Rogue: The Ninja

Rogues who stalk the night and move silently, throwing ninja stars and sabotaging enemies. Ninjas are not just warriors; they also excel at gathering secrets and intel, making great spies that can escape just about any threat. Or fight it head-on.

This subclass is designed for all settings.

Bonus Proficiencies

When you choose this subclass, you gain proficiency with Chakrams, Katanas, Shurikens, and Whips. You also gain proficiency in Stealth, or expertise if you’re already proficient. If you already have expertise, you gain proficiency in another skill available to Rogues.

Unsheath

Additionally, when you choose this subclass, you can prepare your weapons for powerful strikes. As a bonus action, you can prepare your weapon for unsheathing. The next attack roll you make with that weapon counts as a Sneak Attack, even if you meet none of the requirements.

While not in combat, you can prepare a weapon to strike as a reaction when Initiative is rolled. A creature can notice your preparation with a Wisdom (Perception) check versus your Dexterity (Sleight of Hand) check.

Ninjitsu

Starting at 9th level, your expertise with small weapons has expanded to allow throwing multiple at once. Whenever you take the attack action with Shurikens or Darts, you can choose to throw multiple at once. You can throw one additional Dart/Shuriken per Sneak Attack die you spend. Should Sneak Attack apply, each Dart/Shuriken deals half your remaining Sneak Attack dice (rounded up) on a hit.

For example, at Level 9 your Sneak Attack deals 5d6. You can expend 1 die to throw 2 weapons, each dealing their damage +2d6 from Sneak Attack. Alternatively, you can throw 5 Shurikens.

When you use Unsheath, it applies to all of the Ninjitsu weapons thrown.

Sabotage

Starting at level 13, you’ve learned the ways of sabotaging enemies. Whenever you deal Sneak Attack damage to a creature, it must make a Constitution Saving Throw or have its move speed halved. The DC is 8 + proficiency bonus + Dexterity modifier.

You can only reduce the move speed of a creature once per turn.

Ninjitsu Master

Beginning at 17th level, you’ve mastered the art of Ninjitsu. Whenever you make a Ninjitsu attack, each weapon thrown always deals half your Sneak Attack die (rounded down) on a hit as long as they are on separate targets.

Master Sabatour

Additionally, at 17th level, your Sabotaging methods have reached their peak. Whenever a creature fails the Constitution Saving Throw against a Sabotage, its move speed is reduced to 0 until the start of your next turn. If its succeed, its move speed is still reduced by 10 feet.