze of an archer as he swung himself up and over the battlements. He took a short moment to recover from the effort and to scout out the inner castle as, all of a sudden, a patrol rounds the door of one of the towers next to him. With a blur of movement and uncanny precision the figure released a fan of daggers each hitting a single guard in the throat, his heart skipped a beat as he listened for any signs of alarm but it seemed he would be spared this time. He quickly continued to the balcony of the lord's castle and sneaked into the bedchamber finding a sleeping man in his early forties. The figure went over and stabbed one of his daggers into the lords neck while he held a hand over his mouth and waited for the movements to stop. He then ripped the necklace from the lords neck as a proof of success, his master would be proud.

A woman peered through her mask from the shadows as a corrupt nobleman was exchanging dirty money with a merchant, he would not escape her grasp again. After a bit of laughter the nobleman left and headed for the alleyway where the woman was hiding in the shadows. As he came closer the woman smirked and pressed herself deeper into the darkness, completely disappearing. After the nobleman had passed she appeared again and quickly sneaked behind him, she then stepped into his shadow and vanished. Arriving in his home, the nobleman threw of his cloak and poured himself some wine unaware of the woman behind him stepping out of his shadow. With a quick movement the woman got out a thin needle, it dripped ever so slightly with a thick black liquid, which she stabbed into his neck. Like being stung by a wasp the nobleman grasped for his neck and turned around seeing a masked woman standing in front of him. She took of her mask and revealed a wide grin as she pressed her index finger to her lips and disappeared into a nearby shadow. The nobleman felt a gravely shiver spread from his neck all over his body and the last thing he saw was the ceiling as he fell over.

Ninjas are related to the powerful masters of martial arts, the monks, but while monks focus their knowledge of martial arts on perfecting their own bodies, ninjas use their training to allow them to become masters of stealth, assassinations and poison. They are enigmatic by trade, skilled from training, and every last one of them are exceedingly deadly in numerous ways.

Creating a Ninja

When creating a ninja character, think about the clan that trained your character. Was your character born into the clan, or did they choose later in life to join it? Were they always aware that they would be shedding blood for their clan, or did they only learn this later on? Ask your GM how powerful noble families and clans are in your campaign world, and if there are any specific clans you could be a part of.

Quick Build

You can make a Ninja quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose between the Spy, Criminal or Secret Identity backgrounds.

Class Features

As a Ninja, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Ninja level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Ninja level after 1st

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Longswords, Glaives
  • Tools: Choose two from Thieves' tools, Poisoner's kit and Disguise kit

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

Equipment

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

  • (a) a Longsword, (b) a Glaive, or (c) any two simple melee weapons
  • (a) 5 Daggers or (b) a short bow and a quiver with 20 arrows
  • (a) a Burglar's pack, (b) a Dungeoneer's pack, or (c) an Explorer's pack
  • (a) a Poisoner's kit or (b) a Disguise kit
  • Thieves' tools and 10 darts

If you are using starting wealth, you have 4d4 x 10 gp

Class Name
Level Proficiency Bonus Features Unarmored Movement Sneak Attack Base Chakra
1st +2 Ninja Training, Ninja Armor, Fighting Stance, Sneak Attack 2d6
2nd +2 Chakra, Unarmored Movement +10 ft. 2d6 2
3rd +2 Shinobi's Shadow +10 ft. 2d6 3
4th +2 Ability Score Increase, Slow Fall, Piercing Swiftness +10 ft. 2d6 4
5th +3 Extra Attack +10 ft. 3d6 5
6th +3 Shadow Feature, Shadowstep +15 ft. 3d6 6
7th +3 Evasion +15 ft. 3d6 7
8th +3 Ability Score Increase +15 ft 3d6 8
9th +4 Uncanny Dodge +15 ft. 4d6 9
10th +4 Cloak of Shadows +20 ft. 4d6 10
11th +4 Shadow Feature +20 ft. 4d6 11
12th +4 Ability Score Increase +20 ft. 4d6 12
13th +5 Dart of Neutralization +20 ft. 5d6 13
14th +5 Shadowmeld +25 ft. 5d6 14
15th +5 Vengeance Strike +25 ft. 5d6 15
16th +5 Ability Score Increase +25 ft. 5d6 16
17th +6 Shadow Feature +25 ft. 6d6 17
18th +6 Burst of Skill +30 ft. 6d6 18
19th +6 Ability Score Increase +30 ft. 6d6 19
20th +6 Perfect Self +30 ft. 6d6 20

Ninja Training

Due to your training as a ninja, you have learned to wield most weapons with the agility others wield daggers with. Starting at 1st-level, when wielding a melee weapon you are proficient with, you may substitute your Strength modifier for your Dexterity modifier.

Additionally, a ninja strikes swiftly, you have learned how to draw and sheath weapons as a free action.

You may also Hide as a bonus action and you gain proficiency in the Stealth skill. If you already have proficiency you gain expertise instead, doubling your proficiency bonus for the skill.

Ninja Armor

Starting at 1st-level you have access to a suit of light, black leather armor made specially for Ninjas, this is a full suit including boots, gloves, a hood and a mask.

While wearing this suit you have an AC equal to 13 + your Dexterity modifier and you have advantage on Dexterity (Stealth) checks when in dim light and darkness.

Additionally, this suit can hold 10 throwing daggers and 20 throwing darts in slots tactically distributed over the suit removing the need to get them out of your backpack until you've emptied all the slots.

If you would ever lose your Ninja armor or it is destroyed, you can craft a new one during a long rest by spending 50 gp worth of quality leather.

Fighting Stance

Your style of fighting relates to a powerful beast of the world, with you mimicking it to supplement your own prowess. At 1st-level, choose one of the following options. You can’t take a Fighting Stance option more than once, even if you later get to choose again.

Choose an additional fighting stance at 5th-level, and at 11th-level.

Bear Stance

When you use your action to make a melee weapon attack, and have at least one hand free, you can use your bonus action to shove a creature within 5 feet of yourself.

Cheetah Stance

You have advantage on initiative rolls, and cannot be surprised.

Eagle Stance

You gain a +2 bonus to attack rolls you make with ranged and thrown weapons.

Mantis Stance

When you engage in two-weapon fighting, you can add your ability modifier.

Turtle Stance

As a reaction to being targeted by a weapon attack, you increase your armor class by an amount equal to your Proficiency bonus, until the start of your next turn.

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 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a weapon you are proficient with.

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.

Chakra

Starting at 2nd-level, your training allows you to harness the mystic energy of Chakra. Your access to this energy is represented by a number of Chakra points. The amount of Chakra points available to you is equal to your level + your Wisdom modifier. You can spend these points to fuel various Chakra features. You start knowing three such features: Flurry Strike, Step of the Wind, and Shadow Arts. You learn more Chakra features as you gain levels in this class.

When you spend a Chakra point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Chakra back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Chakra points. You cannot use Chakra features if you are wearing armor that is not light, or wielding a shield.

Some of your Chakra features require your target to make a saving throw to resist the feature’s effects, or for you to make a spell attack. The saving throw DC and spell attack modifier is calculated as follows:

Chakra Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Chakra attack modifier = your proficiency bonus +

your Wisdom modifier

Flurry Strike

When you use two-weapon-fighting with a pair of weapons you are proficient with, you can spend 1 Chakra point to make one attack with each of those weapons as a bonus action instead of just with the off-hand weapon.

Step of the Wind

You can spend 1 Chakra point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled.

Shadow Arts

As an action. you can spend 2 Chakra points to cast darkness, darkvision, pass without trace, or silence at their lowest level without providing material components.

Unarmored Movement

Starting at 2nd-level, your speed increases by 10 feet. 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 and across liquids on your turn without falling during the move.

You only gain the benefits of this feature while either wearing your Ninja Suit or not wearing armor or wielding a shield.

Shinobi's Shadow

At 3rd-level, you commit yourself to following a specific way of the ninja, known as emulating the shadow of those who created the ways. Choose from the Shadow of Death, the Shadow of Poison, the Shadow of Infiltration and the Shadow of Blood, all at the bottom of this page. Your choice grants you features at 3rd, 6th, 11th, and 17th levels.

Ability Score Increase

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.

Slow Fall

At 4th-level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Ninja level.

Piercing swiftness

Starting at 4th-level, you are trained to strike swift and true, aiming to finish a fight in one one smooth motion. As a bonus action you can throw either 2 daggers or 4 darts, making a ranged attack for all of them. You can do this an amount of times equal to your Dexterity modifier (minimum of 1).

Upon reaching 10th-level you can throw up to either 3 daggers or 6 darts and at 16th-level this becomes up to either 4 daggers or 8 darts.

Extra Attack

Starting at 5th-level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Shadowstep

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.

Evasion

Beginning at 7th-level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm 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.

Uncanny Dodge

Starting at 9th-level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attacks damage against you.

Cloak of Shadows

By 10th-level, you have learned to become one with the shadows. When 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.

Dart of Neutralization

Starting at 13th-level, you've learned non-lethal techniques to take out your foes. As an action, you can spend 1 or more Chakra points and force a creature within 60 feet of yourself to succeed on a Constitution saving throw, or be incapacitated for 1 minute per Chakra point spent.

Shadowmeld

Starting at 14th-level, your control over the shadows grows. As an action, you can spend 4 Chakra points and melt into the shadow of a creature or object that is your size or larger, for up to 8 hours. When their shadow moves, you move with it. You cannot see while in a shadow, but you can hear what the host of your shadow hears. As a bonus action, you can exit their shadow, appearing within 5 feet of the host.

Vengeance Strike

Starting at 15th-level, you've learned how to use your Chakra to imbue your weapon with energy. As a bonus action, your next weapon attack deals an extra 1d10 necrotic damage for each Chakra spent (minimum of 1) up to a maximum of your Wisdom modifier.

Burst of Skill

At 18th-level, you gain an increase in your skill with your weaponry and as a ninja. You gain +2 to hit on attacks with weapons you are proficient with, you gain a bonus of +3 on dexterity checks and hit a critical on a roll of 19-20.

Perfect Self

At 20th-level, when you roll for initiative and have no Chakra points remaining, you regain 4 Chakra points.

Shinobi's Shadow

All Ninjas eventually choose a specific Shadow to emulate, this Shadow is usually a reflection of the Ninja's personality or their fighting style. Whatever Shadow a Ninja choses to emulate, it heavily impacts the way they handle any given scenario.

Shadow of Death

The Shadow of Death is the most iconic of the traditional ways a ninja can emulate, being highly skilled in assassination, they make instant death look like an art form.

Assassinate

Starting at 3rd-level, when you choose this archetype, 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 combat yet.

In addition, if the creature is surprised or you use this feature to start combat, the hit automatically counts as a crit.

Dark Escape

At 6th-level, the shadows start to protect you and you embrace them. As a reaction to being hit, you can create a 30 foot sphere of darkness centered on yourself, as by the darkness spell, without requiring concentration.

Additionally, any magical darkness that you create no longer impairs your vision.

Lethality

At 11th-level, your knowledge of killing and assassination has reached a new high. When you attack and hit a creature that is surprised, it must make a Constitution saving throw against your Chakra save DC. On a failed save, double the damage of your attack against the creature. Otherwise you deal damage normally.

Curse of Death

Starting at 17th-level, your skill in death is unparalleled. When you have advantage on an attack, you can forgo your action and instead spend 16 Chakra points to mark your target for death. Make a melee hit roll + your Chakra attack modifier, on a hit the target is instantly inflicted with 3 levels of exhaustion. You may then choose if the target stays where he is or if he disappears in a shroud of darkness and is transported to whatever place the target considers home. No matter what you choose, the target's soul is now marked for collection by Death. Starting from the moment you hit a 7 day period will start, once this period is over the target must make a Constitution Saving throw against your Chakra save DC at disadvantage. On a fail, the target dies instantly and his soul is collected. On a success, the target takes 12d10+60 necrotic damage and the exhaustion is removed.

If you so choose, as a free action, you can either trigger the Curse's effects early or end it harmlessly.

This is an unbreakable Curse and its effects can't be removed by anything short of the Wish spell.

Shadow of Poison

Ninjas who emulate the Shadow of Poison prefer killing off their targets from afar or from behind, usually using any sort of lethal toxins to cripple their opponents. They might be spotted more often than their Death and Infiltration counterparts, but they are no less lethal.

Poison Craft

Starting at 3rd-level, when you choose this archetype, you learn how to make poisons which is further detailed at the end of the Class description. You also double your proficiency bonus for any checks involving your Poisoner's kit and you can apply your poisons with a bonus action instead of an action.

Ranged Poisoner

Starting at 6th-level, you've become better with the art of poisoning at range. You now ignore the loading property for a blowpipe and it now deals 1d4 base damage in your hands. You are also no longer effected by the long range on blowpipes and make attacks past its long range with disadvantage instead.

Venomous Strikes

Starting at 11th-level, weapons that are poisoned have an extra d6 of damage and retain an amount of uses of poison equal to your Wisdom modifier + your Proficiency bonus rather than just a single use.

Additionally, the potency of you poisons has grown. If a creature is resistant to poison damage, poisons you make ignore that resistance. If that creature is immune to poison damage, poisons you make ignore this immunity, and deal half damage instead. If a creature is immune to the poisoned condition, poisons you make ignore this immunity, and the creature makes any saving throws against them with advantage instead.

Also, when you use a sneak attack with a weapon or a piece of ammunition coated in a poison you've made, the victim makes any saving throw against your poison with disadvantage

Masterwork Poison

At 17th-level, you've created your own master poison. When you gain this feature you get 1 dose and you craft one slightly different one every week, this poison has the properties of a contact, ingested and injury poison making it highly versatile. For every dose you craft, you create one unique antidote that can only be used on its corresponding poison or else it's just as lethal.

When applied, the poison takes 1 minute to take effect, after which whomever was poisoned must make a Constitution saving throw with a -10 modifier against your Chakra save DC. On a failed save, whomever was poisoned dies. On a successful save whomever was poisoned has 1d4 + their Constitution modifier Hit Points remaining and is inflicted with 4 levels of Exhaustion.

Shadow of Infiltration

Ninjas who emulate this Shadow become true masters of Stealth. Their ability to get in and out of anywhere is almost magical, they are seen so rarely that most are not sure they are even real at all.

Infiltration Training

Starting at 3rd-level, when you choose this archetype, you automatically succeed with opening non-magical locks and disarming non-magical traps as long as you have your Thieves' tools, without them you have advantage on these checks.

Additionally, you can move at a normal pace while looking for traps and you get a climbing speed equal to your movement speed.

Infiltration Expertise

Starting at 6th-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 somebody 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.

One of Shadows

Beginning at 11th-level, using an action and spending 5 Chakra, you can pull yourself into the Shadow Realm. When you do this everything on you is transported with you and you are considered Invisible but you don't leave any tracks and any sounds you make aren't heard outside of the Shadow Realm. Besides this you are considered immaterial, phasing through anything you try to touch, which allows you to go through walls and other creatures the latter of which experience this as a cold shiver pulling through them.

As an action you can pull yourself back into the material plane, suffering disadvantage on all attacks and ability checks until the end of your next turn as the effects of being in the Shadow Realm kick in.

Burst of Speed

At 17th-level, you get an unnatural boost to your Dexterity. You gain +4 to your Dexterity score. The maximum for your Dexterity score is now 24. You also gain +10 to your speed.

Shadow of Blood

Those emulating this Shadow are far more aggressive than their other Ninja counterparts, they excel at bloodshed and most seem to even enjoy it. They are generally outcasts from their Clans or they live in extremely tight nit groups with other Shadow of Blood Ninjas.

Weapon Master

Starting at 3rd-level, when you choose this archetype, your extreme mastery of your weapons allows you to always retain your grip on your weapon. You can no longer be disarmed while you aren't incapacitated.

Additionally, when you're wielding a weapon you are proficient with you can make one attack with it as a bonus action.

Elusive

At 6th-level, you are so evasive that attackers rarely gain the upper hand against you. As long as you're wielding a weapon you're proficient with no attack roll has advantage against you while you aren't incapacitated.

Blade Storm

Beginning at 11th-level, you can attack thrice, instead of twice, whenever you take the Attack action on your turn and you have two reactions instead of one.

Gale Force

At 17th-level, when you kill a target with an attack, you may immediately move your speed and take another action. If you do not kill the target, roll a d20. If you roll a 17-20, you may immediately move your speed and take another action, and you don’t provoke opportunity attacks. You may use this feature up to 3 times per turn.

Poison Crafting

When you attempt to create a poison from the table below, you must spend the amount of time and components indicated in the recipe, and then must make an ability check with the Poisoner's Kit, using Wisdom. If you beat the recipe's crafting DC, the poison is added to your equipment.

If you attempt to make a poison you know the recipe of, you double your proficiency bonus for this ability check, and the crafting time and components are halved.

Types of Poison

Poisons come in the following four types:

  1. Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
  2. Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid.
  3. Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
  4. Injury: Injury poison can be applied to Weapons, Ammunition, trap Components, and other Objects that deal piercing or slashing damage.

Coating

You can coat weapons and pieces of ammunition with poisons if they have the Injury type. With one dose you can coat one weapon, or up to twenty pieces of ammunition, and the poison is consumed in the process. The poison remains active for one hour, and then it dries and disappears. During this time, if you use the coated weapon or ammunition to deal slashing or piercing damage to a creature, that creature becomes subject to the effects described in the table below.

When you coat an item that is already coated in poison, the previous coating is removed to make space for the new coating. A single piece of equipment can only have one poisonous coating at a time.

Recipes

Upon choosing the Shadow of Poison you learn three poison recipes. You learn one new recipe at 6th, 9th, 12th, and 15th, level. Additionally, whenever you gain a level, you can replace a recipe you know with another from this table.

Name Type Crafting DC Crafting Time Components
Assassin’s Blood Ingested 14 1 hour A vial of your own blood, extracted less than a minute after you've received poison damage
Burnt Othur Fumes Inhaled 16 1 hour An undead's claw or fingernail
Crawler Mucus Contact 16 8 hours The brains of a large or bigger monstrosity
Drow Poison Injury 14 8 hours A pair of eyes which have never seen the light of the sun
Essence of Ether Inhaled 16 12 hours 50 GP worth of rare poisonous mushrooms
Malice Inhaled 16 4 hours 75 GP worth of emeralds, grounded into a powder
Midnight Tears Ingested 22 48 hours A single tear from a child
Oil of Taggit Contact 16 4 hours The sweat of a medium or larger abomination
Pale Tincture Ingested 18 8 hours One pound of ectoplasm
Purple Worm Poison Injury 22 48 hours a purple worm's fang
Serpent Venom Injury 14 2 hours The fang of a poisonous snake
Torpor Ingested 18 8 hours A vial of a lawful good priest's blood
Truth Serum Ingested 14 2 hours A celestial creature's hair
Wyvern Poison Injury 20 24 hours The venom gland of a wyvern or the sac of a black dragon

Poison Descriptions

  • Assassin's Blood: A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is Poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t Poisoned.
  • Burnt Othur Fumes: A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
  • Crawler Mucus: This poison must be harvested from a dead or Incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 minute. The Poisoned creature is Paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Drow Poison: This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
  • Essence of Ether: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 8 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
  • Malice: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature is Blinded.
  • Midnight Tears: A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
  • Oil of Taggit: A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become Poisoned for 24 hours. The Poisoned creature is Unconscious. The creature wakes up if it takes damage.
  • Pale Tincture: A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become Poisoned. The Poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful Saving Throws, the effect ends and the creature can heal normally.
  • Purple Worm Poison: A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
  • Serpent Venom: A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
  • Torpor: A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become Poisoned for 4d6 hours. The Poisoned creature is Incapacitated.
  • Truth Serum: A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become Poisoned for 1 hour. The Poisoned creature can’t knowingly speak a lie, as if under the effect of a Zone of Truth spell.
  • Wyvern Poison: This poison must be harvested from a dead or Incapacitated Wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Multiclassing

Prerequisites

To qualify for multiclassing into the Ninja class, you must meet these prerequisites:

  • Dexterity 14 or higher.
  • Wisdom 10 or higher

Proficiencies

When you multiclass into the Ninja class, you gain the following proficiencies:

Simple Weapons, Longswords, Thieves' tools, Poisoner's kit

Thanks

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Special thanks to everyone at r/UnearthedArcana and at the Discord of Many Things for their support and feedback.

Cover Art: Ninja Gaiden Wikia

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