Ninja
The orc stood up, satisfied with her work. She tossed her origami owl into the air, where it grew to giant size. Donning the mask of the legendary Blue Spirit, she mounted her creation and soared into the night sky.
The king lay bleeding on the floor as his dwarf assailant methodically stripped him of all identifying objects, starting with his finely-crafted shoes and ending with his handsome face. Then, the assassin summoned a shapeless spirit to consume what remained.
Outnumbered five to one, the halfling didn't flinch. In a split-second move, she hurled a bomb of choking gas, dashed up the wall, and ran through the ceiling.
Whatever their specialty, ninjas are supernaturally-talented agents of stealth, espionage, and assassination. They are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a flashing display of martial prowess or a subtler focus of agility and speed, this energy infuses all that a ninja does.
Ki and Precision
Ninjas make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Ninjas harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities. Using this energy, ninjas can perform incredible feats like walking unseen, instantly healing wounds, and teleportation.
When it comes to combat, ninjas prioritize cunning over brute strength. A ninja would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Ninjas have an uncanny knack for avoiding danger, and some worship powerful spirit beings to supplement their other abilities.
Shadowy Asceticism
A majority of ninjas belong to (or at one point, belonged to) a clan. Clans offer tutelage in the hidden arts, safe haven, and allies to complete missions. Some are found in remote areas, while others exist in the heart of thriving cities under the guise of institutions such as a temple. Clans often operate like thieves' guilds or provide services such as killing for hire, but a few have more noble goals like protecting the weak or uprooting corruption.
While many monks are happy to remain in their cloister, ninjas are a different breed, since nearly all clans have a desire to influence the outside world, whether for good or for evil. A ninja's training is designed to make her ready to face any obstacle. To be a ninja is to be always prepared for an adventure.
Creating a Ninja
As you make your ninja character, think about your connection to your clan, where you learned your skills and spent your formative years.
Were you an orphan or a child that the clan saw potential in? Did your parents promise you to the clan in payment for a service performed by the ninjas? Did you enter this secluded life to hide from a crime you committed? Or did you choose the ninja life for yourself? If you never had a clan, how did you learn your ninja skills? Perhaps you learned them after you stumbled upon ancient scrolls, or you could have been adopted by a ninja. Your powers may also have been gained through worshiping a spirit being, or perhaps the spirit being chose you for a purpose.
If you had a clan but left it, why? Were you banished because of a transgression or did you disagree with the leadership? Are you hunted by your former comrades? If you remain a clan member, what do you seek from the relationship? Is the clan just a means to gaining greater personal power, or do you really see yourself as part of a close-knit group? Do you fear leaving?
As a result of the structured life of a ninja clan and the discipline required to harness ki, ninjas are almost always lawful in alignment. Ninjas without a clan are more likely to be neutral or chaotic.
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, blowguns, hand crossbows, nets, scimitars, shortswords, shuriken
- Tools: Thieves' tools
- Saving Throws: Dexterity and Intelligence
- Skills: Choose three 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 shortsword or (b) any simple weapon
- (a) a shortbow and quiver of 20 arrows or (b) a shortsword
- (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
- Leather armor, 10 shuriken, and thieves' tools
Shuriken are martial ranged weapons. They cost 1 sp, deal 1d6 piercing damage, weigh 1/4 pound, and have the finesse and thrown properties (20/60).
Quick Build
You can make a ninja quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence, Wisdom, or Charisma your second-highest depending on the type of skills you want to focus on. Second, choose the hermit background.
Multiclass
You must have a Dexterity score of 13 or higher and either an Intelligence, Wisdom, or Charisma score of 13 or higher in order to multiclass in or out of this class. If you multiclass into this class, you gain proficiency in simple weapons and one skill available to ninjas.
Ninja
Level | Proficiency Bonus | Ki Points | Sneak Attack | Talents Known | Features |
---|---|---|---|---|---|
1st | +2 | — | 1d6 | 1 | Martial Artist, Ninja Talents, Sneak Attack, Unarmored Defense |
2nd | +2 | 2 | 1d6 | 2 | Ki |
3rd | +2 | 3 | 2d6 | 3 | Higo (秘語) |
4th | +2 | 4 | 2d6 | 3 | Ability Score Improvement, Slow Fall |
5th | +3 | 5 | 3d6 | 3 | Shadow Dodge |
6th | +3 | 6 | 3d6 | 4 | Ki Empowered Strikes |
7th | +3 | 7 | 4d6 | 4 | Evasion |
8th | +3 | 8 | 4d6 | 4 | Ability Score Improvement |
9th | +4 | 9 | 5d6 | 5 | ─ |
10th | +4 | 10 | 5d6 | 5 | Ki Stride |
11th | +4 | 11 | 6d6 | 6 | ─ |
12th | +4 | 12 | 6d6 | 6 | Ability Score Improvement |
13th | +5 | 13 | 7d6 | 7 | ─ |
14th | +5 | 14 | 7d6 | 7 | Blindsense |
15th | +5 | 15 | 8d6 | 7 | Resolute |
16th | +5 | 16 | 8d6 | 7 | Ability Score Improvement |
17th | +6 | 17 | 9d6 | 8 | ─ |
18th | +6 | 18 | 9d6 | 8 | Light Steps |
19th | +6 | 19 | 10d06 | 8 | Ability Score Improvement |
20th | +6 | 20 | 10d06 | 8 | Ultimate Ninja Talent |
Martial Artist
At 1st level, your practice of martial arts gives you master of combat styles that use unarmed strikes and ninja weapons, which are blowguns, hand crossbows, nets, scimitars, shortswords, shuriken, simple ranged weapons, and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only ninja weapons and you aren't wearing medium or heavy armor or wielding a shield:
• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and ninja weapons.
• You can roll a d4 in place of the normal damage of your unarmed strike or ninja weapon (except nets).
Certain ninja clans use specialized forms of the ninja weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku), a long scimitar allowing for a two-handed grip (called a katana), or metal fans (a handaxe variant). Whatever name you use, use the weapon's official statistics.
The one exception is the katana. Treat katanas as scimitars with the versatile (1d8) quality.
Ninja Talents
Starting at 1st level, you begin to learn specialized abilities. They might represent intense training with a particular skill, dedicated practice with a type of weapon, or performing one of the hidden arts that ninjas are justly famous for. Some ninjas seek to become masters in a specific area while others try to develop a wide range of talents.
You learn one ninja talent at 1st level. You learn an additional ninja talent at 2nd, 3rd, 6th, 9th, 11th, 13th, and 17th level. When you learn a ninja talent, you can choose only one of the talents listed for that level. Ninja talents are listed below.
Ninjas learn talents in different ways. Choose whether you are a Focused, Studious, or Unbound Spirit ninja.
Focused ninjas learn by gaining a deeper understanding of themselves. Wisdom is their ninja ability.
Studious ninjas learn through rigorous memorization and by pouring through ancient texts. Intelligence is their ninja ability.
Unbound Spirit ninjas learn how to use force of personality to shape the world around them. Charisma is their ninja ability.
If a talent lets you cast a spell, your ninja ability is your spellcasting ability for it.
Several ninja talents require your target to make a saving throw to resist its effects.
The saving throw DC is:
8 + your proficiency bonus + your ninja ability modifier
If a talent references your monk or rogue level, use your ninja level instead. If it references your Intelligence, Wisdom, or Charisma modifier, use your ninja ability modifier instead.
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 either a finesse, ranged, or ninja weapon, or be an unarmed strike.
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. If you have levels in rogue, add them to your ninja level to determine your Sneak Attack damage.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 11 + your Dexterity modifier. At 3rd level, it increases to 12 + your Dexterity modifier.
Ki
Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your ninja level determines the number of points you have, as shown in the Ki Points column of the Ninja table. If you have this feature from another class, you have a shared ki pool.
You can spend these points to fuel various ki features. You start knowing three such features: Run Like a Ninja, Shadowmeld, and your choice of either Double Jump or Measure the Coffin. You may learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating or studying to regain your ki points. Some ninjas have a spirit patron. Such ninjas must instead spend at least 30 minutes of the rest praying to their patron.
Several ki features require your target to make a saving throw to resist its effects.
The saving throw DC is:
8 + your proficiency bonus + your ninja ability modifier
Double Jump. When you make a jump, you can spend 1 ki point to make another mid-air. You can change directions for this second jump, and if you had a running start for the first jump, you also have it for the second.
Measure the Coffin. You can spend 1 ki point as an action to prepare for your next attack. You have advantage on the next attack you make before the end of your next turn.
Run Like a Ninja. You can spend 1 ki point to take the Dash or Disengage action as a bonus action on your turn.
Shadowmeld. You can spend 1 ki point to take the Hide action as a bonus action on your turn.
Higo (秘語)
By 3rd level, you have learned higo, a complex and secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows higo understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. Although any skilled ninja knows higo, each clan has also some unique words and phrases that allow their internal messages to remain discrete even if intercepted.
You also understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a ninja clan.
Higo Example
"I just came back from Lake Kiwa to do some trading. Along the way I saw Castle Red Swan. It looks amazing at sunset. Have you seen it?"
"I wish. It sounds lovely. By the way, have you read Mokusai's new poem?"
"I'm not sure. Remind me, what's it about?
"The beauty of falling leaves in autumn."
"Ah, yes, I've read it. A fine work, isn't it?
"I think it's one of his best yet."
Baron Kuranoto, Master of Castle Red Swan, suddenly died several weeks later.
Ability Score Improvement
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
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to your ninja level.
Shadow Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Ki Empowered Strikes
Beginning at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Evasion
Starting at 7th level, you can nimbly dodge out of the way of certain area effects, like a blue dragon's 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.
Ki Stride
At 10th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move while wearing light or no armor and not wielding a shield.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Resolute
By 15th level, your will has become iron. You gain proficiency in Wisdom saving throws.
Light Steps
Beginning at 18th level, you are so skilled at manipulating ki that you can effectively negate your weight and ignore certain dangers. While wearing light or no armor and not wielding a shield, any solid or liquid surface will support you, no matter how much you weigh. This allows you to move across and stand on water, lava, or even the thinnest tree branches. You do not take damage from surfaces or hazards such as lava or caltrops from touching them while on top of them. You still take damage from lava and other semi-solid or liquid hazards like a pool of acid if you submerge yourself in them.
In addition, you ignore difficult terrain, don't trigger mechanical traps that use a location-based trigger, and don't leave tracks unless you wish to.
Ultimate Ninja Talent
At 20th level, you reach the pinnacle of the ninja arts. You learn a very powerful talent from those listed below.
Ninja Talents
1st Level Talents
Death Dragon's Boon. You worship the spirit called Shiryū, the Death Dragon. When you use your Sneak Attack, you deal extra necrotic damage equal to the number of Sneak Attack dice rolled.
You also know the Chill Touch cantrip. Instead of creating a hand, it creates a dragon's maw.
Expertise. Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Favor of the Duchess. You worship the spirit known as Yue, Duchess of the Moon. When you use your Sneak Attack, you deal extra radiant damage equal to the number of Sneak Attack dice rolled.
You also know the Moonblast cantrip. This acts like the Sacred Flame cantrip, except that the saving throw is Constitution instead of Dexterity, and a column of silvery light shines down on the target.
Fighting Style. You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
• Advanced Martial Arts: You can roll a d6 in place of the normal damage of your unarmed strike and ninja weapons, except nets. At 11th level, you can roll a d8.
• Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
• Defense: While you are wearing light or no armor and not wielding a shield, you gain +1 bonus to AC.
• Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. This increases to +3 at 5th level, +4 at 9th level, +5 at 13th level, and +6 at 17th level.
• Mariner: While you are wearing light or no armor and not wielding a shield, you have a swimming speed and a climbing speed equal to your normal speed.
• Paired Weapons: Choose one type of light weapon, such as metal fans. You can draw or stow two of those weapons when you would normally be able to draw or stow only one. You gain a +1 bonus to damage rolls with that weapon. When you take the Dodge action while wielding two of those weapons, you gain +1 bonus to AC until the start of your next turn.
• Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Follower of the Frost Tiger. You worship the spirit called Hyōra, the Frost Tiger. When you use your Sneak Attack, you deal extra cold damage equal to the number of Sneak Attack dice rolled.
You also know the Ray of Frost cantrip. The icy beam appears as a tiger's paw.
Mark of the Mad Mantis. You worship the spirit known as Kyōkakiri. the Mad Mantis. When you engage in two-weapon fighting, you can add your ability modifier as extra psychic damage to the second attack.
While you are wielding a separate melee weapon in each hand, you can cast the Mesmerizing Blade Dance cantrip. This acts like the Vicious Mockery cantrip, except that it has no verbal components. In addition, it affects creatures that cannot hear you, but cannot affect creatures that do not see you.
Wearing an armored kimono (studded leather), this ninja demonstrates the Paired Weapons fighting style.
Origami Master. You can magically manipulate paper, making your creations grow in size and even bringing them to live.
As an action, you can touch one of your origami creations in the shape of an inanimate object to make it grow to the size that is normal for such an object. It can be up to Medium size. The object is still visibly made of paper, but becomes sturdy enough to perform its intended task. An origami umbrella repels water, an origami hammer can work metal, and an origami sword gives one hell of a paper cut. However, the creation cannot be used as a material component.
You can enlarge an origami in the shape of an inanimate object a number of times equal to your ninja level. You regain all expended uses when you finish a long rest.
The origami remains enlarged until you finish a long rest, when it returns to its original form. However, you can choose not to regain that use of this feature to keep it enlarged until you finish another long rest. You can keep doing this indefinitely.
Separately, as an action, you can touch one of your origami creations in the shape of a creature to make it grow to the size that is normal for such a creature and animate. The creature's type is construct, its alignment is unaligned, it cannot speak, and it is immune to poison and the exhausted condition. It is clearly made of paper, although it is not vulnerable to fire. It otherwise has the statistics typical for such a creature.
You can have only a single creature animated at a time. Animating a second origami makes the first return to its original form. Your creation obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. It is destroyed if it falls to 0 hit points.
While your animated creation is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your creation's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creation has. During this time, you are deaf and blind with regard to your own senses.
You cannot animate incorporeal creatures, oozes, and creatures without a defined shape (DM's discretion), such as certain elementals. Also, creatures that normally have an innate spellcasting ability lack that ability.
At 1st level, you can animate one CR 0 creature.
Starting at 3rd level, you can animate a number of creatures equal to your ninja ability modifier (minimum one) or with a combined total CR of 1/8 , whichever comes first. This increases to 1/4 at 5th level, 1/2 at 7th level, 1 at 9th level, 2 at 13th level, 3 at 17th level, and 4 at 20th level. You cannot animate creatures with a flying speed until 5th level. You regain your ability to animate origami when you finish a long rest.
You must carefully make the origami before enlarging it. The length of time needed to make it depends on what type of object you're making. Most simple creations will take 5-10 minutes, while more complex creations like a blue dragon wyrmling could take 30 minutes or even longer, and you of course need sufficient paper. At the DM's discretion, you may be unable to make more complex (and expensive) objects such as armor until higher levels, if at all.
As an action, you can make any number of your enlarged origami, inanimate or animate, return to their original forms; you do not need to touch them.
Scorpion Lord's Blessing. You worship the spirit known as Sarishū, the Scorpion Lord. When you use your Sneak Attack, you deal extra poison damage equal to the number of Sneak Attack dice rolled.
You also know the Poison Spray cantrip. Furthermore, the poison damage from this talent and all talents that have it as a prerequisite attacks both the body and the spirit, so it ignores resistance to poison and treats immunity to poison as resistance instead.
Worshippers of Sarishū are known for their vivid garb that openly boasts of the danger they present.
Shadow Phoenix's Gift. You worship the spirit known as Kagehō, the Shadow Phoenix. When you use your Sneak Attack, you deal extra fire damage equal to the number of Sneak Attack dice rolled.
You also know the Firebolt cantrip. The flame created by it and by talents that have this one as a prerequisite is deep purple, almost black.
Spider's Child. You worship the spirit called Arashimo, the Storm Spider. When you use your Sneak Attack, you deal extra lightning damage equal to the number of Sneak Attack dice rolled.
You also know the Lightning Lure cantrip. The lash appears to be a strand of web.
Yokai Summoner. Instead of worshiping a single mighty spirit, you gain the ability to summon a tremendous variety of lesser entities.
As an action, you can summon a minor yokai in an unoccupied space you can see within 10 feet of you. Minor yokai are Tiny creatures that cannot take the Attack action or harm creatures. They can perform only a single specified task, and therefore cannot retrieve or open objects, for example, unless otherwise specified.
Minor yokai will rarely play a role in combat. If the situation arises, they act on your turn, have a movement speed of 10, have 1 hit point, an AC of 10, and fail all saving throws. What type of a creature they are (fey, undead, etc) varies and is up to the DM. In addition, they cannot be affected by size or shape-changing spells.
Minor yokai remain for 1 hour or until you dismiss them (no action required). You can summon minor yokai a number of times equal to your ninja ability modifier (minimum one) and regain all expended uses when you finish a long rest.
You can conjure the following minor yokai.
Akame. A long-tongued and dirty humanoid, an akame eats filth and refuse at a remarkable speed, but spits out anything non-organic. As such, it is most commonly used to clean cesspools, but could potentially help find treasure in a particularly waste-filled environment such as an otyugh's lair.
Amikiri. A mixture between a serpent, bird, and lobster, an amikiri can use its action to cut through nets, ropes, and similar material, freeing any restrained creature. It disappears after doing this.
Biwa-bokuboku. A humanoid with a head in the shape of a biwa, a stringed-instrument, it can play itself. It can take the Help action to give advantage on a music-related Performance check and has a +8 bonus to Charisma (Performance) checks.
Chōchin-obake. A paper lantern possessed by a ghost, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The light can be lowered (no action required). It has a flying speed of 10 feet.
Enenra. A cloud of smoke and darkness with a vaguely humanoid face, an enenra lightly obscures the space it occupies, can move into another creature's space, and can pass through any space smoke could. It has a flying speed of 10 feet. However, they dislike each other and won't move into the same space.
Jikininki. A dark, shapeless spirit, a jikininki can spend 1 minute to devour the corpse and possessions (but not any magic items) of a creature size Medium or smaller. It disappears after doing so. It has a flying speed of 10 feet.
Kodama. A tree-shaped spirit, a kodama imbues plants within 30 feet of it with limited sentience when it appears, giving them the ability to understand you for 10 minutes. You have no special ability to understand them in return.
Noppera-bō. This spirit appears as a translucent, faceless humanoid. You can use your action to direct it to interact with objects like the hand created with the Mage Hand cantrip. It has a flying speed of 10 feet.
Tanuki. An affable and loquacious racoon-dog spirit, a tanuki appears with a bottle of sake. One creature that shares the sake with the tanuki gains a bit of good luck. This good luck can be used once within the next week. The creature can add a +1 bonus to any d20 roll it makes. This bonus can be used after the roll is made, but before the DM says whether it's a success or failure.
Beside the yamabiko, tanuki are the only minor yokai able to speak. Once you summon a tanuki, you can't again for 1 week.
Yamabiko. An ever-grinning cross between a dog and monkey, a yamabiko can expertly imitate sounds that it hears, including voices. A creature that hears the sounds it makes can tell they are imitations with a successful Wisdom (Insight) check opposed by its Charisma (Deception) check. The Yamabiko has a +8 bonus to Charisma (Deception) checks.
Yatagarasu. An otherwordly three-legged crow, a yatagarasu can use an action to impart wisdom to a creature it sees within 30 feet of it. That creature receives the benefits of the Guidance cantrip. Upon doing so, the yatagarasu disappears. It has a flying speed of 10 feet.
Starting at 3rd level, because of your familiarity with spirits, you have advantage on Intelligence checks to recall information about celestials, elementals, fey, fiends, and undead.
A yamabiko.
2nd Level Talents
Dark Eyes. You can see normally in nonmagical darkness to a distance of 60 feet.
Flair. At the start of combat, as long as you aren't incapacitated or surprised, you can perform a flair. This takes no action and happens before the first turn. A flair might be you gazing at your enemy with cold eyes, performing a series of intimidating martial arts moves, dramatically drawing your weapon, or saying a catchphrase, for example. Any creatures of your choice within 60 feet of you that either see or hear your flair must make a Wisdom saving throw. If they fail, they can't willingly move closer towards you until the end of their next turn. You can draw one or two weapons as part of the flair.
This effect counts as the frightened condition for the purpose of immunities and other abilities. Once you use this feature, you can't use it again until you finish a long rest.
In addition, when you make a Charisma (Performance) check, you can spend 1 ki point to gain advantage on it.
Healing Factor. When you spend ki points, you either regain a number of hit points or gain a number of temporary hit points equal to the number of ki points spent. Any temporary hit points you gain with this feature stack up to your ninja level and disappear when you finish a short or long rest. Between long rests, you can use this feature to regain a maximum number of hit points equal to three times your ninja level.
Many-Faced. You can spend 1 ki point to cast Disguise Self.
Shadow Clone. As an action, you can create a perfect illusion of yourself that lasts for 1 minute. The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
As a bonus action, you can direct your illusion to distract one creature within 5 feet of it. You have advantage on attacks against that creature until the end of your turn. You can use the same bonus action to move the illusion.
Once you use this feature, you can't use it again until you finish a long rest.
Supernatural Metabolism. You can hold your breath for up to four times longer than normal. You need only 1/4 the normal amount of food and water to live. You can gain the benefits of a long rest by sleeping only 2 hours and spending the remainder of the long rest performing light activity.
Starting at 5th level, you can use an action to enter a state where you appear to be outwardly dead. This acts like the Feign Death spell, except that you can remain in the state indefinitely and you can end the state as an action.
Unarmored Movement. Your speed increases by 10 feet while you are not wearing armor or wielding a shield.
Vanish. As an action, you can spend 1 ki point to perform one of the following abilities or 2 ki points to simultaneously do both.
-
You become invisible until the start of your next turn or until you attack, cast a spell, or force a creature to make a saving throw.
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You can spend 1 sp worth of materials to throw a ki-empowered smoke bomb to any location you can see within 30 feet of you. A 15-foot radius sphere centered on the location becomes heavily obscured until the start of your next turn. Wind does not affect this magical smoke.
At the start of your next turn, if you are still invisible, you can spend 1 ki point to continue your invisibility for one more round. You can keep spending ki points to extend the duration; this also applies to talents that have this one as a prerequisite.
3rd Level Talents
Bare-Handed Killer. When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. You can deal piercing or slashing damage with your unarmed strikes.
If you hit a creature with two unarmed strikes on the same turn that both deal the same type of damage, you can impose on that target the effect related to that type of damage.
Sever Nerve (Slashing): It can't take reactions until the end of your next turn.
Sweep the Leg (Bludgeoning): It must succeed on a Dexterity saving throw or be knocked prone.
Vital Puncture (Piercing): It takes an extra 1d4 + half your ninja level piercing damage.
Courier. Couriers are tireless conveyors of goods and information. You can magically conceal items. As an action, you can touch one object size Small or smaller. You cannot choose an item that an unwilling creature is wearing or carrying. The touched item disappears into a pocket dimension. You can use another action to make the item reappear within 5 feet of you.
You can have up to one Small or two Tiny objects stored in the pocket dimension at a time. If you die, any objects in the pocket dimension appear within 5 feet of you.
You also know the Message cantrip, and when you cast it, it doesn't break invisibility. You also don't have to speak aloud to transmit your message, you don't need to point your finger at the target, and you don't need any verbal, somatic, or material components. It also has a range of 300 feet and isn't blocked by magical silence or any physical barriers.
You also add your proficiency bonus to Constitution checks.
Facestealer. You gain the ability to adopt a creature's persona. You can spend 1 minute performing a ritual with a dead creature no larger than Medium with a face and a humanoid shape (DM's discretion). At the end of the ritual, you run your hand over its face, which disappears, leaving a smooth, featureless surface.
As an action, you can summon and put on the face of a creature whose face you have removed. You now look like, sound like, and feel like the dead creature, but healthy and alive. This disguise lasts until you end it as a bonus action or die. Your size may change, but any other statistics and abilities do not. For example, you may appear to be an aarakocra, but you don't gain a flying speed. In addition, only your physical form changes; your clothes and equipment do not.
While you're wearing the face, you gain access to all information that the creature would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories. You also can speak, read, and write any languages that the creature did.
Another creature can see through the disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.
You can reuse faces and swap them at will. You can have a number of faces magically stored at one time equal to your ninja level. If acquiring a new face would put you over the limit, you must permanently discard a face.
Ki Archer. You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Ki Shot options of your choice (see "Ki Shot Options" below). Additionally, when you gain a level in this class, you can choose one of the options you know and replace it with another option.
Once per turn when you fire a projectile from a weapon with the ammunition quality as part of the Attack action, you can apply one of your Ki Shot options to that projectile. You decide to use the option when the projectile hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
Ki Shot Options
The Ki Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects.
Arcane Shot. Choose one of the following Arcane Shot options available to the Arcane Archer fighter subclass: Enfeebling Arrow; Piercing Arrow; Seeking Arrow; Shadow Arrow. Its powers apply to any projectile from a ranged weapon with the ammunition quality, and its damage doesn't increase at 18th level.
Hungry Ghost Shot. You use necromantic magic to try to steal the target's life force. The creature hit by the projectile takes an extra 2d6 necrotic damage and must make a Constitution saving throw. If it fails, it takes additional necrotic damage equal to twice your ninja ability modifier (minimum one), and you regain an equal number of hit points.
Spirit-Snaring Shot. You use conjuration magic to try to capture even the most elusive prey. The creature hit by the projectile takes an extra 2d6 force damage and must make a Strength saving throw. If it fails, spectral chains wrap around it, and it is restrained until the start of your next turn, even if it normally is immune to the restrained condition.
Missile Deflection. Once per round, as long as you are not incapacitated, you can deflect or catch the missile or magical projectile when you are hit by a ranged weapon or ranged spell attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your ninja level. This does not take your reaction, but you cannot use your Shadow Dodge feature with the same attack.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a weapon missile in this way, you can spend 1 ki point to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a ninja weapon for the attack. However, you cannot use Sneak Attack with it.
If you reduce the damage of a ranged spell attack to 0 and you have at least one hand free, you can spend 1 ki point to make a ranged spell attack with the same range as the spell or effect you have caught. You make this attack with proficiency. If this attack hits, the target is affected by the spell or ability.
Monk Talent. You gain the 3rd level feature of one of the following monk subclasses: Way of the Four Elements, Way of the Long Death, Way of the Shadow.
Feat: Ki Archery Expert
Prerequisite: Ki class feature
You can channel your ki in a way that gives you greater control over ranged weapons. You gain the following benefits.
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When you use the Attack action and attack with a ranged weapon that uses ammunition, you can use a bonus action to attack with that weapon.
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Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
Noh Mask Magic. You can gain supernatural power by wearing a traditional drama mask. You gain proficiency in Performance. If you're already proficient, add double your proficiency bonus to any checks made using it.
As an action, you can summon and put on one of the masks described below. You gain certain powers depending on what type of mask you wear. A mask cannot be removed against your will unless you are incapacitated. As an action, you can remove and unsummon your mask or swap it for another.
Mask Options
Blue Spirit. The Blue Spirit is a silent but masterful warrior. Once per attack, you can use one of the following maneuvers known by the Battle Master fighter subclass: Disarming Attack, Evasive Footwork, Precision Attack, Pushing Attack, Trip Attack. These maneuvers are fueled by superiority dice. The saving throw of a maneuver is 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You have two superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
While wearing the Blue Spirit mask, you cannot speak.
Goddess. The Goddess is stern, but not unkind. When you finish a long rest, choose two cleric cantrips and one 1st level cleric spell. You know them while wearing the mask. You gain a 1st level spell slot that you regain when you finish a long rest. The mask serves as a holy symbol.
While wearing the Goddess mask, you cannot bow or show humility to creatures.
Lion. The dazzling Lion inspires bravery. When you and creatures of your choice within 60 feet of you that can see you make a saving throw against being frightened, they roll a d4 and add the number rolled to the result.
In addition, when you put on the mask, or as a bonus action while wearing it, you can gain temporary hit points equal to your ninja level. These temporary hit points disappear when you take the mask off. Once you use this feature, you must finish a long rest before you can use it again.
While wearing the Lion mask, you readily agree to perform even the most dangerous tasks.
Oni Mask. The Oni is a terrifying demon. You can spend 2 ki points to cast Cause Fear, and you have advantage on Intimidation checks.
While wearing the Oni mask, you cannot speak kindly.
Tengu. The red-faced, long-nosed Tengu is a famed trickster. You can spend 2 ki points to cast Tasha's Hideous Laughter without material components. In addition, you can use a bonus action to teleport up to 5 feet to an unoccupied space you can see.
While wearing the Tengu mask, every sentence you say must contain an untruth.
Rogue Talent. You gain the 3rd level features of one of the following rogue subclasses: Assassin, Inquisitive, Mastermind, Scout, Swashbuckler, Thief.
Shuriken Specialist. When you throw shuriken, instead of using mundane ones, you can instantly create them out of solidified shadow as part of the attack. They disappear after the attack is resolved. These shadow shuriken have a range of 30/120.
In addition, when you use the Attack action with a shuriken on your turn, you can make one shuriken attack as a bonus action.
White Lotus Member. You belong to the Order of the White Lotus, a secret inter-clan society dedicated to upholding the balance of both earthly and elemental power. Followers identify themselves by playing certain moves in a popular strategy game.
You gain proficiency with paisho gaming sets. You can speak, read, and write Primordial and its dialects. You have advantage on Charisma (Persuasion) checks made to convince a creature to take a peaceful or reconciliatory course of action. You gain proficiency in Insight, and if you are already proficient, you add double your proficiency bonus to any checks made using it.
You can spend 2 ki points to cast Absorb Elements.
Disguised as a warrior, this oni mask-wearing ninja makes for a fearsome sight.
Yokai Duelist. Prerequisite: Yokai Summoner. You can briefly conjure yokai to aid you in battle. Once per round, when you hit a creature with a melee weapon attack, you can perform a Yokai Strike. Roll a d20. You perform the Yokai Strike associated with that number. Unless otherwise specified, the target is the creature you hit.
1: Basan's Blast. A large chicken-like creature exhales a ghostly flame over the target. It must make a Dexterity saving throw. If it fails, until the end of your next turn, the creature glows. It is visible, and location-obscuring spells like Blur and Mirror Image have no effect on it.
2: Boroboroton's Embrace. An animated futon mat tries to crush the target. It takes an extra 1d4 + half your ninja level bludgeoning damage.
3: Daidarabotchi's Reposition. A colossal giant picks up one creature of your choice you can see within 30 feet of you and moves it to an unoccupied space you can see within 10 feet of the target. This movement doesn't provoke opportunity attacks. If unwilling, the target can make a Strength saving throw, resisting the effect on a success.
4: Hakutaku's Salvation. A white yak-like creature with a humanoid face moves to a creature you can see within 30 feet of you and uses its medical lore to aid it. If the target is dying, it is stabilized. If not, it gains 1d4 + half your ninja level temporary hit points for 1 minute.
5: Jorōgumo's Feast. A spider-woman moves to the dying or dead body of a creature you can see within 30 feet of you and lays her eggs inside it. Constructs, undead, and creatures without an organic body (DM's discretion) are unsuitable hosts. If there is no such body, the jorōgumo instead angrily bites the target, dealing an extra 1d4 + half your ninja level poison damage.
At the start of your next turn, if the jorōgumo laid eggs, her children emerge from the body. If still living, the creature dies. The children have the statistics of a swarm of spiders, except that its attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and it adds your proficiency bonus to its attack and damage rolls. The swarm acts during that turn and then dissipates.
A kamatachi.
6: Kamatachi's Whirl. A weasel-like creature with sickles for limbs appears in a whirlwind and slices the target. The target takes an extra 1d4 + half your ninja level slashing damage.
7: Kappa's Trick. A mischievous water spirit that resembles a turtle with a bowl-shaped head, a kappa attempts to distract the target. It must make an Intelligence saving throw. If it fails, the next time a creature attacks the target before the end of your next turn, it rolls a d4 and adds the number rolled to the result.
8: Kirin's Charge. A juvenile kirin, a noble spirit resembling a golden unicorn, rushes the target and erupts in a flash of light. It takes an extra 1d4 + half your ninja level radiant damage.
9: Kitsune's Confusion. A fox-like humanoid strikes at the target's mind. It must make a Wisdom saving throw. If it fails, the next time it makes an Intelligence, Wisdom, or Charisma saving throw before the end of your next turn, it must roll a d6 and subtract half the number rolled (rounded down, minimum one) from the result.
10: Koi King's Wrath. A koi appears and flops on the ground in an unoccupied space you can see within 30 feet of you. It cannot be harmed in any way. You and any non-summoned creatures of your choice can use the Attack action while within melee range of the koi to kick or otherwise abuse it. Only the koi can be attacked with this action. If this is done, the koi transforms into a massive sea serpent that unleashes a powerful beam of energy at any creature you can see within 30 feet of it. The target takes force damage equal to your Sneak Attack damage. The koi disappears after this attack or after 1 minute.
An artist's depiction of the koi king in both its fish and sea serpent forms in the Spirit Realm.
11: Komainu's Protection. A pair of lion-dogs guard one creature you can see within 30 feet of you. It receives a +1 bonus to AC until the start of your next turn.
12: Onryō's Revenge. A vengeful spirit tries to snuff out the target's life. It takes an extra 1d4 + half your ninja level necrotic damage.
13: Raijū's Descent. A lightning beast pounces on the target from above like a bolt from the blue. It takes extra lightning damage equal to 1d4 + half your ninja level.
14: Samebito's Snap. A shark-man lunges at the target with gaping jaws. It takes an extra 1d4 + half your ninja level piercing damage.
15: Shinen-gaki's Slam. A burning spirit with a dark spot for an eye tackles the target. It takes an extra 1d4 + half your ninja level fire damage.
16: Tenko's Blessing. A divine fox grants a boon to one creature you can see within 30 feet of you. The next time it makes a saving throw before the start of your next turn, it rolls a d4 and adds the number rolled to the result.
A raijū.
Wanyūdō tormenting his victims.
17: Tōfu-kozō's Meal. A boy carrying a plate of tofu appears in an unoccupied space you can see within 30 feet of you, bemused by the combat. He cannot be harmed in any way. You and any creatures of your choice can use an action while within melee range of the boy to eat the tofu. The eater gain a number of temporary hit points equal to twice your ninja level for 1 minute. The boy disappears after the tofu is eaten or after 1 minute.
18: Ungaikyō's Reflection. A cursed mirror appears, reflecting a warped and monstrous version of the target. It takes an extra 1d4 + half your ninja level psychic damage, unless it cannot see.
19: Wanyūdō's Prize. A burning oxcart wheel bearing the tormented face of a man tries to steal the target's soul. It must make a Constitution saving throw. If it fails, the next time it makes a Strength, Constitution, or Dexterity saving throw before the end of your next turn, it must roll a d6 and subtract half the number rolled (rounded down, minimum one) from the result.
20: Yuiki-onna's Breath. A spirit of a snow woman blasts the target with an icy wind. It takes an extra 1d4 + half your ninja level cold damage.
A tōfu-kozō.
6th Level Talents
Choking Bomb. As an action, you can spend 2 ki points and 1 gp worth of materials to throw a ki-empowered smoke bomb to any location you can see within 30 feet of you. A 15-foot radius sphere centered on the location becomes heavily obscured until the start of your next turn. Wind does not affect this magical smoke. Each creature that is completely within the smoke at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature is poisoned and has its speed halved until the start of your next turn as it coughs and reels. You and creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
If you possess the Vanish talent, you can activate it to simultaneously turn invisible (this costs 1 ki point as usual), and creatures making saving throws against this talent doesn't break your invisibility.
Crippling Critical. Prerequisite: Bare-Handed Killer. When you score a critical hit with an unarmed strike, the target must succeed on a Constitution saving throw or be crippled as if affected by the Slow spell for 1 minute. Affected creatures can repeat the saving throw at the end of their turn, ending the effect on a success.
Expertise. Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses those either of the chosen proficiencies.
Hidden Power. Your lithe form belies great might. When you make an ability check or saving throw using Strength, you can gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails. You can use this feature twice, and you regain all expended uses when you finish a short or long rest.
Ice Clone. Prerequisite: Follower of the Frost Tiger. When an attacker you can see makes an attack against you, you can use your reaction to make it automatically miss by interposing an ice clone between you and the attack. If it was a melee attack, the attacking creature takes cold damage equal to your ninja level as the clone shatters. You must use this feature when the attack is declared. Once you use this feature, you must finish a short or long rest before you can use it again. In addition, you gain resistance to cold damage.
Judgment of the Duchess. Prerequisite: Favor of the Duchess. As an action, you can invoke the Duchess's judgment. Choose a creature you can see within 60 feet of you. It is either strengthened or weakened (your choice) for 1 minute.
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Strengthened. Silvery light shines down on the target. Whenever a creature attacks the target, it rolls a d4 and subtracts the number rolled from the result. When the target makes a saving throw, it rolls a d4 and adds the number rolled to the result.
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Weakened. Light from a blood-red moon shines down on the target. Whenever a creature attacks the target, it rolls a d4 and adds the number rolled to the result. When the target makes a saving throw, it rolls a d4 and subtracts the number rolled from the result.
This feature doesn't stack with the Bane or Bless spells. Once you use this feature, you must finish a long rest before you can use it again. In addition, you gain resistance to radiant damage.
Menacing Mantis. Prerequisite: Mark of the Mad Mantis. When you make a melee attack on your turn while you are wielding a separate melee weapon in each hand, your reach for it is 5 feet greater than normal. In addition, you gain resistance to psychic damage.
Mighty Origami. Prerequisite: Origami Master. You can enlarge your inanimate origami creations up to size Large. Any origami weapons you make count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage as long as you wield them. In addition, your animate creations's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Monk Talent. You gain the 6th level feature of one of the following monk subclasses: Way of the Long Death, Way of the Open Hand. If at 3rd level you gained the Way of the Four Elements feature, you can instead select a new elemental discipline.
Rising Phoenix. Prerequisite: Shadow Phoenix's Gift. When you use Run Like a Ninja, you gain the benefits of the Jump spell until the end of your turn. In addition, you gain resistance to fire damage.
Roar of the Death Dragon. Prerequisite: Death Dragon's Boon. You can use your action to breathe life-draining energy in a 15-foot cone emanating from you. Creatures in the cone must make a Constitution saving throw. Creatures that fail take necrotic damage equal to your Sneak Attack damage, while creatures that succeed take half as much. Once you use this feature, you must finish a short or long rest before you can use it again. In addition, you gain resistance to necrotic damage.
Scorpion Sting. Prerequisite: Scorpion Lord's Blessing. When you use your Shadow Dodge feature, the creature that attacked you takes poison damage equal to half your ninja level. In addition, you gain resistance to poison damage and have advantage on saving throws against poison.
Shadow Leap. 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. If you also spend 3 ki points, you have advantage on the first melee attack you make before the end of the turn.
Skilled Duelist. Prerequisite: Yokai Duelist. When you use Yokai Duelist, you can roll two d20s instead of one. You can choose the Yokai Strike for either of those numbers.
If you roll doubles of any number, that Yokai Strike happens twice, and their effects stack.
If you roll two 20s, instead of performing that Yokai Strike twice, you can gain the blessing of an adult kirin. You gain advantage on attack rolls, ability checks, and saving throws until the end of your next turn.
If you roll two 1s, instead of performing that Yokai Strike twice, you can conjure an oni that cruelly laughs and curses the target. It has disadvantage on attack rolls, ability checks, and saving throws until the end of your next turn.
Sonic Shot. Prerequisite: Ki Archer. When you attack with a ranged weapon with the ammunition quality, you can launch a special shot that reveals nearby enemies. It deals no damage, but when the projectile impacts a solid surface, it makes no noise and sends out a series of sonic pulses. Until the end of your next turn, you and any creatures of your choice can see all creatures within a 30-foot radius sphere centered on the impact point. This includes even creatures behind total cover, such as those on other floors, but not creatures in areas of magical silence. Once you use this feature, you must finish a short or long rest before you can use it again.
Throw on the Run. Prerequisite: Shuriken Specialist. When you use Run Like a Ninja, you can instantly throw a shuriken during your movement (no action required). In addition, your shadow shuriken count as magical for the purpose of overcoming damage and immunity to nonmagical attacks and damage.
Web Blast. Prerequisite: Spider's Child. You can throw a sticky mass of webbing as an action. It acts like a net with a 15/30 range. You can use this feature three times, and you regain all expended uses when you finish a short or long rest.
Furthermore, you can use your Lightning Lure cantrip to target objects, and you don't have to deal damage to them. In addition, you gain resistance to lightning damage.
9th Level Talents
Deceptive Shades. You can spend 3 ki points to cast Silent Image and 4 ki points to cast Mirror Image.
Eavesdropper. As an action, you can create an intangible and invisible sensor anywhere within 30 feet of you. You don't need to be able to see the location. As long as the sensor exists, you can hear as if you were present both in your location and in its location. You can spend a bonus action to stop or start hearing from it.
The sensor disappears when you finish a short or long rest or you use an action to make it disappear. Once you use this feature, you can't use it again until you finish a short or long rest.
Improved Masks. Prerequisite: Noh Mask Magic. While wearing the Blue Spirit mask, your superiority dice are d8s. For the Goddess mask, you gain a 2nd level instead of a 1st level spell slot. When you wear the Lion mask and gain temporary hit points, you gain temporary hit points equal to your ninja level + 5. While wearing the Oni mask, you have advantage on Constitution saving throws to maintain concentration on Cause Fear. While wearing the Tengu mask, you have advantage on Constitution saving throws to maintain concentration on Tasha's Hideous Laughter.
Mystic Tattoo. You gain a magical tattoo that enhances an ability. Choose one ability score. When you make an ability check using that ability score, you can spend 1 ki point to roll a d4 and add the number rolled to the result. This doesn't stack with the Guidance cantrip.
Panelementalist. Some ninjas develop elemental powers later than others. When you finish a short or long rest, choose one of the following elements to attune to: air, earth, fire, or water.
While attuned to air, you know the Gust cantrip and can spend 3 ki points to cast Zephyr Strike as an action. The attack with advantage it allows for deals an extra 2d8 force damage instead of 1d8.
While attuned to earth, you know the Mold Earth cantrip and can spend 3 ki points to cast Earth Tremor.
While attuned to fire, you know the Control Flames cantrip and can spend 3 ki points to cast Blaze Dagger. Blaze Dagger acts like the Ice Knife spell, except that it deals fire instead of cold damage.
While attuned to water, you know the Shape Water cantrip and can spend 3 ki points to cast Wavedash.
You can spend 4 ki points to cast these spells at 2nd level and 5 ki points to cast them at 3rd level. At 13th level, you can spend 6 ki points to cast them at 4th level. At 17th level, you can spend 7 ki points to cast them at 5th level. If you gain the Improved Panelementalist talent, you can cast the spells know from it in the same manner.
Pure Body. Prerequisite: Supernatural Metabolism. You become immune to disease and poison.
Quick Conjurer. Prerequisite: Yokai Summoner. You can conjure minor yokai as a bonus action.
Rogue Talent. You gain the 9th level feature of one of the following rogue subclasses: Assassin, Inquisitive, Mastermind, Scout, Thief.
Sacred Training. Prerequisite: A 1st Level Ninja Talent Where You Worship A Spirit Being. You grow closer to your spirit patron and learn more about how to worship them properly, becoming a priest of sorts.
You learn the Thaumaturgy cantrip and can ritual cast the Ceremony spell, but any targets must worship your spirit patron, and you cannot make holy water using it.
Your spirit patron also gives you glimpses of the future. You can cast Augury without material components once. You regain the ability to do so when you finish a long rest.
Furthermore, if at 13th level you wish to select a talent that has as a prerequisite a 6th level talent that requires you to worship a spirit being, you can. Sacred Training effectively acts as a substitute for that 6th level talent.
Skilled Courier. Prerequisite: Courier. You can cast Sending without breaking invisibility and without verbal, somatic, or material components, and you and the target can send up to 25 words to each other twice - effectively, you gain the benefits of casting the spell twice in succession. Once you use this feature, you must finish a long rest before you can use it again.
In addition, you can ignore the first point of exhaustion you have. For example, you don't have disadvantage on ability checks until you have two points of exhaustion.
Wavedash
1st level Conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Instantaneous
You leap forward as a surge of water momentarily propels you. You move up to your speed without provoking opportunity attacks.
11th Level Talents
Brutal Executioner. Prerequisite: Bare-Handed Killer. When you deal damage with an unarmed strike, and afterward the creature has current hit points equal to or lower than your ninja level, you can choose to instantly kill it in a spectacular fashion. If you do so, you exult in the killing, giving you advantage on one attack you make before the end of your next turn.
Clan's Spirits. As an action, you can summon the spirits of your ninja clan's departed members. You can ask the spirits to perform one of two actions:
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Answer. This acts like the Commune spell, except that no material components are needed.
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Assist. Choose any creatures of your choice within 60 feet of you. Until the start of your next turn, they have advantage on all d20 rolls.
Once you use this feature, you must finish a long rest before you can use it again.
Ghost Step. By spending 3 ki points as a bonus action, you can step partially into the Ethereal Plane. Until the end of your turn, you can move through creatures and objects except magical force effects. While affected, you also become immune to being grappled or restrained and you ignore difficult or magically altered terrain, unless a magical force effect like Bigby's Hand is the cause.
If you end your turn in the same spot as a solid object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
Combined with
Vanish,
Ghost Step lets
ninjas pass
unseen and
untrammeled.
Greater Vanish. Prerequisite: Vanish. You can spend 2 ki points to use the invisibility Vanish option instead of 1. If you do so, you become invisible for 10 minutes or until you attack, cast a spell, or force a creature to make a saving throw. If you are still invisible after 10 minutes, you can spend another 2 ki points to extend the duration for 10 more minutes.
Hollow Eyes. Prerequisite: Dark Eyes. You can see normally in nonmagical darkness up to an unlimited distance, and you are immune to the blinded condition.
Monk Talent. You gain the 11th level feature of the Way of the Shadow monk subclass. If at 6th level you gained the Way of the Four Elements feature, you can instead select a new elemental discipline.
Overcome. You can push through great challenges. When you make an attack roll, ability check, or saving throw and have disadvantage, you can spend 3 ki points to cancel the disadvantage for that roll.
Reliable Talent. You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Shadow-Weaving Strikes. When you hit a creature with an attack, you can spend 1 ki point to make shadowy illusions appear and seem to assault the target. If you do so, the creature must make an Intelligence saving throw. If it fails, it believes the illusions to be real and can't use its reaction until the end of your next turn as it's distracted by them. Creatures with truesight are unaffected.
Shadow Clone Kingpin. Prerequisite: Shadow Clone. You regain your use of your Shadow Clone feature when you finish a short or long rest. You can also use your action to switch places with your Shadow Clone if it's in an unoccupied space. Other creatures don't notice this swap. Once you use this feature, you must finish a short or long rest before you can use it again.
Shuriken Storm. Prerequisite: Shuriken Specialist. As an action, you can throw a shuriken at any number of creatures you can see within 30 feet of you. If it hits, it deals additional damage equal to your ninja level. Once you use this feature, you can't use it again until you finish a short or long rest.
Unkillable. When you are reduced to 0 hit points, you can expend 2 ki points (no action required) to have 1 hit point instead. You can use this feature three times, and you regain all expended uses when you finish a short or long rest.
Utter-Silence Shot. Prerequisite: Ki Archer. You can make a special silencing shot. When you hit with an attack from a ranged weapon with the ammunition quality, you can make the target and any other creatures of your choice within 30 feet of it make a Charisma saving throw. If they fail, they cannot speak or utter any sounds until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.
In addition, you learn one additional Ki Shot option.
Negotiating with a yokai lord......
Yokai Intervention. Prerequisite: Yokai Summoner. You can call on a mighty yokai to intervene on your behalf when your need is great.
Imploring a yokai lord's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your ninja level, a yokai lord intervenes. The DM chooses the nature of the intervention; the effect of any spell would be appropriate. If a yokai lord intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
Unlike the cleric's Divine Intervention ability, a yokai lord that intervenes will almost always demand some sort of favor in return after the fact. As long as the ninja doesn't fulfill that request, they cannot use this feature.
At the DM's discretion, the ninja might be able to increase the likelihood of success or even make the call for intervention to succeed automatically by promising an especially valuable favor in return before the percentile roll is made. Some more benevolent yokai lords might seem to temporarily freeze time and draw the ninja into their realm for a negotiation, while more unscrupulous yokai will hope that in the heat of a crisis, the ninja will offer practically anything. Ninjas that renege on such a promise are inevitably punished.
At 20th level, as an Ultimate Ninja Talent, you can gain the ability for your call for intervention to succeed automatically, and no favor is demanded in return.
......can be a delicate affair.
13th Level Talents
Big Web. Prerequisite: Web Blast. As an action, you can hurl a big web. This acts like the Web spell, except that it isn't a concentration effect and the web doesn't disappear after 1 hour. The web can be an electrified one. Creatures that become restrained by such a web take lighting damage equal to your ninja level and take the same damage if they are restrained by it at the start of their turn. You're immune to this web and it isn't difficult terrain for you. Once you use this feature, you must finish a short or long rest to use it again.
Crescent Moon. Prerequisite: Judgment of the Duchess. As a bonus action on your turn, you can become a crescent moon, turning invisible and teleporting up to 30 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or force a creature to make a saving throw. Once you use this feature, you can't use it again until you finish a short or long rest.
Dragon's Whispers. Prerequisite: Roar of the Death Dragon. You can cast Speak with Dead at will.
Enhance Origami. Prerequisite: Mighty Origami. You can make particularly strong origami creations. You can do this in three ways.
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You can enlarge an origami in the shape of an inanimate object up to Huge size.
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If you animate an origami creature, it gains 2 extra hit points per ninja level until you finish a long rest.
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If you enlarge an origami weapon, armor, or shield, it has a +2 bonus.
Once you use this feature, you can't use it again until you finish a long rest. However, when you finish a long rest, you can choose not to regain your use of this feature and instead extend the duration of the effect until you finish another long rest. You can extend it indefinitely.
Frenzied Mantis. Prerequisite: Menacing Mantis. Once per round while you are wielding a separate melee weapon in each hand, when you score a critical hit with a melee weapon attack or reduce a creature to 0 hit points with a melee weapon attack, you can move up to half your speed without provoking opportunity attacks and make a melee weapon attack with advantage. If it hits, it deals extra psychic damage equal to your ninja level.
Ice of the Tiger. Prerequisite: Ice Clone As an action, choose a point you can see within 60 feet of you. A slick sheet of ice covers the ground in a 30-foot square centered on the point and turns it into difficult terrain for 1 minute. When the ice appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. Once you use this feature, you must finish a short or long rest before you can use it again. In addition, you cannot slip on ice, so you are immune to this feature.
Improved Flair. Prerequisite: Flair. Creatures that fail their saving throw against Flair are frightened of you for 1 minute. Affected creatures can repeat the saving throw at the end of their turn, ending the effect on a success.
Improved Panelementalist. Prerequisite: Panelementalist. Your elemental connection deepens.
While attuned to air, you can spend 4 ki points to cast Warding Wind.
While attuned to earth, you can spend 4 ki points to cast Meld with Stone.
While attuned to fire, you can spend 4 ki points to cast Sheik's Vanish.
While attuned to water, you can spend 4 ki points to cast Water Shuriken. Water Shuriken acts like the spell Scorching Ray except that each projectile deals 2d4 piercing instead of 2d6 fire damage, and you make ranged weapon attacks with them.
Inner Focus. You can spend 1 ki point as a bonus action to give yourself advantage on the next Strength (Athletics) or Dexterity (Acrobatics) check you make before the end of your next turn.
Quench Magic. When you hit a target with an attack, you can attempt to dispel it or dispel any magic affecting it as if you had cast Dispel Magic at 3rd level. For each 5 ki points you spend, you can effectively cast it at one higher level, up to 5th level. Once you use this feature, you must finish a short or long rest before you can use it again.
Rogue Talent. You gain the 13th level feature of one of the following rogue subclasses: Assassin, Inquisitive, Mastermind, Scout, Thief.
Scorpion's Wrath. Prerequisite: Scorpion Sting. Whenever you score a critical hit on a creature or a creature scores a critical hit against you while you are not incapacitated, it must make a Constitution throw. Creatures that fail take poison damage equal to your ninja level and are poisoned for 1 minute, even if they are normally immune to the poisoned condition. Creatures that succeed take half as much damage and are not poisoned. Creatures that normally have advantage on saving throws against poison do not make the saving throw with advantage.
Poisoned creatures can repeat the saving throw at the end of their turn, ending the condition on a success.
Soaring Phoenix. Prerequisite: Rising Phoenix. As a bonus action, you can gain fiery wings and a flying speed of 90 feet for 10 minutes. Once you use this feature, you must finish a long rest until you can use it again.
Twice the Yokai. Prerequisite: Skilled Duelist. When you use Yokai Duelist, you can use the Yokai Strike for both d20 rolls, unless you roll two 1s or two 20s and use Skilled Duelist's alternate results. You can use this feature twice, and you regain all expended uses when you finish a short or long rest.
Versatile. You learn how to speak, read, and write one language and gain proficiency in one skill and one tool.
Sheik's Vanish
2nd Level Conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, you can create a fiery blast. If you do so, each creature within 5 feet of the space you left must make a Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell with a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Little is known about Sheik, the legendary ninja who invented the eponymous technique. Some think she was actually a princess of a far-off land.
17th Level Talents
All-Faced. You can cast Alter Self at will without verbal or somatic components.
Controlling Ghost. Prerequisite: Ghost Step. Once while using your Ghost Step feature, if you move through a creature, you can attempt to possess it (no action). It must succeed on a Charisma saving throw. If it fails, you disappear and can't be targeted by any attack, spell, or other effect. You can control the creature as if you had cast Crown of Madness on it. The target can make a Charisma saving throw at the end of each of its turns. On a success, the possession ends, and you appear in a space of your choice within 5 feet of the creature.
Creatures immune to being charmed cannot be possessed. When a creature succeeds on a saving throw against this feature, it is immune to it for 24 hours.
Dragonstrike. Prerequisite: Ki Archer. Your archery is so skilled that you have attracted the attention of a higher being. As an action while wielding a ranged weapon with the ammunition quality, you can expend 5-10 ki points to unleash a shot empowered by that entity. It might appear as twin dragons or your spirit patron (if you have one) bursting forth from your weapon. Regardless of the exact appearance, all creatures of your choice in a 10-foot wide, 100-foot line emanating from you must make a Dexterity saving throw. Creatures that fail take 1d8 force damage per ki point spent.
This effect passes through all objects and effects save antimagic fields and a Prismatic Wall.
Have Shuriken, Will Travel. Prerequisite: Shuriken Specialist. Once per round, when you hit a target with a shuriken, you can spend 1 ki point to instantly teleport to an unoccupied space within 5 feet of it.
Hear Truth, See Truth. You can spend 4 ki points to cast Zone of Truth. As an action, you can spend 8 ki points to gain truesight with a range of 60 feet for 10 minutes.
Master Courier. Prerequisite: Skilled Courier. As an action, you can choose one object or willing creature size Medium or smaller that you touch. You cannot choose an item that an unwilling creature is wearing or carrying. The touched item or creature disappears into a pocket dimension. You can use another action to make the item or creature reappear within 5 feet of you.
You can have up to one Medium, two Small, or four Tiny objects and/or creatures stored in the pocket dimension at a time. If you die, any objects and creatures in the pocket dimension appear within 5 feet of you. Creatures in the pocket dimension do not need to breathe, drink, or eat. They can leave the dimension as an action. You and any creatures in the dimension can telepathically communicate.
In addition, you can move freely as if you had cast Freedom of Movement on yourself (no action required) on any creature's turn, even if you are incapacitated. Once you use this feature, you must finish a long rest before you can use it again.
Monk Talent. If at 11th level you gained the Way of the Four Elements feature, you can now select a new elemental discipline.
Nimble Dodger. Your movement no longer provokes opportunity attacks.
Noh Master. Prerequisite: Improved Masks. You may summon and put on or swap masks once on your turn (no action required).
Paint the Town Red. Prerequisite: Bare-Handed Killer. As an action, you can move up to your speed without provoking opportunity attacks. While moving, you can make a single unarmed strike against any number of creatures within range. There is no limit on the number of times you can use your Sneak Attack. Each attack must deal piercing or slashing damage, and any creatures hit do not appear to take damage until the end of your move, when they erupt in sprays of blood. Once you use this feature, you must finish a long rest before you can use it again.
A warforged ninja using Spirit Blade.
Rogue Talent. You gain the 17th level feature of one of the following rogue subclasses: Assassin, Inquisitive, Mastermind, Swashbuckler, Thief. However, if you chose the Assassin features at 3rd level and now gain the Thief's Reflexes feature, you can use your Assassinate feature only during your first turn in a combat.
Shadow Clone Squad. Prerequisite: Shadow Clone Kingpin. You can create up to four duplicates of yourself, instead of one, when you use Shadow Clone. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet and also distract one creature. You can also swap places with a duplicate twice between taking a short or long rest.
Sipping Demon. When you deal damage with a Sneak Attack, you gain temporary hit points equal to the number of Sneak Attack dice rolled.
Spirit Blade. You can call upon a source of awesome power, perhaps your spirit patron, a yokai lord, the collective spirits of your clan's fallen members, or the souls of all the creatures you've ever slain, to empower a melee weapon you wield. As an action, you expend 5-10 ki points to make a single devastating strike. The target must make a Dexterity saving throw, and it takes 2d6 force damage per ki point spent on a failed save, or half as much damage on a successful one.
Supreme Vanish. Prerequisite: Greater Vanish. You can spend 3 ki points to use the invisibility Vanish option instead of 1. If you do so, you become invisible for 1 hour until you attack, cast a spell, or force a creature to make a saving throw. If you are still invisible after 1 hour, you can spend another 3 ki points to extend the duration for 1 more hour.
Regardless of how many ki points you spend to use Vanish, when you are invisible because of it, you cannot be seen, even through magic like Faerie Fire and See Invisibility and abilities like truesight, and you and the items on you cannot be detected by divination magic.
Swift as a Spider. All movement speeds you have (even those granted by magic) increase by 10 feet, and you can walk on ceilings and sheer surfaces as if permanently affected by the Spider Climb spell.
Yokai Horde. Prerequisite: Twice the Yokai. When you use Yokai Duelist, you can roll five d20s. You can use the Yokai Strike for all of the numbers rolled.
If you roll multiples of any number, that Yokai Strike happens for each separate roll. However, the other benefits of Skilled Duelist don't apply to this feature.
Once you use this feature, you can't again until you finish a long rest.
Ultimate Ninja Talent
Avatar. Prerequisite: Improved Panelementalist. You are always attuned to all four elements.
A Thousand Cranes. Prerequisite: Enhance Origami. To use this awesome power, you must first fold 1000 origami cranes in the name of peace and display them at a shrine. After you do so, you can cast Wish once in your existence, and casting it does not weaken you. This wish must further the cause of peace (DM's discretion).
If you fold 1000 cranes and display them additional times, you gain a lesser form of Wish. As an action, you can cast any spell 4th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. You can only have only one lesser Wish available at a time, and it must also further the cause of peace.
Deep Focus. Your three 2nd level Ki features no longer cost ki points to use.
Dragon's Avatar. Prerequisite: Dragon's Whispers. When you die, you can choose for your body and everything on it to fade into nothingness.
Anytime while you are dead, you can choose to return to life. If you do so, Shiryū appears. Opening its jaws, you step out in an unoccupied space of your choice on a plane of your choice bearing the same gear you died with, your hit points, abilities, and magic items restored as if you just finished a long rest or if it had been dawn. If there is combat in the area, you use this ability at the beginning of the round, and you roll initiative.
You can use this ability only once. If you had died of old age, you come back for only 24 hours, after which you permanently pass on.
In addition, creatures that fail their saving throw against your breath weapon can't regain hit points until the start of your next turn, and if they are undead, they also have disadvantage on their attacks until the start of your next turn.
Flawless Facestealer. Prerequisite: Facestealer. When you wear a creature's face, you gain access to all its memories and knowledge, even secrets.
Full Moon. Prerequisite: Crescent Moon. When you use Judgment of the Duchess, you can target an area. If you do so, a beam of pale light that changes between red and silver shines down in a 50-foot-radius, 400-foot-high cylinder centered on a point within 1 mile. For 1 minute, dim light fills the cylinder. Magical darkness cannot exist in the light. On each of your turns after you use this feature, you can use an action to move the beam up to 300 feet in any direction.
Each creature in the cylinder is either strengthened or weakened by the light (choose for each one) as if affected by Judgment of the Duchess.
Perfect Sting. Prerequisite: Scorpion's Wrath. When you make a weapon attack, you can invoke Sarishū's power to make it an automatic critical hit that ignores any miss chance, and you can make it a Sneak Attack if you haven't already made one this turn. Once you use this feature, you can't use it again until you finish a long rest.
Phoenix's Rebirth. Prerequisite: Soaring Phoenix. When you start your turn at 0 hit points, you can regain 40 hit points and instantly spring to your feet as Kagehō appears overhead. In addition, each creature of your choice within 60 feet of you must make a Dexterity saving throw. Creatures take 10d6 fire damage on a failure, or half as much on a success. Once you use this feature, you must finish a long rest before you can use it again.
Pray for the Mantis. Prerequisite: Frenzied Mantis. You can spend an action to quietly pray, humbly begging the Mad Mantis to eradicate your foes. Kyōkakiri emerges from nothingness. Screeching an unearthly cry, it strikes with impossible speed. Each creature of your choice within 60 feet of you takes 5d6 psychic and 5d6 slashing damage and must make a Wisdom saving throw. Creatures that fail are affected by Confusion for 1 minute. They can repeat the saving throw at the end of their turn, ending the effect on a success. Once you use this feature, you must finish a long rest before you can use it again.
Rushing Tiger. Prerequisite: Ice of the Tiger. As an action, you can move up to twice your speed without provoking opportunity attacks and make a melee weapon attack with advantage as you momentarily become Hyōra. If it hits, the target is knocked prone and you can make another melee weapon attack as a bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
Shadow Clone Army. Prerequisite: Shadow Clone Squad. You can create up to twelve duplicates of yourself when you use Shadow Clone. You can move them in the same way as with Shadow Clone Squad. As a bonus action instead of an action, you can swap places with a duplicate, and you can simultaneously move them.
Spider Sense. Prerequisite: Big Web. You gain blindsight and tremorsense with a range of 60 feet.
Stroke of Fate. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.
Art Credit
Cover by Semrosto
Page 1 - Carter Adair
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Art Credit
Page 14 - Nikolai Ostertag, Missy Pena
Page 15 - Lucas Graciano, Masasumi Ryuukansaijin, Moriarty
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