Way of the Ninja, Monastic Tradition
Monks who follow the way of the ninja become masters of throwing deadly weapons and casting spells with a secret technique known as ninjutsu. They prefer to harass their enemies while diving in and out of hiding.
Ninjutsu
At 3rd level, you gain the ability to do spellcasting with the secret art of ninjutsu. Spells with verbal or material components cast with this feature instead only require somatic components but require both of your hands to be free.
Cantrips
You know two cantrips of your choice from the ninja spell list. You learn additional ninja cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Ninja Spellcasting table.
Spell Slots
The Ninja Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots are; all of your spell slots are the same level. To cast one of your ninja spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st-Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the ninja spell list.
The Spells Known column of the Ninja table shows when you learn more ninja spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new ninja spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the ninja spells you know and replace it with another spell from the ninja spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your ninja spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ninja spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Ninja Spellcasting Table
Monk Level | Cantrips | Spells | Slots | Slot Level |
---|---|---|---|---|
3rd | 2 | 2 | 1 | 1st |
4th | 2 | 3 | 1 | 1st |
5th | 2 | 4 | 2 | 1st |
6th | 2 | 4 | 2 | 1st |
7th | 2 | 5 | 2 | 2nd |
8th | 2 | 6 | 2 | 2nd |
9th | 2 | 6 | 2 | 2nd |
10th | 3 | 7 | 2 | 2nd |
11th | 3 | 8 | 3 | 2nd |
12th | 3 | 8 | 3 | 2nd |
13th | 3 | 9 | 3 | 3rd |
14th | 3 | 10 | 3 | 3rd |
15th | 3 | 10 | 3 | 3rd |
16th | 3 | 11 | 3 | 3rd |
17th | 3 | 11 | 4 | 3rd |
18th | 3 | 12 | 4 | 3rd |
19th | 3 | 12 | 4 | 4th |
20th | 3 | 13 | 4 | 4th |
Ki Casting
At 3rd level, you can use your ki points to power your spellcasting. Instead of spending a spell slot when you cast a spell, you can instead use a number of ki points equal to the level you want to cast the spell at. You can spend a number of ki points less than or equal to your Wisdom modifier.
Ninja Arts
At 3rd level, you learn the techniques employed by ninjas. You gain the following features:
- You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You are proficient with exotic weapons, and they count as monk weapons for you.
- You store your weapons in a pocket dimension. You can draw and stow your weapons to and from this pocket dimension as a free action.
- When you make an attack as part of your action with a sling or a weapon that has the thrown property you can use a bonus action to make an additional attack with a sling or a weapon that has the thrown property. Alternatively, you can spend 1 ki point as a bonus action to make two attacks with slings or weapons that have the thrown property.
- You can spend 1 ki point as a bonus action to create a cloud of smoke that heavily obscures a 5-foot square until the start of your next turn and take the Hide action inside that square as part of your bonus action. Alternatively, you can take the Hide action as a bonus action without producing a smoke cloud or consuming any ki points.
Shadow Clones
At 3rd level, as an action, you can spend 1 ki point to summon an illusory shadow clone of yourself that lasts for 1 up to minute. The duplicate attacks in harmony with you, easily confusing foes. Alternatively, you can spend additional ki points as part of this action to summon additional shadow clones. You can have a number of these less than or equal to your Wisdom modifier (maximum 5) at any one time.
When a creature targets you while this feature is active, roll a d20 to determine whether the attack instead targets one of your shadow clones.
If you have one shadow clone you must roll an 11 or higher to change the attack's target to your shadow clone. If you have two shadow clones, you must roll and 8 or higher. If you have three shadow clones, you must roll a 6 or higher. If you have 4 shadow clones, you must roll a 4 or higher, and if you have 5 shadow clones, you must roll a 2 or higher.
The shadow clone's AC equals 10 + your Dexterity modifier + your Wisdom modifier. If an attack hits a shadow clone, it is destroyed. A shadow clone can only be destroyed by an attack that hits it. It ignores all other damage and effects.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blind sight, or if it can perceive illusions as false, as with true sight.
Flash Step
When you reach 6th level, you gain the ability to move incredible distances at the blink of an eye. You can choose to spend your movement to seemingly teleport a distance equal to the amount of movement spent to an unoccupied space that you could ordinarily move to. This movement does not provoke opportunity attacks and does not reveal you if you end your movement in a location where you can take the hide action. You can also spend 1 ki point as part of your movement to ignore difficult terrain and hazards such as spike growth and wall of fire until the beginning of your next turn.
Additionally, you add your proficiency bonus to your intitiative rolls.
Substitute
At 11th level, you learn a technique to replace yourself with a dummy in the instant before you get hit. As a reaction when a successful attack roll has been made against you but before damage is rolled, you can spend 2 ki points to replace yourself with a dummy object such as a doll or a log and flash step a distance up to half of your movement speed. If you flash step into a place where you can take the Hide action, you can do so as part of your reaction.
Master Ninja
At 17th level, you have mastered the way of the ninja and unlocked incredible powers. You gain the following features:
- You can spend 1 ki point to cast a cantrip or 2 ki points to cast a spell from the ninja spell list as a bonus action.
- If an creature moves out of the normal range of the weapon you are wielding, and it is a weapon with the thrown property, you can make an opportunity attack against that creature as a reaction.
- If a creature enters the normal range of a weapon with the thrown property that you are wielding, as a reaction, you can spend 1 ki point and make an opportunity attack against that creature as part of your reaction.
- When you make an attack from hiding against a creature or it is surprised, you score critical hits on 18, 19, and 20.
- You can spend 3 ki points to cast steel wind strike as a fifth-level ninja spell without consuming a spell slot.
- You can spend 3 ki points to cast mislead as a fifth-level ninja spell without consuming a spell slot.
Cantrips (0 Level)
- Acid Splash
- Blade Ward
- Booming Blade
- Control Flames
- Dancing Lights
- Green Flame Blade
- Gust
- Lightning Lure
- Magic Stone
- Minor Illusion
- Mold Earth
- Poison Spray
- Produce Flame
- Shape Water
- Shocking Grasp
- Sword Burst
- Thunderclap
- Toll the Dead
- True Strike
1st Level
- Catapult
- Disguise Self
- Dissonant Whispers
- Distort Value
- Ensnaring Strike
- Expeditious Retreat
- Faerie Fire
- Feather Fall
- Fog Cloud
- Hail of Thorns
- Hunter's Mark
- Ice Knife
- Jump
- Longstrider
- Silent Image
- Wrathful Smite
- Zephyr Strike
2nd Level
- Alter Self
- Blindness/Deafness
- Blur
- Cloud of Daggers
- Darkness
- Darkvision
- Enhance Ability
- Hold Person
- Invisibility
- Knock
- Misty Step
- Pass Without Trace
- Phantasmal Force
- Pyrotechnics
- Rope Trick
- See Invisibility
- Shadow Blade
- Silence
- Spider Climb
3rd Level
- Blinding Smite
- Catnap
- Conjure Barrage
- Counterspell
- Dispel Magic
- Enemies Abound
- Fear
- Feign Death
- Fly
- Haste
- Hypnotic Pattern
- Lightning Arrow
- Major Image
- Meld Into Stone
- Slow
- Stinking Cloud
- Thunder Step
4th Level
- Compulsion
- Confusion
- Dimension Door
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Locate Creature
- Phantasmal Killer
- Polymorph
- Shadow of Moil
Ninja Weapons
Weapons for the way of the Ninja
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Kunai | 10sp | 1d4 piercing | .25 lbs | exotic, finesse, light, thrown (20/60) |
Scorpion Whip | 2gp | 1d6 piercing | 2 lbs | exotic, finesse, reach, special |
Shuriken | 10sp | 1d4 piercing | .25 lbs | exotic, finesse, light, thrown (20/60) |
War Fan | 10gp | 1d4 slashing | 1 lb | exotic, concealed, finesse, light |
Throwing Glaive | 25gp | 1d6 slashing | 1 lb | exotic, finesse, light, returning, thrown (20/60) |
Scorpion Whip
The scorpion whip has a reach of 15 feet. You have disadvantage on attack rolls with this weapon against foes that are within 5 feet of you. If you hit a creature that is no more than one size larger than you, you can use your bonus action to make the creature make a contested Strength (athletics) check against you. If you succeed, the target is pulled up to 15 feet to the nearest open space and it is knocked prone.