Ninja (Yaranaika)
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.
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Rogue Subclass: Ninja
You are a spy and inflitrator, likely on a secret mission , , and
Level 3: Genin
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 Sword. 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 underwanter.
Ninjutsu. You can use Sneak Attack with your Unarmed Strike, and base damage of your Unarmed Strike is 1d6 + your Strength modifier
Bludgeoning Damage.
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) You have learned the secret technique of Kancho! When making a Sneak Attack with Unarmed Strike, 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.
Most Constructs, Undead, and creatures unaffected by pain are immune to Kanchō.
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.