Legendary Ninja

Trained in secret by clan or individual master, ninjas are famed for their skills in espionage, infiltration, sabotage, assassination, and mystical arts. Their reputation is no accident, ninjas, hidden among commoners, regularly spread rumors about themselves to frighten and impress the population they inhabit. Though best-known as “ninja”, they are commonly referred to as shinobi, or shinobi no mono, and are also called by many other names, including suppa, rappa, kusa, monomi, and saisaku. Ninjas are often hired as soldiers, spies, saboteurs, and assassins by wealthy people-including those in the samurai class-but may choose to work independently, or according to their clan’s wishes.

Hidden among commoners, ninjas lack access to the weapons and tools they need, and have long traditions of modifying and repurposing artisan’s and farmer’s tools: the kama, like the sickle, was originally made to reap crops; the shuriken are cheaply forged from scrap metal and coins; and the kunai is used in both gardening and masonry. Ninjas also modify weapons to be more easily concealed or carried, and sometimes shorten katana and other swords so they can be carried on their backs. The specific methods and techniques taught to ninjas vary by clan. Even within the same clan, individuals specialize to their strengths and may choose different approaches. Regardless of the methods used, when engaging in violence they avoid fair fights; catching their enemies by surprise to keep them disoriented and unable to fight back. Ruthless in their attacks, ninjas use every tool at their disposal: stealth, disguise, distraction, magic, dirty tricks, and an array of unusual weapons and objects to efficiently take down their enemies-with or without honor.

Background: Most ninjas are trained from childhood, usually by their own families (by blood or adopted), though a ninja may be trained later in life if they impress the right people. Hidden among commoners, appearing to be farmers, craftsmen, merchants, and even nobility, ninjas are secretly trained by their clans in ninja “schools”.

Ninja Clans: To the outside world, ninja clans function similarly to guilds, writing up contracts and negotiating on behalf of their ninjas. Internally, clans usually consist of one family and their blood relatives along with a few adopted members. Each clan runs a training “school”, which are usually found (or rather, not found) in remote locations. Ninja clans also recruit heavily from orphans, and in some cases a ninja school may be hidden in an orphanage. Every clan expects loyalty from its members, and in turn provides protection whenever possible. Though more commonly found among humans, ninja clans can be found across the humanoid races, each shaped by the surrounding culture and environment. Each clan runs itself independent of other clans, although clans with overlapping territories may have agreements-or fierce rivalries.

Incorporating Ninja Clans into the world: Ninja clans by nature have a lot of variety, and can appear in most settings for many purposes. Several factors should be considered when creating a ninja clan, as part of your background, or as a GM:

  • The Leader: Some leaders are the head of the family, born into their role and following tradition. Others started a new clan after leaving (or escaping) their old one. A leader’s personal motivations and morals may or may not always align with those of the clan. There is of course great variance in a leader’s skill as a ninja (if they are one at all).
  • Location/Culture: The geographical location of a school may change the training methods. Forested mountains make for excellent training in climbing and jumping, but other environments may result in different focuses. Considering differences in training methods can make for interesting flavor differences, although it shouldn’t have much influence on mechanics. The surrounding culture should also influence the alignment and methods of a clan, whether they choose to integrate into the culture or push against it. Regardless, they should use the traits of a location to their advantage as much as possible.
  • Name: Individuals in a ninja clan may not be referred to as “ninja”, and the clan name can be in any language, not just Japanese. In many cases, a ninja clan may be more believable in a setting, especially one dominated by non-humans, if they are named differently.
  • Motivation/Loyalty: Ninja clans may be loyal to a specific family, ruler, village, or cause, and work primarily to better it. Or, they may only seek to work as a neutral entity, taking any assignment for which there is sufficient pay. It is likely for a clan to have a secret agenda of some sort to gain more influence and power.
  • Allies/Rivalries/Enemies: Like any entity, clans have relationships with other groups. Though clans tend to work independently, they may contract or work with others for assignments, and may have long standing mutually beneficial relationships with local guilds or individuals. Ninja clans may also find rivalries among other clans, assassin’s or spy’s guilds, mercenaries, or among the nobility, including the samurai. Clans are likely to make enemies as they gain power and influence, especially if their allies have enemies.
  • Recruitment: Some clans exclude people they deem outsiders, such as those not of their family, city, or race. Others seek variety among their members to increase their options. Some clans have been known to kidnap children from rival clans, poor families, and even nobility.
  • Size and Resources: A clan could be as small as three or four members, or as many as several hundred. Most clans have about a dozen active ninjas (with several other members fulfilling clinical roles, training, or representing the clan to clients). Along with their size, ninja clans vary in wealth and other resources.
  • Non-ninja members: Clans may have members who were not suited to ninja training who choose a different profession to serve their clan. Clans may also recruit (or kidnap) individuals with talents they need; spellcasters are especially valued for their utility in weapon enchantment, healing, and protection.

Ninja clans sometimes allow membership to skilled combatants to supplement their own. Clans do not hire people for menial tasks they can do themselves, as they have extensive knowledge on the dangers of bringing unknown people into their homes. Likewise, one or several of the ninja members in each clan learn some level of blacksmithing so they can create their own (or modify existing) weapons and tools.

  • Alignment: While the alignment of individual members vary, like many cities, empires, and kingdoms, clans tend to work within a particular alignment.
  • Rules/Restrictions: Some clans control their ninjas tightly, with strict codes of conduct. Clans may permit their ninjas to independently adventure a number of years to gain knowledge and experience, or leaving the territory of the clan may be strictly forbidden. In some cases, clans have an expected amount of service from each ninja, and allow them to leave after they complete it. Clans also vary in how they enforce their rules, although most execute any caught nukenin (see below).
  • Contact with Clients: Clans may choose a public venue for contracting ninja, or use secretive notes and other special methods of contact. It should be noted that ninjas are sometimes just hired as mercenaries, soldiers, or guards, especially in areas where other options are not available. Ninja may also be hired like adventurers, and may work with adventurers.
  • Reputation and Secrecy: Clans usually spread rumors, both true and false, about themselves to spread fear, respect, and confusion. No clan operates entirely in the open, but most value misdirection over remaining entirely hidden. Their past successes and failures, as well as their methods, also shape their reputation.
  • Methods: Most clans train a wide range of skills and methods, but may emphasize a particular style.

They may specialize in an archetype; encourage or discourage the use of alchemy, poison, or technology; be “set in their ways” and discourage deviation from their teachings, or they may encourage it to keep enemies confused and unprepared.

Note: Not all ninjas are affiliated with clans. Sometimes, a ninja is trained by an individual master as an apprentice. Due to the clans’ larger recruitment and organization, however, only a small percentage of ninjas are trained individually.

Nukenin, the ninja who get away: Although ninjas are expected to maintain loyalty to their clans, some choose to run away after they are trained. As training a ninja requires significant investment and teaching of secret techniques, most clans post bounties for their nukenin. However, a clan may determine tracking down a nukenin is not worth their resources, and few risk losing a second ninja by sending one after them. Not all ninjas who leave their clans are nukenin, sometimes they are given permission to leave after completing a certain number of years of service.

Alignment: Ninja can be any alignment. However, due to their vigorous training, clan loyalty and mercenary-like contracts, lawful ninjas are more common than chaotic ones. Lawful ninja tend to follow the rules of their clan and strictly adhere to their contracts and assignments, and are typically rewarded and appreciated for their consistency and discipline. Chaotic ninja may only accept assignments in which they are given sufficient flexibility and freedom to accomplish the assigned task their way, and are more likely to become nukenin. ninjas are equally likely to be good or evil, with good ninjas commonly seeing themselves as protectors of their community, often choosing assignments that benefit the common people. Evil ninjas are more likely to take assignments involving assassination, and may choose unnecessarily cruel methods to complete their tasks.

Role: The ninja’s role in a party depends on their specialization, but most work well as scouts and short-range or melee combatants. Their high charisma and wide-range of skills makes them a useful “face” of the party, even if the face they show is a false one.

The legendary ninja is designed not only to skulk around in the shadows but also weave spellcasting into combat seamlessly. Focusing on a mix of martial and magic might, the legendary ninja grants the tools needed to create a truly stealthy character with a mystic touch to them in a way unique from other classes or its base incarnation.

Class Features

As a legendary 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 yakuza level after 1st

Proficiencies

Armor: Light armors; Weapons: Simple weapons, blowguns, hand crossbows, longbows, shortswords; Saving Throws: Charisma, Dexterity Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth; Tools: Thieves’ Tools

Equipment

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

  • (a) a rapier or (b) a shortsword
  • (a) a blowgun with 30 needles or (b) a shortsword
  • (a) a burglar’s pack or (b) a poisoner’s kit
  • Two sickles and thieves’ tools
Table 1: Legendary Ninja Class Features
Level Proficiency Bonus ?? Features Spells per Day
1st 2nd 3rd 4th 5th
1st +2 1d6 Poison Trick, Sneak Attack
2nd +2 1d6 Jutsu Pool, Secret Techniques, Spellcasting 2
3rd +2 1d6 Ninja Archetype 3
4th +2 2d6 Ability Score Improvement 3
5th +3 2d6 Ninja Tricks 4 2
6th +3 2d6 Improved Poison Trick 4 2
7th +3 3d6 Ninja Archetype Feature 4 3
8th +3 3d6 Ability Score Improvement 4 3
9th +4 3d6 4 3 2
10th +4 4d6 Advanced Ninja Tricks 4 3 2
11th +4 4d6 Ninja Archetype Feature 4 3 3
12th +4 4d6 Ability Score Improvement 4 3 3
13th +5 5d6 4 3 3 1
14th +5 5d6 Expert Ninja Tricks 4 3 3 1
15th +5 5d6 Ninja Archetype Feature 4 3 3 2
16th +5 6d6 Ability Score Improvement 4 3 3 2
17th +6 6d6 4 3 3 3 1
18th +6 6d6 Advanced Poison Trick 4 3 3 3 1
19th +6 7d6 Ability Score Improvement 4 3 3 3 2
20th +6 7d6 Ninja Mastery 4 3 3 3 2

Poison Trick

At 1st level, as a bonus action you can coat your weapon with a fast-acting poison.

If you hit your enemy with a weapon attack, they must succeed a Constitution saving throw. If they fail, they are poisoned for 1 minute. A poisoned creature can attempt a new saving throw at the end of each of its turns in order to end the condition.

You can use this ability a number of times equal to your Charisma modifier. The uses of this ability reset once you complete a short or a long rest.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Legendary Ninja table. If you have levels in another class that grants Sneak Attack, you treat the extra damage dice from the ninja class and the other class as separate class features.

Spellcasting

By 2nd level, you have learned to draw on arcane magic through meditation and training to cast spells as a wizard does, except you ignore all verbal and material components of spells on the ninja spell list, but must have a somatic component to your spells, even if the spell would normally lack one.

Spell Tattoos: Unlike a wizard, you do not have a spellbook.

Whenever you learn a new spell, it manifests as a tattoo on your body (the design of the tattoo is determined by each individual ninja, but is generally around the size of a quarter sheet of paper). Your body can hold an unlimited number of tattoos due to their mystic nature, these tattoos often altering shape and size to accommodate other tattoos. As a bonus action, a ninja may hide or expose any number of tattoos on their body. You can also add spells as tattoos to their body just like a wizard adds spells to their spellbook, using the same costs and time requirements, but cannot do so with another ninja’s tattoos. A wizard, however, cannot learn spells from a ninja’s tattoos. These tattoos are an inseparable part of the your soul, and fading away upon death and reappearing upon being returned to life, regardless of if you are reincarnated.

At 2nd level, you have two 1st-level ninja spells of your choice as spell tattoos.

Preparing and Casting Spells: The Legendary Ninja table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of ninja spells that are available for you to cast. To do so, choose a number of ninja spells from your spell tattoos equal to your Charisma modifier + your ninja level (minimum of one spell). The spells must be of a level for which you have spell slots.

Learning Spells of 1st Level and Higher: Each time you gain a ninja level, you can add two ninja spells of your choice to your spell tattoos. Each of these spells must be of a level for which you have spell slots, as shown on the ninja table.

Jutsu Pool

At 2nd level, you possess a unique jutsu pool which is based on your experiences in combat, granting you superhuman abilities. After each long rest, you gain a number of jutsu points equal to your Charisma modifier (minimum 1). Your jutsu goes up or down throughout the day, but cannot go higher than your Charisma modifier (minimum 1). You spend jutsu to accomplish secret techniques (see below), and regain jutsu in the following ways (each of these methods can only restore a single point of jutsu per round per method).

  • Poison Trick: Whenever a creature fails its initial saving throw against your Poison Trick feature, you regain 1 jutsu point. Using a Poison Trick on a incapacitated creature or on a creature that has fewer Hit Dice than half your Hit Dice does not restore jutsu.
  • Finishing Blow: Whenever you reduce a hostile creature to 0 hit points, you regain 1 jutsu point. Reducing an incapacitated creature to 0 hit points, or reducing a creature to 0 hit points that has fewer Hit Dice than half your Hit Dice does not restore jutsu.
  • Strike from the Shadows: Whenever you deal damage to a hostile creature who is unaware of your presence (such as due to invisibility), you regain 1 jutsu point. Dealing damage to an incapacitated creature or a creature that has fewer Hit Dice than half your Hit Dice who is unaware of the your presence does not restore jutsu.

Secret Techniques

You can spend the listed number of jutsu points to activate the following effects. Secret Techniques which do not have a listed jutsu cost require 0 jutsu points and are active as long as you have 1 or more jutsu points in your jutsu pool. The saving throw for all Secret Techniques is 8 + your Proficiency Bonus + your Charisma modifier:

  • Athletics: You can treat any long or high jumps as if you had moved at least 10 feet beforehand. Additionally, you add your Charisma modifier to the number of feet which you can jump.
  • Fount of Magic: As an action, you can spend jutsu points equal to the level of any ninja spell you can cast, casting that spell without expending a spell slot.
  • Ninja Weapon Specialist: You choose one melee weapon with the finesse quality when you learn this Secret Technique. You can use your Charisma modifier instead of your Strength or Dexterity modifier on attack and damage rolls with this weapon. Additionally, when using a blowgun, you can use your Charisma modifier instead of your Dexterity modifier on attack rolls and damage rolls with this weapon. Additionally, when you deal damage with a blowgun you deal an additional 1d6 poison damage with it.
  • Speed Casting: When you cast a ninja spell, you can choose to spend a number of jutsu points equal to the spell’s level + 1 to cast it as a bonus action.
  • Striding Assault: By spending 1 jutsu point as an action, you can move up to double your speed and make an Attack action with a weapon with the light quality. You can spend 1 additional jutsu point while using this Secret Technique; if you do, as a bonus action, you can make an additional attack (you do not have to move to make this additional attack).
  • Vanishing Trick: You can spend 1 jutsu point as a bonus action, to disappear for 1 round per level as per the invisibility spell.

Ninja Tricks

Starting at 5th level, you learn tricks that allow you to confuse your foes and which grant you supernatural abilities. You gain three Ninja Tricks. Unless otherwise noted, you cannot select an individual Ninja Trick more than once. Certain Ninja Tricks also grant additional Secret Techniques.

Improved Poison Trick

At 6th level, you training with poisons allows you to create more powerful doses. Any time you poison a creature using your Poison Trick feature, you also make them have disadvantage on saving throws for as they are poisoned.

Advanced Ninja Tricks

Starting at 10th level, you gain proficiency over a whole new set of Advanced Ninja Tricks. You can choose any combination of three Ninja Tricks and Advanced Ninja Tricks to learn.

Expert Ninja Tricks

Starting at 14th level, you gain mastery over the Expert Ninja tricks, the most difficult of all to master. You can choose any combination of three Ninja Tricks, Advanced Ninja Tricks, and Expert Ninja Tricks to learn.

Advanced Poison Trick

Starting at 18th level, you gain the ability to create poisons most ninja could ever dream of. Whenever you poison a creature using your Poison Trick ability, they are paralyzed for the duration that they are poisoned.

Ninja Mastery (Ex)

At 20th level, whenever you start battle, you regain all your jutsu points.

Ninja Tricks

Ninjas are masters of many talents, ninja tricks embodying that study to further specialize a ninja’s arsenal. Most ninja tricks are extraordinary and non-magical, save for those that duplicate spells or supernatural effects (such as bombs).

Tricks, Advanced Tricks, and Expert Tricks are detailed below.

Aquatic Combatant

You gain a swim speed equal to your land speed. You can spend 1 jutsu point as a reaction to be able to breathe underwater for 1 minute or to be able to walk on liquids as if they were solid land.

Blowgun Luminary

You score a critical hit with a blowgun on a roll of 18 to 20, and can treat the needles that you use as ammunition for the blowgun as thieves’ tools.

Bomb Engineer

You can spend 1 jutsu point as a reaction to create a number of bombs equal to your Charisma modifier (minimum 1); treating them as normal thrown weapon with a range of 20/40 feet and these bombs remain active for a number of minutes equal to your Charisma modifier (minimum 1) before becoming inert. These bombs create smoke which fill a 10-foot cube (treat the effect as a fog cloud spell). This smoke dissipates naturally after 1 minute.

Combat Jutsu

Whenever you roll initiative, you gain 1 temporary jutsu point in addition to your normal jutsu pool. Temporary jutsu points are spent first and last for 1 minute or until spent. Once you have gained temporary jutsu from this class feature, you cannot do so again for 5 minutes.

Combat Medic

You learn the cure wounds spell and treats it as a 1st level ninja spell. You can choose to cast this spell as a bonus action.

Concealed Armor

You may make your armor hidden or seem unassuming. By taking a number of hours equal to the weight of the armor, the armor is concealed as or under mundane clothing.

Concealing armor in this fashion causes any Wisdom (Perception) ability checks to spot it to have disadvantage.

Concealed Weapon

You gain advantage to your Dexterity (Sleight of Hand) checks to conceal a weapon. You may also make any weapon for which you are proficient into a concealed weapon by taking a number of hours equal to the weight of the weapon.

Concealing a weapon in this fashion causes any Wisdom (Perception) ability checks to spot it to have disadvantage.

Eyes of Innocence

Many ninja’s long practice of disappearing amongst commoners after committing heinous crimes have been honed to the extent that their body language and way of speaking provide an inherent sense of innocence. You gain the ability to lie under the effects of magic that would normally compel the truth such as zone of truth.

Flurry of Needles

By spending 1 ki point as a bonus action, you can make three attacks with a blowgun as an Attack action this round. You have advantage on the first attack and disadvantage on the final attack.

Fog Dweller

You can see through smoke, fog, and other similar phenomena (including magical effects). You can also spend 2 jutsu points as a bonus action to grant this ability to a number of allies equal to your Charisma modifier (minimum 1) for a number of minutes equal to your Charisma modifier.

Kamifuda (Sp)

You can spend a swift action to create a small slip of paper with a magical symbol or rune, called a kamifuda; this kamifuda remains active for a number of hours equal to the your Charisma modifier (minimum 1) before losing its potency. The kamifuda can replicate the glyph of warding spell. A kamifuda may be applied to a surface or creature as a standard action that provokes an attack of opportunity.

Leap of the Wind

By spending 1 jutsu point as a bonus action, until the end of your next turn, you takes no damage from falls and, while airborne, you may glide, moving 5 feet horizontally for every 1 foot fallen. The gliding speed is double the remaining movement available to you to a maximum of 60 feet. The gliding may be initiated at any point during the your movement, including during or after a long or high jump, but the remaining glide speed is reduced to double the remaining movement. The gliding effect is not permanent and may be turned off and on at will during the effect.

If you are still above the ground when the effect ends, you fall as normal but may expend 1 jutsu point to restart the effect.

Mixed Assault

Whenever you makes a melee weapon attack against a creature, all ranged weapon attacks you make until the beginning of their next turn have advantage and do not provoke opportunity attacks. When using this Ninja Trick, you can make a ranged weapon attack as a bonus action. If you spend 1 jutsu point, you can make the ranged weapon attack as a reaction instead.

Mockingbird

You can mimic almost any sort of voice, or even animal calls and sound effects, and they can throw their voice at a distance of up to 60 feet. You gain advantage on all Charisma (Deception) ability checks made to convince others that your mimiced voice is legitimate and if you are proficient in Charisma (Decpetion) ability checks, you add twice your proficiency bonus on such ability checks.

Natural Climber (Su)

You gain a climb speed equal to half your land speed, and needs only one hand free to use this climb speed. You can spend 1 jutsu point to increase your climb speed to your full land speed for 1 minute.

Poison Engineer

You can spend 1 jutsu point as an action to create a number of doses of poison equal to your Charisma modifier (minimum 1); these doses remain active for a number of minutes equal to the your Charisma modifier (minimum 1) before becoming inert. This poison can be applied to your weapon as a bonus action. When a creature is hit with a poisoned weapon, it must succeed a Constitution saving throw or take 1d8 poison damage. A successful saving throw halves this damage.

Substitution

Whenever you are the target of an attack of which you are aware, you can spend 2 jutsu points as a reaction to cause the attack to have disadvantage.

If the attack misses you, you then teleport up to 30 feet away and leaves behind a random object in your place (log, scarecrow, etc.) which fades away after 1 round. The you may also immediately make a Dexterity (Stealth) ability check to hide if the position would normally allow it.

You can spend 1 additional jutsu point; if you do, you may either become invisible (as per the spell) until the end of your next turn or leave behind a silent image (as per the spell) which lasts for a number of rounds equal to your Charisma modifier in lieu of an object.

Advanced Ninja Tricks

Disguise Veil

By spending 1 jutsu point as an action, you can alter your appearance as though under the effects of a disguise self spell. This disguise lasts for 10 minutes per ninja level you have. By spending 2 jutsu points, this disguise lasts for 1 hour per level.

Expert Preparations

You can prepare an additional 1st and 2nd level spell each day.

Explosives Engineer

Prerequisite(s): Bomb Engineer Ninja Trick.

Whenever you use your Bomb Engineer Secret Technique, you can instead decide to have their bombs deal 5d6 thunder damage to a struck creature in addition to creating smoke (you can also decide to have these bombs not create smoke).

External Fortitude

By spending 2 jutsu points as a bonus action, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage for 1 minute.

Face-off

Prerequisite(s): Mockingbird Secret Technique, Disguise Veil Secret Technique.

Whenever you use the Disguise Veil Secret Technique, you can use that ability to take on the visage of a specific creature.

When doing so, you can make a Charisma (Deception) ability check using the bonuses from Disguise Veil and Mockingbird to determine the effectiveness of the disguise. By spending 1 jutsu point as a bonus action, the disguise extends to the tactile and olfactory elements of the disguise as well as the visual and auditory elements.

Internal Fortitude

By spending 1 jutsu point as a bonus action, you gain temporary hit points equal to 1/2 your ninja level + your Charisma modifier. These temporary hit points last for a number of minutes equal to your Charisma modifier. If you have the External Fortitude Ninja Trick, you can activate both abilities with the same bonus action; doing so requires paying the jutsu cost for both.

Poison Genius

Prerequisite(s): Poison Engineer.

Whenever you use the Poison Engineer Secret Technique, your poison also becomes an inhaled poison. This poison has a thrown range of 15 feet and spreads out in a 5 foot radius. All creatures in this area must succeed a Constitution saving throw or take 1d8 poison damage. A successful saving throw halves this damage. Instead of dealing damage, you can choose for the poison to frightened creatures caught in the area for 1 minute. A frightened creature can repeat its saving throw at the end of each of its turns in order to end the condition. If you have the Bomb Engineer Ninja Trick, you can combine your poison with the smoke created by that Secret Technique, increasing its area of effect.

Whenever you create poison, you can choose a number of allies equal to your Charisma modifier; these allies are immune to the your poison.

Additionally, your Poison Trick, Improved Poison Trick, and Advanced Poison Trick abilities ignore immunity to the poisoned condition.

Shared Internal Fortitude

Prerequisite(s): Internal Fortitude Secret Technique.

Whenever you use your Internal Fortitude ability, you can also grant the benefit of this Secret Technique to an adjacent ally. You can spend 1 ki point to grant this ability to an ally within 30 feet instead.

Shadow Step

As a bonus action, whenever you are in an area of dim light or darkness, they can teleport up to 30 feet as long as this movement ends with you in an area of dim light or darkness. If you are not in an area of dim light or darkness, you can spend 1 jutsu point to use this ability, but this movement must still end in an area of dim light or darker conditions. You can spend 1 jutsu point to extend this teleportation effect to 60 feet. If you have the Fog Dweller Secret Technique, you treat smoke, fog, and other similar phenomena as dim light or darkness. If you have the Substitution Secret Technique, you can make a Dexterity (Stealth) ability check to immediately after this movement.

Vanishing Endurance

Whenever you use your Vanishing Trick Secret Technique, the effect lasts for a number of minutes equal to your Charisma modifier.

In addition, you can choose to become silenced as though under the effect of a silence spell which only affects yourself. By spending 2 jutsu points, the effect lasts for a number of hours equal to your Charisma modifier.

Expert Ninja Tricks

Ethereal Step

By spending 3 jutsu points as a bonus action, you can cast etherealness.

Expert Preparations, Greater

Prerequisite(s): Expert Preparations.

You can prepare an additional 3rd and 4th level spell each day.

Mind Crusher

By spending 2 jutsu points as an action, you dominate a humanoid creature’s mind as if they were affected by dominate person. You can spend 2 additional jutsu points to treat this effect as dominate monster.

Poison Professional

Prerequisite(s): Poison Genius Secret Technique.

Whenever you use the Poison Engineer Secret Technique, your poison ignores all resistances and immunity to poison and doubles the amount of poison created. The poison also causes a creature to become stunned. A stunned creature can attempt a new saving throw at the start of each of its turns to end this condition.

Substitution Switch

Prerequisite(s): Substitution Secret Technique.

Whenever you use the Substitution Secret Technique, you can target a creature within the distance of your teleportation effect. That creature must make a successful Charisma saving throw or switch places with you, becoming the new target of the attack that was previously targeting you (if you target a larger creature, you can choose which space it enters, although you cannot use this ability if the creature cannot safely occupy that space). If the creature succeeds at this saving throw, you can use Substitution as normal.

Transcendent Speed

By spending 3 jutsu points as a bonus action, you are given 1 round of apparent time to act as though under the effects of the time stop spell.

True Invisibility

Whenever you are invisible, you cannot be detected by any means (such as mentally, through scent, or extraordinary senses). Whenever you would be targeted by a spell which could reveal you see invisibility or true seeing, that creature must make a DC 20 Intelligence (Arcana) ability check. If this check fails, a spell which would reveal you instantly fails and creatures under the effect of abilities that would normally allow them to see you still cannot perceive you.

Vanishing Master

By spending 3 jutsu points as a bonus action, you can disappear for 1 round per level as per the greater invisibility spell.

~~~

Archetypes

Due to their training, ninjas are known to have widely varied techniques, and these split off even further between ninjas from different clans. Consider having certain archetypes be clan specific to further emphasize how rare such skills are and making the game world that much more unique.

Blackheart Beguiler

An opponent who cannot fight back is one who has already lost, thus is the creed of the blackheart beguiler. Dedicated to destroying their opponent’s will to fight, these heartless ninja seek to confuse and terrify opponents into submission, giving no quarter.

Eyes of Fear and Flame

At 3rd level, you can spend 1 jutsu point as a bonus action, to target a single creature within 30 feet of you to which you have line of sight. That creature must succeed a Wisdom saving throw or become frightened of you for a number of rounds equal to your Charisma modifier. Whenever the effects of this Secret Technique end, you can spend 1 additional jutsu point to reset its duration. If a creature fails its initial saving throw against this Secret Technique, you regain 1 jutsu point.

Trick of the Light

At 7th level, whenever you successfully use your Eyes of Fear and Flame Secret Technique against a creature, you can instead change the effect such that the creature cannot see you as if you were invisible for a number of rounds equal to your Charisma modifier. Instead, the creature sees an illusion of your choice as per the minor image spell.

Every time you attack the affected creature, it can attempt a new saving throw against this effect.

Soul Flames

At 11th level, whenever you successfully use your Eyes of Fear and Flame Secret Technique against a creature, it takes 5d6 necrotic damage. Damage dealt by this ability is treated as a curse and so cannot be healed until remove curse is used on the damaged creature.

Brilliant Sight

At 15th level, whenever you appear invisible to a creature due to using your Trick of Light feature, that creature has disadvantage on saving throws against all of your spells.

In addition, your Eyes of Flame and Fear ability lasts for a number of hours equal to your Charisma modifier.

Ironheart Brawler

Focusing less on the weapons of their trade, an ironheart brawler ninja hones their body into a perfect weapon.

Unarmed Strikes

At 3rd level, you can use your Dexterity or Strength for attack and damage rolls when making unarmed attacks.

Additionally, your unarmed strike damage increases to 1d4 bludgeoning damage. Finally, you can apply a contact poison to your unarmed strikes when using your Poison Trick ability. You are immune to your own poisons when used in this way.

Flurry of Blows

At 7th level, your unarmed strike damage increased to 1d6. In addition, Immediately after you make an Attack action on your turn, you can spend one jutsu point to make 2 unarmed strikes as a bonus action.

Jutsu Blows

At 11th level, your unarmed strike damage increases to 1d8. Additionally, your unarmed strikes count as magical for the purposes of bypassing resistances and immunity to nonmagical attacks and damage.

Ranged Strikes

At 15th level, by spending 1 jutsu point as a reaction, you can make unarmed strikes at a range of 30 feet until the end of your turn.

Shikigami Caller

While it is typical for ninja clans to train their agents in the arcane arts, some go further by forming contracts with mystical creatures called shikigami. These shikigami serve as both partners and mentors to a ninja, granting them access to techniques and powers that surpass mortal ken.

Shikigami’s Tutelage

At 3rd level, you choose a shikigami to learn new abilities from. These abilities vary by the type of shikigami that you study under. You learns an additional such ability at 7th, 11th, and 15th level.

Shikigami Types

The type of shikigami a ninja can call upon include the following.

Bear

Bear shikigami are spirits of might and resourcefulness. Though they themselves prefer brute force, they recognize subtlety and subterfuge as strengths of their own. The ninja who forge contracts with such shikigami are wellversed in how to use their partner’s natural ferocity to their advantage.

Right to Arms

At 3rd level, you can spend 1 jutsu point to magically manipulate an object in a creature’s hand and attempt to send it magically flying into your hand. The creature must be within 30 feet of you and must succeed a Strength saving throw or an object of your choice in their hands is disarmed and flies into your hand.

Grisly Maneuver

At 7th level, when a creature moves while adjacent to you, they provokes an opportunity attack from you even if they would not normally provoke an opportunity attack or if you do not have a reaction with which to perform an opportunity attack.

Bear Down

At 11th level, when you use the Striding Assault Secret Talent, you can make an additional attack. Additionally, if the target has already been damaged this round, it must make a successful Strength saving throw or fall prone.

Overbearing Presence

At 15th level, whenever you deal Sneak Attack damage to a creature, you can spend 1 jutsu point as a reaction to make it frightened of you for 1 minute. While frightened of you, the creature cannot make attacks against you. A frightened creature can attempt a new saving throw at the end of each of its turns in order to end the condition.

Fox

Fox shikigami are spirits of mirth and trickery. Preferring to fight with a light touch and a trick up their sleeve, fox shikigami instruct their summoners in the ways of wit and guile, rather than assassination or warfare.

Nine-Tailed Bond

At 3rd level, you grow a magical tail and must choose a 1st level spell of any spell list. You can cast that spell as if it were a ninja spell. Once you cast this spell, you must complete a long rest before casting it again.

Beguiling Expertise

At 7th level, you grow two magical tails and become proficient in Charisma (Deception) ability checks. If you are already proficient in these ability checks, you add double your proficiency bonus on them.

Transformation

At 11th level, you grow another three magical tails. When using the Disguise Veil Secret Technique, you can choose to have it function as disguise self or alter self.

Effortless Transformation

At 15th level, you grow a final three magical tails and transformative magic becomes effortless to use. Your Disguise Veil Secret Technique now costs 0 jutsu points to use and can be activated as a reaction.

Frog

Frog shikigami are spirits of revelry and camaraderie. One of the three types of shikigami that ninja originally formed contracts with, frog shikigami engage in combat with the flair of an entertainer. As such, they teach their disciples showboating abilities that see them take their fights to the air.

Leaping Assault

At 3rd level, when you use the Striding Assault Secret Technique, you can leap up to half of their base movement speed in the air in place of the land movement in the normal version of the technique. The extra attack from Leaping Assault may be made in the form of a jump off of the enemy.

Make a melee attack against the enemy, if the attack hits, you automatically leap again up to half of your base movement.

This movement does not provoke an opportunity attack. If your attack doesn’t hit, you end your movement next to the enemy.

Aerial Combatant

At 7th level, you have advantage on attack rolls made against enemies while you are in the air. Additionally, when purposely jumping from a height of 100 feet or less, you take no falling damage.

Leaping Ace

At 11th level, by spending 1 jutsu point as a bonus action, you may move up to twice your movement speed in a long jump or equal to your full movement speed in a high jump.

Lashing Tongue

At 15th level, you are able to attach a light melee weapon to a rope or chain in order to extend your reach by 5 feet with that weapon when making melee weapon attacks.

Hawk

Hawk shikigami are spirits of insight and pragmatism.

Though typically difficult to get along with, hawk shikigami possess a deep, unwavering loyalty molded by a fearsome rationality. This merciless nature shines through in their fighting style, focused on targeting the great weakness of many living things: their eyes.

Go for The Eyes

At 3rd level, whenever you perform a Poison Trick against an enemy, you can choose throw poison in their eyes instead of poisoning your weapon in order to blind them. The enemy must make a Constitution saving throw or be blinded for 1 minute. A blinded creature can attempt a new saving throw at the end of each of its turns in order to end the condition.

Cheap Shot

At 7th level, you add your Charisma modifier to all weapon and spell damage rolls against blinded opponents.

Improved Critical

At 11th level, you score a critical hit on an attack roll of 19 or 20.

Blinding Critical

At 15th level, when you score a critical hit on an enemy, you can spend 1 jutsu point in order to blind the enemy for a number of rounds equal to your Charisma modifier.

Slug

Slug shikigami are spirits of patience and grace. Though their forms aren’t much to look at, and off-putting to some, the slug is not to be underestimated, as it is one of the three spirits first summoned by ninja. They teach ninja how to fight by maximizing deliberate, controlled movement, preferring to strike slowly.

Slow but Steady

At 3rd level, attack rolls against you have disadvantage if you have not moved the round before.

Lethal Calm

At 7th level, you can spend 1 jutsu point as an action to use a slow steady attack on an opponent. Make a melee weapon attack against the opponent. If you hit, you deal double damage on a hit. You do not double the damage dealt from Sneak Attack dice or roll the damage dice again if you score a critical hit. Additionally, the opponent must succeed on a Constitution saving throw or be stunned for 1 round.

Lethal Slaughter

At 11th level, your Lethal Calm ability deals three times damage if you do not move the round in which you use it.

You do not triple the damage from Sneak Attack dice or roll the damage dice again if you score a critical hit.

Gentle Execution

At 15th level, whenever you use your Lethal Calm ability, you can spend 1 additional jutsu point in order to attempt to trick the creature’s mind into thinking they are perfectly safe.

If you hit your creature, they must succeed a Wisdom saving throw or not notice that they’ve been struck with an attack.

Whether or not the creature succeeds on its saving throw, it is immune to this ability for 24 hours.

Snake

Snake shikigami are spirits of vengeance and spite. The last of the three original shikigami patrons, snakes are masters of poisoning. A ninja who follows this master could kill easily with not only a coated dagger, but also a glass of tea, or a wellmade dinner.

Poisonous Arts

At 3rd level, you gain usage of the Poison Engineer Secret Technique. This does not count as having learned the Poison Engineer Ninja Trick. If you learn the Poison Engineer Ninja Trick, enemies have disadvantage on saving throws on their Constitution saving throw against your Poison Trick ability or the Poison Engineer Secret Technique.

Venom Strike

At 7th level, whenever you score a critical hit on a creature, you can spend 1 jutsu point. The enemy must succeed a Constitution saving throw or it takes an additional 2d8 poison damage. A successful saving throw halves this damage.

Superior Poison

At 11th level, you ignore resistance and immunity to poison damage as well as immunity to the poisoned condition with your spells and abilities.

Shed Skin

At 15th level, you have learned the secrets of rebirth from your shikigami. When you would drop below 0 hit points, you may expend all of your remaining jutsu points to be reborn as a younger version of your yourself at the beginning of the next round. This functions as reincarnate in all ways except your race remains unchanged.

Your appearance may differ from your previous incarnation, including sex, hair or eye color, height, or weight, but you still bear a resemblance to your original form.

Wolf

Wolf shikigami are spirits of loyalty and valor. Accustomed to hunting in groups, wolf shikigami not only teach ninja their methods, but learn from the Ninja’s methods in turn.

Together, a Ninja and their wolf shikigami form a combat unit few foes can hope to escape.

Flanking Tactics

At 3rd level, you and a friendly creature are adjacent to the same hostile creature, you and the friendly creature deal an additional 1d6 damage whenever you successfully hit the creature.

Shikigami Weapon Training

At 7th level, can treat one slashing or piercing weapon without the two-handed weapon quality of your choice as a weapon with the finesse weapon quality. This allows you to make Sneak Attacks with this weapon and use your Dexterity modifier instead of your Strength modifier on attack and damage rolls with this weapon.

Bloodthirst

At 11th level, when you hit an enemy with a melee weapon attack, you spend 2 ki points to gain a number of temporary Hit Points equal to half the damage you dealt to the creature.

Pack Attack

At 15th level, whenever you and a friendly creature are adjacent to the same hostile creature, that friendly creature gains the ability to make a Sneak Attack as if they were using your Sneak Attack dice. The same restrictions apply to them making a Sneak Attack as they do to you.

Split Soul

Even the best ninjas are at a disadvantage when outnumbered, which is why ninjas who practice the art of the split soul are so unique. Split souls know that the best advantage there is in combat is greater numbers, focusing on dividing themselves to conquer others.

Duplication

At 3rd level, by spending 1 jutsu point as an action, you can create an identical clone of yourself within 30 feet. This clone is a construct instead of your normal creature type.

This clone shares your ability scores and lasts for a number of rounds equal to tyour Charisma modifier or until it is destroyed by taking any damage or being affected by any nonharmless spell, instantly failing any saving throw. This clone also disappears if you are killed or rendered unconscious.

This clone is made of shadows that possesses a replica of the split soul’s gear (but cannot use replicated consumable items, items with daily uses, or magic items) and can speak and act as though it was the split soul but cannot attempt ability checks other than Strength and Dexterity ability checks.

This clone can only move or take an action each round, and a you must spend a bonus action as a purely mental action to give their clone a command, the clone being treated as its creator for its bonuses to attack and damage, though the clone only does half the damage you do. Giving a clone more complex actions than ‘move’ or ‘attack ‘ such as speaking requires an action of mental focus. A clone given an order will continue to do it to the best of their ability until given a new order, but will not attempt to do something that is impossible (if a clone has been given the order to trip a creature and that creature is still tripped, it will attack instead). Clones not given orders will not take actions.

Clones appear as an exact copy of you, but a Wisdom (Perception) ability check with a DC of 8 + your Proficiency Bonus + your Charisma modifier can discern the clone isn’t the original. The clone‘s initiative is equal to yours – 1, and clones can only be up to 100 feet away from the you before being destroyed as though they had taken damage. Using this ability while any clones are in existence destroys any clones made from that previous use of Duplication. You can destroy a clone at will as a reaction.

Enduring Clones

At 7th level, your clones last a number of minutes equal to your Charisma modifier. In addition, you can perceive all things that your clones can as well as being able to telepathically communicate with them.

Advanced Clone

At 11th level, clones can be summoned 60 feet away from you and can be 200 feet way from you before being destroyed.

Additionally, clones can also make Charisma ability checks as well as Dexterity and Strength ability checks.

Second Clone

At 15th level, whenever you use your Duplication ability, you can instead create up to two clones. In addition, clones can be up to 500 feet away from you before being destroyed.

Yonin

Unknown to most, there are two types of ninja in every clan: the innin (“in-” meaning yin) and the yonin (“yo-” meaning yang). The innin are more famous, their acts concealed in shadow and stealth. The yonin hide in plain sight, slowly gaining the trust of their targets, or using their status in public society to influence in favor of their clans. They excel at manipulation and disguise, and are perfect for infiltration in places the innin cannot reach.

Entrancing Voice

At 3rd level, you can spend 1 jutsu point as an action to begin a speech to enthrall a creature within 30 feet. The creature must succeed a Wisdom saving throw or be charmed by you for as long as you keep speaking by taking a bonus action each round to continue your speech. The charmed creature takes no actions. A charmed creature can attempt a new saving throw at the end of each of its turns in order to end the condition. If the charmed creature takes damage, it ceases to be charmed. An opponent that is currently in combat with you has advantage on its initial saving throw against this ability.

Innocent

At 7th level, you learn the Eyes of Innocent Ninja Trick. This does not affect how many Ninja Tricks you can learn.

Ease of Disguise

At 11th level, the Disguise Veil Secret Technique now costs 0 jutsu points to activate.

Master of Disguise

At 15th level, when disguised, whether through a spell, the Disguise Veil Secret Technique, or similar effects, your disguise cannot be seen through by magic or mundane means, including true seeing. This, however, does not prevent an observer from identifying you if they see the transformation.

Ninja Spells

1st-level

alarm, bane, cause, fear, charm person, color spray, command, compelled duel, comprehend languages, detect poison and disease, disguise self, ensnaring strike, entangle, expeditious retreat, feather fall, fog cloud, grease, illusory script, jump, longstrider, purify food and drink, shadow*, silent image, sleep

2nd-level

alter self, animal messenger, arcane lock, blindness/deafness, blur, cloud of daggers, darkness, darkvision, detect thoughts, enlarge/reduce, enthrall, find traps, gentle repose, hide, body*, hold person, invisibility, knock, levitate, locate object, magic mouth, mirror image, mock life*, pass without trace, protection from poison, rope trick, see invisibility, shadow, blade, silence, spider climb, suggestion, zone of truth

3rd-level

bestow curse, blink, clairvoyance, enemies abound, fear, gaseous form, glyph of warding, hypnotic pattern, major image, meld into stone, nondetection, sending, slow, speak with dead, tongues, water breathing

4th-level

arcane eye, charm monster compulsion, confusion, death ward, dimension door, freedom of movement, greater invisibility, hallucinatory terrain, locate creature, polymorph, private sanctum, resilient sphere, secret chest, vanishing strike*

5th-level

cloudkill, conjure volley, contagion, creation, dominate person, dream, enervation, geas, hold monster, passwall, scrying, seeming, telekinesis, telepathic bond, wall of stone

Hide Body

2nd-level illusion

Classes: cleric, ninja, sorcerer, wizard

Casting time: 1 action

Range: touch

Components: V, M (a burlap sack)

Duration: 8 hours

This spell makes a corpse invisible to all but the caster of the spell. If the corpse was a creature carrying gear, that vanishes, too. The location of the corpse is also hidden from location by divination effects, such as the scrying spell. Such an attempt automatically fails (if the divination is targeted on the corpse) or fails to perceive the corpse (if the divination is targeted on a nearby location, object, or person). This protection from scrying does not extend to the corpse’s equipment if applicable.

Items that fall off the invisible corpse become visible; items disappear if tucked into the clothing or pouches worn by the corpse. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the corpse carries but that extends more than 10 feet from it becomes visible. Also, any parts severed from the corpse are not under the effects of the spell unless tucked into the body like any object or piece of equipment, those pieces are affected by the anti-scrying effect like the body. This spell does not hide any viscera or blood spilled by the corpse.

The corpse requires a DC 25 Wisdom (Perception) check to detect, though the spell does not prevent a scent being put off by the corpse which can be detected by the scent ability.

A corpse for purposes of this spell is no longer alive nor has it been reanimated as undead. The corpse must be one from the Material Plane and leave behind remains on which to cast the spell. This spell does not prevent revival while under the effects of this spell and a spell is cast to revive the target that does not require the remains to be present ends this spell effect.

Mock Life

1st-level illusion

Classes: cleric, ninja, sorcerer, wizard

Casting time: 1 action

Range: touch

Components: V, M (a bottle of alcohol)

Duration: Concentration, up to 1 hour

This spell makes a corpse seem alive and blacked-out drunk to any observer. The spell makes the body register as alive to any divination spell unless the caster succeeds at an Intelligence saving throw. This spell does not, however, hide the body’s location. The spell hides any damage or missing parts of the corpse. The body and its equipment and clothing look as they would have in life as long as the body has not been dead longer than 1 week. The smell the corpse may have is hidden by the smell of overwhelming alcohol and vomit.

A corpse for purposes of this spell is no longer alive nor has it been reanimated as undead. The corpse must be one from the Material Plane and leave behind remains on which to cast the spell. This spell does not prevent revival while under the effects of this spell and a spell is cast to revive the target that does not require the remains to be present ends this spell effect.

Shadow

2nd-level evocation

Classes: cleric, druid, ninja, sorcerer, warlock, wizard

Casting time: 1 action

Range: touch

Components: V, M (a piece of coal)

Duration: 1 hour

This spell causes a touched object to absorb light out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to dim light, from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with darkvision can see in an area of dim light or darkness without penalty. When placed in the area of a light spell, the light spell is automatically dispelled.

If shadow is cast on a small object that is then placed inside or under a light-proof covering, the spell’s effect is blocked until the covering is removed.

Vanishing Strike

4th-level conjuration

Classes: ninja

Casting time: 1 action

Range: 100 feet

Components: V, S

Duration: Instantaneous

You may target one creature to which you have line of sight with this spell. You and any equipment you carry, teleport to the target. You then may make one melee weapon attack against the target. If the attack hits, you, and the target if you wish (including their equipment), teleport to any safe point you can see within a range equal to the maximum range of the spell minus the distance of the first teleport you made using this spell. The target can attempt a Charisma saving throw in order to avoid being teleported with you. If it succeeds on this saving throw, only you teleport to the intended location.

If the target creature is killed or knocked unconscious by the attack, you can choose to teleport their body and their equipment instead.

MAGIC ITEMS AND EQUIPMENT

The following magical items are designed to be used by ninjas but can be used by any class.

Bunshin Puppet

Wondrous item, uncommon (requires attunement)

These lightweight, articulated mannequins are designed to allow you to appear to be in multiple places at once. A bunshin puppet is inactive until infused with your power, which requires spending 1 jutsu point or 2 ki points as an action. This infusion causes the puppet to take on the user’s appearance. The bunshin puppet also gains one of your weapon proficiencies as well as up to proficiency in three Strength or Dexterity based skills that the you are proficient in. These effects last for 24 hours.

A bunshin puppet functions as a Medium sized construct under its user’s control. It is capable of following simple instructions such as “hide here” and “flank my target.” The puppet has half your hit points and once it drops below 0 hit points, it falls down, inactive until infused with power again.

Cloak of Blending

Wondrous item, uncommon (requires attunement)

These cloaks are meant to be easily detachable, hoodless and are of a dark grey, brown or black color. As a standard action, the wearer may detach the cloak and hide underneath or behind the cloak granting advantage to Dexterity (Stealth) ability checks for as long as they do not move. When deployed the cloak takes on the color and texture of the surface the observer would see on the other side of the cloak, though a perceptive creature would notice the slight distortions of the folds of the cloak, or a finger poking out of the top. If the wearer moves while the cloak is deployed, the effect ends and the cloak returns to its original color and state. Only one person may hide behind the cloak at a time while it is deployed.

The user of the cloak may see through the cloak as if it were transparent.

Saboteur’s Spell Gem

Wondrous item, rare

This tiny, unassuming jewel is designed to interfere with magical implements. Using a magic item that has a saboteur’s spell gem attached immediately triggers the gem, causing the item to fail and its magic to be sapped for 1 minute. After discharging the spell, the gem crumbles into a nonmagical powder. Saboteur’s spell gems trigger when attached to an item that is actively used or items that require activation, such as a magic weapon or helm of teleportation.

Attaching the gem to an item requires an action. Anyone inspecting the item can detect the gem by succeeding at a (Wisdom) Perception or Intelligence (Arcana) check versus your opposed Dexterity (Sleight of Hand) check.

Non-Magical Gear

Arrow, Burning

Price 40 gp for 20; Weight 4 lbs. for 20

Lengths of cloth are soaked in a special blend of oils before being tightly bound around the arrow’s shaft, just behind the bladed tip. Once ignited, this arrow lasts for 10 minutes and burns as brightly as a torch.

A direct hit from an ignited arrow deals an additional 1d6 fire damage. On the round following a direct hit, the target takes an additional 1d6 points of fire damage. If desired, the target can use an action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 10 Dexterity save. Rolling on the ground provides the target advantage on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire. A creature on fire takes 1d6 fire damage at the end of each of its turns.

Amigasa

Price 1 sp; Weight 1 lb.

A commonly worn straw hat, often with a wide brim, to shield the wearer’s face from the sun. It reduces any perception penalties from bright light by 2, (minimum 0). Its generous size also makes it a convenient hiding place, granting advantage to Dexterity (Sleight of Hand) ability checks to conceal palm-sized or smaller objects within it.

Arrow, Explosive

Price 120 gp; Weight 1 lb.

These deadly arrows come in a variety of forms that depend on their maker’s style and their desired payload. One may carry metal shards in a hollowed out arrowhead, while another may carry extra gunpowder in a hollowed out shaft.

Explosive arrows are fired from a bow, dealing 1d6 fire damage and 2d6 thunder damage in a 10-foot radius burst. A DC 15 Dexterity saving throw halves all damage. The payload’s added weight reduces their bow’s range increment by half.

Ninja’s Kit

Price 10 gp; Weight 25 lbs.

This kit includes an amigasa, a backpack, a bedroll, a belt pouch, chalk, a dagger, flint and steel, a grappling hook, rope, a scarf, trail rations (5 days), and a waterskin.

Sample Character

Ninja master

Medium humanoid (human), neutral

Ninja 7 Spy background (criminal contact)
Proficiency Bonus +3
Armor Class 16 (+1 studded leather)
Hit Points 45 (7d8+7)
Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 17 (+3) 13 (+1) 11 (+0) 14 (+2) 16 (+3)

Saving Throws Cha+6, Dex+6
Skills Acrobatics +6, Athletics +2, Deception +6, Persuasion +6, Sleight of Hand +6, Stealth +6
Languages Aklo, Common
Proficiencies Armor: light; Weapons: simple weapons plus blowguns, hand crossbows, longbows, shortswords; Tools: Dice, Thieves’ Tools
Equipment +1 studded leather, a crowbar, a set of dark common clothes including a hood, a shortsword, a blowgun with 30 needles, a poisoner’s kit, 2 sickles, thieves’ tools, 640 gp

Special Traits

  • Athletics. Akira can treat any long or high jumps as if she had moved at least 10 feet beforehand. Additionally, she adds her Charisma modifier to the number of feet which she can jump.
  • Combat Jutsu. Whenever Akira rolls initiative, she gain 1 temporary jutsu point in addition to her normal jutsu pool. Temporary jutsu points are spent first and last for 1 minute or until spent. Once she has gained temporary jutsu from this class feature, she cannot do so again for 5 minutes.
  • Eyes of Innocence. Akira gains the ability to lie under the effects of magic that would normally compel the truth such as zone of truth.
  • Improved Poison Trick. Akira’s training with poisons allows her to create more powerful doses. Any time she poisons a creature using her Poison Trick feature, she also makes them have disadvantage on saving throws for as they are poisoned.
    • Jutsu Pool. Akira possesses a unique jutsu pool which is based on her experiences in combat, granting her superhuman abilities. After each long rest, Akira gains a number 3 jutsu points. Her jutsu goes up or down throughout the day, but cannot go higher than 3. Akira spends jutsu to accomplish secret techniques (see below), and regains jutsu in the following ways (each of these methods can only restore a single point of jutsu per round per method).
    • Poison Trick: Whenever a creature fails its initial saving throw against Akira’s Poison Trick feature, she regains 1 jutsu point. Using a Poison Trick on a incapacitated creature or on a creature that has fewer Hit Dice than half her Hit Dice does not restore jutsu.
    • Finishing Blow: Whenever Akira reduces a hostile creature to 0 hit points, she regains 1 jutsu point. Reducing an incapacitated creature to 0 hit points, or reducing a creature to 0 hit points that has fewer Hit Dice than half her Hit Dice does not restore jutsu.
    • Strike from the Shadows: Whenever Akira deals damage to a hostile creature who is unaware of her presence (such as due to invisibility), she regains 1 jutsu point. Dealing damage to an incapacitated creature or a creature that has fewer Hit Dice than half her Hit Dice who is unaware of her presence does not restore jutsu.
  • Ninja Weapon Specialist. Akira can use her Charisma modifier instead of her Strength or Dexterity modifier on attack and damage rolls with the shortsword. Additionally, when using a blowgun, she can use her Charisma modifier instead of her Dexterity modifier on attack rolls and damage rolls with this weapon. Additionally, when she deals damage with a blowgun, she deals an additional 3 (1d6) poison damage with it.
  • Sneak Attack. Once per turn, Akira can deal an extra 10 (3d6) damage to one creature she hits with an attack if she has advantage on the attack roll or another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and Akira doesn’t have disadvantage on the attack roll. The attack must use a finesse or a ranged weapon.
  • Spellcasting. Akira is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She has the following ninja spells prepared:
  • Trick of the Light. Whenever Akira successfully use her Eyes of Fear and Flame Secret Technique against a creature, she can instead change the effect such that the creature cannot see her as if she were invisible for 3 rounds. Instead, the creature sees an illusion of your choice as per the minor image spell. Every time she attacks the affected creature, it can attempt a new saving throw against this effect.

BONUS ACTIONS

  • Eyes of Fear and Flame. Akira can spend 1 jutsu point to target a single creature within 30 feet of her to which she has line of sight. That creature must succeed a Wisdom saving throw or become frightened of Akira for 3 rounds. Whenever the effects of this Secret Technique end, Akira can spend 1 additional jutsu point to reset its duration. If a creature fails its initial saving throw against this Secret Technique, Akira regains 1 jutsu point.
  • Poison Trick. Akira can coat her weapon with a fast-acting poison. If she hits her enemy with a weapon attack, they must succeed a Constitution saving throw. If they fail, they are poisoned for 1 minute. A poisoned creature can attempt a new saving throw at the end of each of its turns in order to end the condition. Akira can use this ability 3 times per day. The uses of this ability reset once she completes a short or a long rest.
  • Speed Casting. When Akira casts a ninja spell, she can choose to spend a number of jutsu points equal to the spell’s level + 1 to cast it as a bonus action.
  • Vanishing Trick. Akira can spend 1 jutsu point as a bonus action, to disappear for 1 round per level as per the invisibility spell.

ACTIONS

  • Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
  • Blowgun. Ranged Weapon Attack: +6 to hit, range 25/100 ft., one target. Hit: 4 piercing damage plus 3 (1d6) poison damage.
  • Fount of Magic. Akira can spend jutsu points equal to the level of any ninja spell she can cast, casting that spell without expending a spell slot.

REACTIONS

  • Bomb Engineer. Akira can create 3 bombs by spending 1 jutsu point; treating them as normal thrown weapons with a range of 20/40 feet and these bombs remain active for a 3 minutes before becoming inert. These bombs create smoke which fill a 10-foot cube (treat the effect as a fog cloud spell). This smoke dissipates naturally after 1 minute.

ABOUT

Born into a family of ninja, Akira was trained from the age of three alongside her siblings and cousins to become a ninja by her grandfather, Katsuhiko. Though not all of her family members were able to complete their ninja training, she and her cousin, Tsunemichi, advanced together, choosing different specializations. Akira had a mischievous streak and excelled at thievery and sabotage, sneaking into homes and rearranging or stealing objects as she was assigned. When told to make it clear a ninja had been present, she left signs of her passing that frightened her victim far more than when other ninjas of her clan did the same.

Acknowledging her talent for creative approaches, Master Katsuhiko encouraged her to specialize in threats, where she used her abilities to leave frightening messages to individuals and families her clan wished to coerce. She used a variety of methods: rearranging items of value into meaningful patterns, leaving (mostly) harmless traps, or setting foul-smelling incense burning where her victims thought they were safest. If asked to frighten a victim in public, she would brush past him in a crowd, leaving a piece of charcoal along with an odd, unsettling object(such as one she stole from him a week before) in his pocket. Her final warning, if the victim did not give in to her clan’s wishes, was to cast shadow on the piece of charcoal before placing it in his pocket, causing all who saw him to know he was marked by the clan.

When Akira turned 20, she was given her most challenging assignment: entering the bedroom of a wealthy and well-guarded noble, one whose paranoia purchased many defenses against ninjas. Fortunately, Akira did not have to work alone: her cousin Tsunemichi, now a fully-trained yonin, had spent several months infiltrating the noble’s staff, and provided Akira with detailed maps of the building and schedules of the members of the household. On the day the master of the house was scheduled for a meeting with some of his samurai, Tsunemichi left gaps in the building’s defenses, subtly unlocking doors and placing convenient footholds for Akira’s entrance and escape.

Akira entered as planned, carefully avoiding squeaky floors, alarm spells, and the eyes of servants and guards.

Slipping into the bedroom undetected, Akira began painting the floor black, only to hear the floor squeaking nearby. With only a moment’s warning, Akira jumped into the closet, and watched through a crack as the noble’s wife entered the room, who immediately screamed when she saw the spilled charcoal paint. In seconds, the noble’s samurai and guards were racing over to investigate. Knowing her opponents easily outmatched her in a fair fight, and would find her hiding spot quickly, she deployed her smoke bombs, filling the room entirely with smoke. Throwing shuriken and kunai at random objects to make the room appear full of ninjas, Akira used her perfect vision in smoke to take full advantage of her environment, knocking over and entangling samurai with household objects and their own weapons.

Hearing the commotion, Tsunemichi came to her rescue, pointing and screaming loudly into the chaos to signal her.

She cast invisibility and took off in a run, his own running steps covering hers as they raced outside the house. When the smoke cleared, all that was left were a bunch of confused, frightened, and embarrassed samurai. When the noble asked Tsunemichi what he saw that made him run screaming, he claimed he saw a dozen dark shadows with evil faces, enforcing the idea that the ninjas who attacked were literal smoke, and convincing him the “kemuri ninjas” were impossible to stop, leaving the man entirely terrified and more than willing to give in to the clan’s demands.

Afterwards, Akira took on the name Kemuri, or smoke, as her ninja alias.

Using Akira in your games: Akira is intended to be an agent of her clan, and may appear as a local legend among the population, referred to as “the Kemuri”. She can work as a temporary ally or opponent to the party, depending on how her clan’s goals align with theirs. She could be hired by a patron of the party to assist them, or hired by an enemy to sabotage them. Akira is not an assassin, although she is willing to kill if necessary, and she is more likely to serve as a hindrance and a distraction rather than outright attack.

Although Akira is always focused on her assignment, she is not constantly serious: she enjoys the prank-like nature of her work and might get along well with party members who appreciate her methods.

Boon: Akira is unlikely to work directly with the party, though she may perceive them as useful tools. Her default attitude is indifferent, but may instead be friendly or unfriendly, depending on the alignment of their goals. If they share a goal, she will supply helpful information on it, providing advantage on Charisma (Persuasion) ability checks to gather information about their shared goal.

Legendary Ninjas (5E) © 2021, Legendary Games; Authors N. Jolly, Mia Yoshida, Connor Bates, Cerise Herndon, and Nate Wright.

Section 15: Copyright Notice

Legendary Ninjas (5E) © 2021, Legendary Games; Authors N. Jolly, Mia Yoshida, Connor Bates, Cerise Herndon, and Nate Wright.

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