Ninja (Yaranaika): Difference between revisions
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[[Category:Rogue Subclasses]] |
Revision as of 06:30, 15 June 2025
Ninja (忍者) or shinobi (忍び) is a was a spy and infiltrator in pre-modern Japan. In Mythic Japan, they actually have supernatural powers. Here is a Rogue Subclass version.
Rogue Subclass: Ninja
You are a spy and inflitrator, likely on a secret mission , , and
Level 3: Genin
Acrobatic Entrance. You can enter the battlefield with an impressive acrobatic move, such as a double volt. Take a Move Action and make a Dexterity (Acrobatics) roll, DC 20. If you succeed, you get Heroic Inspiration. This is not a stealthy move—everyone except Blinded creatures will be instantly aware of you. Also, if you fail by 5 or more, your move ends in Prone condition.
Ninja Suit. Usually you wear normal clothing and blend into the crowds. For night missions, you might wear all black. The black suits are not historical. They came from stage hands, kuroko (黒衣), who wore all black, head to toe, in order to imply that they are invisible and not part of the action onstage. But hey, this is Mythic Japan, so of course ninjas wear black! And often arrive at a scene with an acrobatic somersault. In a black suit, you can attempt Hide Action while Lightly Obscured (e.g. in area of Dim Light), which is not normally possible.
Ninja Weapons. Ninjato (忍者刀) is your main weapon.[1] Use scimitar stats for it, although it is a straight sword. Its scabbard can be used as a breathing-pipe underwater.
You are proficient with ninjato and traditional ninja weapons: Blowgun (吹き矢筒, fukiya-tō), Dart, Kama (鎌) (sickle), Kunai (苦無), Kusarigama (鎖鎌), Kyoketsu-shoge (距跋渉毛) and Shuriken (手裏剣). Uchine (打根), a throwing arrow, can also be counted as one, although it was known to most people.
Shuko (手虎), "Tiger hands", are like neko-te, but the claws are on the palms. These are both climbing tools and weapons. Ashikō (足甲), , is similar but used on feet.
Neko-te (猫手) were historically used by female ninja (くノ一, kunoichi). They are iron nails that are fastened into leather bands fitted on the fingers, and resembled claws. Often they were dipped in poisons and used to slash target's eyes.
You also have access to exotic trap-like weapons such as Makibishi (caltrops) and Smoke Bombs, to Poisons, and to special ninja rations such as Hyōgan (兵糧丸), small sweet balls full of energy and healthy seeds and spices.
You might be assigned weapons for your mission, or you can buy them from your clan.
Ninjutsu. You can use Sneak Attack with your Unarmed Strike, and base damage of your Unarmed Strike is 1d6 + your Strength modifier
Bludgeoning Damage. Your Unarmed Strike damage dice increases to 1d8 at 9th level, to 1d10 at 13th level, and to the maximum of 1d12 at 17th level.
Talking Hands. You learn a special version of Common Sign Language which only ninjas can normally understand.
Level 9: Chūnin

Kanchō! (カンチョー) This is a new secret option for Unarmed Strike. It can only be used as a Sneak Attack or against an Incapacitated foe. You clasp the hands together in the shape of a finger gun and poke at your unsuspecting target. You may yell "Kanchō!" when you attack. In addition to sneak attack damage, target must make a Constitution saving throw against 8 + your Strength modifier + 2 × your Proficiency Bonus
, or they will be Incapacitated with pain. An affected target repeats the save at the end of each of its turns, ending the effect on itself on a success. While target is in pain, another Kancho hit on them only causes damage.
Creatures with Unconscious condition, most Constructs, Undead, creatures without proper target area such as Oozes, and creatures unaffected by pain are immune to Kanchō. You still inflict damage but target does not need a saving throw.
Remember that a rogue can use sneak attack only once per turn.
Level 13: Jōnin
You've learned how to maximize use of magic items, granting you the following benefits.
Attunement. You can attune to up to four magic items at once.
Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.
Scrolls. You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.
Level 17: Kage
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