Ninja

While any ordinary assassin might fancy themselves a ninja, true ninja are masters of mystic techniques kept secret between warring clans. Able to draw out the mystic energies inherent to their bodies and souls, ninja channel this energy using specialized hand seals that allow them to replicate potent spells that make them unmatched operatives in the fields of infiltration and subterfuge.

Rogue Level Feature
3rd Ninja Arts
9th Art of Subterfuge
13th Ninja’s Presence
17th Manifold Seals

Ninja Arts

When you choose this archetype at 3rd level, you learn seal techniques that are fueled by ki points.

  • Ki. Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. You have 3 ki points at 3rd level, and gain 1 additional ki point at every additional rogue level. 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 your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
  • Seal Techniques. You learn three seal techniques of your choice, which are detailed under “Seal Techniques” below. All seal techniques require the expenditure of ki points as fuel. You learn two additional seal techniques of your choice at 9th, 13th, and 17th level. Each time you learn new seal techniques, you can also replace one seal technique you know with a different one.
  • Casting Seal Techniques. Some seal techniques allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. Once you reach 5th level in this class, you can spend additional ki points to increase the level of a seal technique spell that you cast, provided that the spell has an enhanced effect at a higher level, as charm person does. The spell’s level increases by 1 for each additional ki point you spend.
  • Saving Throws. Some of your seal techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:

Ninja arts save DC = 8 + your proficiency bonus + your Charisma modifier

Art of Subterfuge

Starting at 9th level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) or a Charisma (Deception) check, or to coat your weapon or up to three pieces of ammunition in poison.

Manifold Seals

Starting at 17th level, you become a master of seal techniques.

Whenever you finish a short or long rest, you can replace one seal technique you know with a different one.

Ninja’s Presence

At 13th level, you can take advantage of the fear and shock your presence instills in others to surprise and subdue them. As a bonus action, you can make a Dexterity (Stealth), a Charisma (Deception), or a Charisma (Intimidation) check against a creature you can see that isn’t incapacitated, contested by the target’s Wisdom (Insight) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Seal Techniques

The seal techniques are presented in alphabetical order.

  • Art of Illusion. You can spend 1 ki point to cast disguise self or silent image, or 2 ki points to cast mirror image. At 5th level, you can spend 3 ki points to cast major image. At 7th level, you can spend 4 ki points to cast seeming, targeting yourself only. At 13th level, you can spend 6 ki points to cast programmed illusion. At 15th level, you can spend 7 ki points to cast project image.
  • Art of Infiltration. You can spend 2 ki points to cast knock.
  • Art of Transformation. You can spend 1 ki point to cast alter self. At 9th level, you can spend 4 points to cast polymorph, targeting yourself only.
  • Be Gone (9th Level Required). You can spend 4 ki points to cast banishment.
  • Befuddle a Fool (13th Level Required). You can spend 1 ki point when you use the Ninja’s Presence feature to treat a failed check to use that feature as a success. If you use this seal technique and your check is a success, you can use your Sneak Attack against that target even if you have disadvantage on your attack roll.
  • Blinding Speed. You can spend 1 ki point to cast longstrider, targeting yourself only. Starting at 5th level, if you spend a total of 4 ki points, you can also walk on water, as water walking, while benefiting from longstrider.
  • Dampen Sound. You can spend 2 ki points to cast silence.
  • Danger Sense. You can spend 2 ki points to cast find traps.
  • False Demise (9th Level Required). You can spend 3 ki points to cast feign death.
  • Hide in Plain Sight (13th Level Required). You can spend 2 ki points as a bonus action to cloak yourself in illusion, making you blend in with your surroundings. While camouflaged in this way, you can try to hide by pressing yourself up against a solid surface that is at least as tall as you, such as a tree or a wall. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.
  • Hobble. When you hit a creature with a Sneak Attack, you can spend 1 ki point as a reaction to attempt to restrict that enemy’s movements. The creature is restrained for 1 round unless it succeeds at a Constitution saving throw.
  • Imperceptible. You can spend 2 ki points to cast invisibility, targeting yourself only, or pass without trace. At 9th level, you can spend 4 ki points to cast greater invisibility, targeting yourself only.
  • Impossible Leap. You can spend 1 ki point to cast jump.
  • Interrogation. You can spend 2 ki points to cast zone of truth, affecting a single creature that you touch.
  • Jaunt. You can spend 2 ki points to cast misty step. At 9th level, you can spend 4 ki points to cast dimension door, targeting yourself only. At 11th level, you can spend 5 ki points to cast tree stride.
  • Obfuscating Shroud. You can spend 1 ki points to cast fog cloud, or 2 ki points to cast darkness. You can spend 2 additional ki points to see through any fog or magical darkness created by these spells.
  • Paralyzing Palm. You can spend 2 ki points to cast hold person. At 11th level, you can spend 5 ki points to cast hold monster.
  • Pierce the Veil. You can spend 2 ki points to cast see invisibility. At 13th level, you can spend 6 ki points to cast true seeing.
  • Poisoned Ki. When you hit a creature with a poisoned weapon or ammunition, you can spend 1 ki point to use your sealed technique saving throw DC for the poison instead of the usual DC 10 Constitution saving throw DC, if your sealed technique DC is higher.
  • Pressure Points. When you hit a creature with a Sneak Attack, you can spend 1 ki point as a reaction to attempt to seal away that opponent’s abilities. The creature cannot use bonus actions or reactions for 1 round unless it succeeds at a Constitution saving throw.
  • Sheer Scale. You can spend 2 ki points to cast spider climb.
  • Steady Skill. Whenever you make a Dexterity check or a Charisma (Deception) check or use a disguise kit or thieves’ tools and you roll a 7 or lower on the d20, you can spend 1 ki point to treat the roll as an 8.
  • Substitution Technique. You can spend 1 ki point as a reaction whenever an opponent hits you with a weapon attack or unarmed strike. You roll a Charisma (Deception) check against your opponent’s attack roll. If your check is higher than your opponent’s attack roll, their attack misses.
  • Unravel Spell (9th Level Required). You can spend 3 ki points to cast counterspell or dispel magic.
  • Untouchable. You can spend 2 ki points to cast blur. At 9th level, you can spend 4 ki points to cast freedom of movement, targeting yourself only.
  • Ward Against Divination (9th Level Required). You can spend 3 ki points to cast nondetection.
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5e Files: Kitsune © 2020, Everybody Games; Authors: Alexander Augunas.

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