Ninja Class: A Japanese Inspired Class For 5e D&D
Ninja Class: A Japanese Inspired Class For 5e D&D
Ninja Class
A Japanese Inspired Class for 5e D&D
Justin Smith
1/30/2019
Within these pages you will find the rules and descriptions detailing a modified Rogue class inspired heavily by the
Shinobi or Ninja of Japanese history, it is inspired by fantasy, mythology and history, I hope you enjoy it.
Contents
Ninja ............................................................................................................................................................................................................................................................................................................. 2
Expert Versatility ..................................................................................................................................................................................................................................................................... 2
Solitary Life .................................................................................................................................................................................................................................................................................... 2
Creating a Ninja ........................................................................................................................................................................................................................................................................ 3
Quick Build ................................................................................................................................................................................................................................................................................... 3
Class Features ...................................................................................................................................................................................................................................................................................... 4
Hit Points ........................................................................................................................................................................................................................................................................................... 4
Proficiencies ................................................................................................................................................................................................................................................................................... 4
Expertise ............................................................................................................................................................................................................................................................................................ 4
Sneak Attack ................................................................................................................................................................................................................................................................................ 4
Foray...................................................................................................................................................................................................................................................................................................... 4
Cunning Action .......................................................................................................................................................................................................................................................................... 5
Ninja Clan........................................................................................................................................................................................................................................................................................ 5
Ability Score Improvement............................................................................................................................................................................................................................................. 5
Uncanny Dodge ......................................................................................................................................................................................................................................................................... 5
Resourceful Combatant...................................................................................................................................................................................................................................................... 5
Calculated Strike ..................................................................................................................................................................................................................................................................... 5
Sure Footed ..................................................................................................................................................................................................................................................................................... 5
Ninja Sight ....................................................................................................................................................................................................................................................................................... 5
Ninja’s Fortitude ......................................................................................................................................................................................................................................................................... 5
Misdirection ................................................................................................................................................................................................................................................................................... 5
Ninja Master................................................................................................................................................................................................................................................................................... 6
Ninja Clans............................................................................................................................................................................................................................................................................................. 6
Shinobi Clan .................................................................................................................................................................................................................................................................................. 6
Bombs & Poisons ......................................................................................................................................................................................................................................................... 6
Saboteur.......................................................................................................................................................................................................................................................................................7
Guerilla ........................................................................................................................................................................................................................................................................................7
Spirit of Shinobi ....................................................................................................................................................................................................................................................................7
Kuji Clan ............................................................................................................................................................................................................................................................................................8
Spellcasting ..............................................................................................................................................................................................................................................................................8
Ninja Spell List ..................................................................................................................................................................................................................................................................... 9
Swift Casting ........................................................................................................................................................................................................................................................................ 10
Master of the Ku ................................................................................................................................................................................................................................................................ 10
Ninja
A Half-Orc stalks the angle rooftop of the keep, slowly approaching view of the guards below while his allies lay
in wait down below. He pulls a small orb from his pack and hurls it toward the guards and it explodes in a burst of colored
gas, without warning the guards eyes go mad and they begin attacking one another. The Half-Orc and his companions let
the chaos ensue while they infiltrate the keep undetected.
A Human dressed in workers clothing trims the bushes of the royal garden just as the noble lord passes behind him
into the inner courtyard, suddenly just as they pass he spins and his hands mimic ancient gestures of power and he speaks
archaic words a sudden gust of wind knocks the nobles guards from their feet and the Human launches forward to bring
death on the noble. The Humans garb melts away from a bush trimmer to a figure covered from head to toe in black.
These are Ninja, masters of espionage, infiltration and combat through the element of surprise and knowledge of
ancient magics. They use impractical tools as weapons, harness the powerful elemental spirits of the Godai, and can easily
pass through almost any area unnoticed or unseen. One who meets a Ninja and lives never knew he met a Ninja. Only a
select few become true Ninja of the Kotochi Empire and it is only through the dismissal of their past lives and intense
training and dedication. The word Ninja is shrouded in mystery, dishonor and disbelief, but the purpose they serve to the
Empire while little known is critical.
Expert Versatility
Ninja infiltrate and overcome through immersion as well as silent forceful entry. They master many skills and arts
so that they may blend seamlessly into the court of high ranking officials or scale a fortified wall with not but their
climbing kit, and some even use the Godai to perform acts of magic. This makes them useful for the Kotochi Empire in
almost any situation.
Solitary Life
Ninja leave everything behind when they take the oath to become one with the shadow, to enter into a life that by
many is considered dishonorable, sneaking about, attacking unarmed enemies from the darkness, stealing documents and
to manipulate the holy Godai for these unwholesome purposes is even worse in the eyes of many Kotochi. Thus the life of a
Ninja is often kept secret, letting no one know their true profession, and having few friends. The Kotochi Empire denies the
training and use of these masters of espionage which can sometimes leave them stranded or sequestered away from their
direct authority and superiors.
Ninja separated or divorced from service to the Empire do not often take up honest work but the most honest work
a Ninja can take up is offering his services to a lord for pay, assuming the lord is of honest repute. Less fickle Ninja often
find themselves using their skills for a life of crime, some may keep to a soft code of no killing but there may be many that
do not carry the same sentiment, becoming violent criminals or master assassins for the highest bidder.
The Ninja
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack,
Foray
2nd +2 1d6 Cunning Action
3rd +2 2d6 Ninja Clan
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Resourceful Combatant
7th +3 4d6 Calculated Strike
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Ninja Clan Feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Sure Footed
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Ninja Clan Feature
14th +5 7d6 Ninja Sight
15th +5 8d6 Ninja’s Fortitude
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Ninja Clan Feature
18th +6 9d6 Misdirection
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Ninja Master
Creating a Ninja
When creating your Ninja consider his or her motivations and relationship to the law and morality. Perhaps you
are still an instrument of some Empire or military and do any mission as instructed, obviously adding your own creative
thinking and versatility to get the job done. Or maybe your mission failed and you were left in unfamiliar territory and
forced to take up a new life or be discovered by those you were sent to infiltrate or spy upon. Did you desert the
organization that trained you? Unable to adhere to the missions you were given and the life of solitude? Went off to make
your way in the wide world as an experienced resourceful adventurer?
You should considered how you were recruited as a trainee to become a Ninja, many trainees are orphans, caught
stealing by an organization of government that trains Ninja, others find their way to the doors after showing their
exceptionalism in other professions of a military or other group and some are hand selected by the Masters of Shadow, a
select few Shinobi that seek out those they believe would make exceptional Ninja.
You should also consider your moral code, the Ninja do not have a code of honor and ethics, the very nature of the
work they do is considered dishonorable to the common majority. Your Ninja may not be so concerned with right and
wrong, or perhaps because of a strong moral compass you have developed a sort of twisted code of ethics of your own, like
never kill women or children, and only kill men that would kill you if they spotted you. Perhaps you do not care, the
mission is the mission and whatever gets in the way is simply and obstacle. Decide and develop what your character will
and won’t do and what lines he or she will blur or wouldn’t cross.
Every Ninja had or has a mentor, consider your Mentor and your relationship to him or her, trusted? Loved?
Respected? Or a means to an end, taught you everything you know but the harsh process of gaining that knowledge was
what drove you apart. Is you master still alive? Do you still obey them? If your master is dead how did he or she die? Was
your master Murdered? Did you murder him or her? Or is it a mystery? Or perhaps they sent you on a mission which you
willfully never returned from to live your own life and you know not whether they search for you or simply checked you
off as missing in action or dead.
Quick Build
You can make a Ninja quickly by following these guidelines. Dexterity should be your main priority with Wisdom
coming second as a Kuji who use the Godai to alter reality to enhance their own abilities and perform feats of magic.
Intelligence should come second as a Shinobi who use agility to evade danger and combat enemies and special resources
to disrupt, slow and confuse enemies.
Class Features
As a Ninja you have the following class features.
Hit Points
Hit Dice: 1d8 per Ninja Level
Hit Points at 1st Level: 8 + Constitution modifier.
Hit points at Higher Levels: 1d8 (or 5) + Constitution Modifier per Ninja level after 1st.
Proficiencies
Armor: Light Armor
Weapons: Simple weapons, shortbow, shortswords, Blowgun, Dart, Light Crossbow, Hand Crossbow.
Tools: Thieves tools
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Expertise
At 1st level, 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. At 6thlevel,
you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Sneak Attack
Once per turn, you can deal 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 Rogue table.
Foray
No fortification is immune to your speed and prowess and cleverness. When using a climbing kit or grappling hook you
climb at full speed and if you are not wearing armor you swim at full speed. You can hold your breath twice as long. Your
movement speed increases by 10 feet if you are wearing light armor and 15 feet if wearing no armor. You gain Proficiency
in the use of a Disguise Kit and the DC to discover you if disguised cannot be lower than 8 + Your Proficiency Bonus +
your Intelligence Modifier.
Cunning Action
Starting at your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.
Ninja Clan
At 3rd level you choose a Ninja Clan’s teachings that guide and influence your abilities as a Ninja. Shinobi and Kuji are
the main Ninja clans and are detailed at the end of the class description. Your Ninja Clan grants you features at 3rd level
and then again at 9th, 13th, and 17th level.
Uncanny 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.
Resourceful Combatant
Starting at 6th level you can use household tools and objects as weapons as if you have proficiency with them the damage
dealt with unorthodox weapons is 1d4 + your ability modifier used on the attack roll. Example items might be a rake, a
chopstick, a shovel, a book, chair or any object that you can easily lift and handle. Your knowledge of the body and
striking points that cause the most injury even to armored opponents is what allows you to use this feature. Any weapon
used this way counts as a finesse weapon for the purposes of the sneak attack feature. Any Object that you can pick up
with one hand can be thrown as if proficient the range is 30 ft and the damage remains 1d4 + your dexterity modifier.
Calculated Strike
Beginning at 7th level, when making a ranged or melee attack with a weapon which you are proficient (this includes using
items with resourceful Combatant) you may choose to add your intelligence modifier to your damage roll in addition to
any other modifiers that apply, you may do this twice between short or long rests.
Sure Footed
Beginning at 11th level you can move up to half your speed up a wall at the end of this movement if you haven’t reached the
top of a wall or found something to grab on to you fall back to the ground but take no damage from the fall. In addition
when you take the disengage action you may move through any creatures square freely.
Ninja Sight
Beginning at 14th level you have dark vision, if you already have dark vision your darkvision increases up to 120 ft. in
addition as long as you have access to one of your senses you can see invisible and hidden objects and creatures within 10
feet of you and you do not have disadvantage against them in combat.
Ninja’s Fortitude
Beginning at 15th level you are proficient in constitution saving throws.
Misdirection
Beginning at 18th level anytime an enemy has advantage against you, you may choose to give it disadvantage instead but
you also have disadvantage on your next attack roll.
Ninja Master
At 20th level your muscle memory and reaction time has been honed to supernatural levels, if an enemy hits you with a
melee or ranged attack you may instead choose to deal the damage they would have dealt to you back to them and add
your sneak attack damage to it. You may do this once between long rests.
Ninja Clans
The fact that Ninja dedicate themselves entirely to their purpose is not in question, how they execute flawless victory in
their endeavors however varies between the Ninja Clans and while the mission is always most important Ninja use
differing methods of magic and prowess depending on the training and devotions they follow.
Shinobi Clan
You perfect and fine tune your skills in physical agility and resourcefulness in misleading and disrupting your enemies
abilities to attack, pursue and function properly in combat or outside it using expertly crafted bombs and modified poison
bombs. In addition you learn the ability to take your stealth to a level beyond mere sneaking in the dark.
- Gain proficiency with a Poisoners kit when you choose this Clan.
- Poison & bomb DC’s = 8 + your Proficiency bonus + your Intelligence Modifier
Shinobi Poisoner Kits are so dangerous to use without proficiency that anyone that attempts to do so without having the
Shinobi Clan Class feature results in an automatic failure and suffers 4d6 force damage with no saving throw as the kit
explodes.
Bombs: The radius of your bombs is listed in the chart above, you can create a bomb with a radius up to what is listed for
your level or to a minimum of 5ft. You throw a bomb at a location centered on a point within 30ft of you that you can see
and creatures within the area of effect must pass the saving throw indicated by the bomb type or suffer the effects of the
bomb as listed below. The bomb types you can create at 3rd level are as follows.
Bomb Types:
- Smoke Bomb 2: Con save if failed creatures within range are blind for 2 rounds. Alternatively as a reaction you
may use this bomb on yourself or a willing creature. Any allies within the area of effect can use their reaction to
take the disengage, dash or hide action.
- Force Bomb 1 : Strength Save if failed creatures large or smaller within range are knocked prone, additionally any
non-magical light sources within the area of effect are put out.
- Confusion Bomb: Wisdom save if failed creatures within the area of effect suffer from confusion for a number of
rounds equal to your intelligence modifier.
Poison Conversion: You can create any poison from an available list of poisons approved by your DM (Optional Poison List:
https://www.5esrd.com/gamemastering/poisons/ ) and you can convert these poisons from their listed application types
into gases to be used as a Bomb following the rules above for Bombs. The poisons still have the same effect listed in their
description; all creatures within the area of effect of a poison bomb are subject to the poisons effects and must make saves
accordingly. Creating poisons as bombs costs 1 use of the Shinobi poisoners kit and one additional use per 100gp that the
poison costs to make. The gold price must be paid in addition to the poisoners kit uses.
When converting poisons to bombs kit uses required to do so must all be spent at the same time, if they cannot be than the
poison cannot be converted.
Saboteur
At 9th level when you make a ranged weapon attack you may use a reaction to attach a bomb to that attack the target of
the attack must be within 30ft and you must be able to see the target, if your sneak attack damage would apply to this
attack it still does in addition to the bomb effects. In addition your bomb arsenal increases.
- Firebomb 4: Creatures within the area of effect must make a dexterity saving throw on a failure they take half
your sneak attack dice as fire damage on a successful save the damage is halved. This firebomb dispels the
entangle or web spells that have already been cast if it is thrown in the same location.
- Grease Bomb 2: Creatures within the area of effect must pass dexterity saving throw or there movement speed is
halved. The effect lasts a number of rounds equal to your Intelligence modifier.
Guerilla
At 13th level the range of your bombs increase to 60ft and the range of your Saboteur feature increases to 60ft. In addition
you can cast the pass without trace or Invisibility spells (invisibility can only target yourself) as a ritual once between long
rests (One or the other between rests not both). In addition your Bomb Arsenal increases.
- Shimmer Bomb: Creatures within the area of affect must pass a dexterity saving throw or become covered with a
glittering residue that lasts for a number of rounds equal to your intelligence modifier. Anyone attacking
creatures affected have advantage on their attack rolls, and creatures affect by the residue are at disadvantage on
hide checks. Additionally on a failed save this bomb cancels the effects of the invisibility condition and cancels
the effects of the blur and mirror image spells.
- Net Bomb: Creatures within the area of affect must make a dexterity saving throw or be restrained, creatures can
roll a strength save on each of their turns if they succeed the effect ends.
Spirit of Shinobi
At 17th level your mastery of the teachings of the Shinobi Clan are at their peak. You may use your cunning action to
throw a bomb. You may cast the greater invisibility spell on yourself only as a ritual once between long rests; its duration is
one minute, this requires concentration as normal per the spell rules.
3rd 3 3 2 — — —
4th 3 4 3 — — —
7th 3 5 4 2 — —
8th 3 6 4 2 — —
10th 4 7 4 3 — —
11th 4 8 4 3 — —
13th 4 9 4 3 2 —
14th 4 10 4 3 2 —
16th 4 11 4 3 3 —
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
Spellcasting
Beginning at 3rd level you gain the ability to cast spells. The list of spells you can choose from will be provided in this
section. The spells a Ninja can cast are learned through dedicated study and memorization and he does not need a
spellbook of any kind, however a Ninja is still required to use any components listed in a spells description to cast a spell.
Spell Attack damage and Sneak Attack Dice, A Ninja cannot combine sneak attack dice with any damage
dealing spells or spell attacks.
Cantrips. You learn 3 cantrips of your choice from the Ninja Cantrips list below. You learn an additional cantrip
from the same list at 10th level.
Spell Slots. The Ninja Spellcasting table shows how many spell slots you have to cast your Ninja 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 start with two 1st-level spell slots at Ninja level 3, and gain more as you gain more Ninja levels.
Spells Known. You know three 1st-level Ninja spells of your choice.
The Spells Known column of the Ninja Spellcasting table shows when you learn more spells of 1st level or higher. Each of
these spells must be from the provided Ninja spell list, and must be of a level for which you have spell slots. For instance,
when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the Ninja spells you know with another spell of your choice
from the Ninja spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your Ninja spells. You use your Intelligence
whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving
throw DC for a Ninja spell you cast and when making an attack roll with one.
1st Level
- Fog Cloud
- Absorb Elements
- Cause Fear
- Disguise Self
- Longstrider
- Create or Destroy water
- Burning Hands
- Warding Wind
2nd Level
- Continual Flame
- Flame Blade
- Heat Metal
- Gust of Wind
- Mirror Image
- Blur
3rd Level
- Flame Arrows
- Water Breathing
- Water Walking
- Tidal Wave
- Wall of Water
- Protection from Energy
- Wind Wall
- Gaseous Form
4th Level
- Control Water
- Fire Shield
- Conjure Elementals
Swift Casting
Starting at 9th level you may cast a spell as a bonus action, you must expend a spell slot 1 level higher than the spell chosen
for example if you choose to cast Mirror Image as a bonus action this way it expends a 3rd level spell slot instead of a 2nd
level spell slot. You must have access to the spell slot level needed to perform this, so if you only have 2nd level spell slots
available then you may only use this on cantrips or 1st level spells. You may only use this feature once between long rests.
At 13th level you may use this feature one additional time between long rests and one additional time at 15th level.
Master of the Ku
Beginning at 17th level as a bonus action you can transform into one of the following creatures by expending your 4th level
spell slot. All of your stats take on those of the beast chosen except your intelligence and wisdom scores. You may use any
fly, swim or other speeds granted by your beast form. Use rules for these creatures that are CR 0, a Ninja cannot transform
into a creature that is not on the list below and if anything on the list or a creature that the player would like to transform
into is in question than the creature must be linked to an elemental aspect of some kind and cannot be of higher than CR 0.
You may cast Cantrips and up to 1st level spells in your animal form as long as you have slots available and regardless of
the components required, however any material components required are still consumed and are no longer on your person
when you return to your normal form.
- Owl
- Raven
- Hawk
- Rat
- Lizard
- Scorpion
- Quipper
- Octopus
- Frog
If you are reduced to zero hit points in any of these forms you immediately revert to your true form and suffer all the
damage dealt by the attack to your total hit points.