But I'm not about to spend the next year working out those classes. Either way I'm going to try and work out stuff for other systems (Star Wars perhaps).
One last little disclaimer - this is of course an unofficial conversion, like all conversions I do. It is a fan based work and protected under Fair Use.
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Ninja
A blur of gestures and short
incantation allowed her to suddenly breath a gout of fire into the group of
goblins that had her backed into a corner.
As they screamed she performed another series of gestures and then
slapped her hand onto the ground. In a
flash of smoke a large beast stood next to her, decked out in clothing similar
to her own. Together they moved into the
crowd of Goblins who clearly had bitten off more than they could chew.
He stood there surrounded by his
foes. He was calm and held a hand out
beckoning his next opponent forward. One
of the men brazenly rushed him. The man
lashed out with a punch that could shatter stones, sending the man tumbling
into the air. However, the man was
hardly done as he lept onto the tumbling foe driving his feet down into his
back and in turn driving him into the ground.
Standing atop the fallen foe he smiled and gestured for the next
opponent to step forward.
NOT SO SILENT WORLD
Ninja have
classically been looked upon as the silent assassins, purveyors of death and
boasting a reputation as mercenaries who lean toward evil acts. Truth be told that the ninja is not
necessarily evil. The skills and
capabilities of a ninja are in and of themselves not evil and it is the
individual that makes them so. Ninja are
skilled in multiple disciplines, including unarmed strikes, the use of armor,
weapons, and even magical arts they call by different names such as ninpo and/or
jutsu’s (specifically broken up to being ninjutsu and genjutsu).
LIFE AND TRAINING
In classic
terms, ninja’s are often apart of a clan or a particular village. Everyone in the clan/village often has a
roll, with many having some amount of training as a ninja (or at least in some
of the arts of the ninja). Life in the
village is often regimented to account for training, day-to-day tasks, and
jobs. For a ninja a job can be anything,
not just calls for assassination. Some
may be called to be farmers, help build a bridge, and the like. Their job can be very unassuming, but should
things go south, they possess better skills than others they may be working
with.
Ninja often work in small groups of
two or three where their skills and capabilities can overlap and complement
each other. Travel is not uncommon, even
to distant lands. Sometimes ninja can be
called upon to establish new villages. However,
their villages are often secluded and set up in places where they can easily
sustain themselves separately from other places.
For the most part, ninja typically
get along with other adventurers, and fit in well with groups that typically
need someone who is skilled in the art of stealth. A ninja is never beholden to
serve the village and is allowed to strike out on their own, although the
village would prefer to maintain contact with the would be adventuring ninja.
CREATING A NINJA
Ninja are
very versatile, and this is a part of their nature. Is your ninja the type that prefers to be
straight forward in their actions? Is
subterfuge and guile the name of the game?
Are weapons your best friend and you collect as many as you can? What was the stance of your village, did they
favor the classic mercenary acts of assassination, or were they more on the
side of more morally good actions? Why
did you set out on your adventure? Are
you looking for something, or someone?
Do you have a specific goal in mind that your village has sent you out
to perform?
Regardless
of the reasons for adventure, the life of the ninja has often left many ninja
as being neutral in alignment.
QUICK BUILD
You can make
a ninja quickly by doing the following.
First Dexterity should be the focus of your ability scores unless you
prefer to rely more on armor. Next
should be Intelligence. Finally choose
the Folk Hero or the new Shinobi background (at the end of this write-up).
CLASS FEATURES
As a ninja,
you gain the following class features.
HIT POINTS
Hit Dice:
1d8 per ninja level
Hit Points at 1st Level:
8 + your CON modifier
Hit points at Higher Levels:
1d8 (or 5) + your CON modifier per monk level after 1st.
PROFICIENCIES
Armor: Light
Weapons:
Simple Weapons, Short Sword, Long Sword, Long Bow
Tools: Choose one type of
artisan’s tools
Saving Throws:
Dexterity, Intelligence
Skills: Choose
two from Acrobatics, Arcana, Deception, Medicine, Sleight of Hand, Stealth
EQUIPMENT
You start
with the following gear, in addition to what is provided by your background:
·
(a)
a short or (b) any simple weapon
·
Leather
armor, 10 darts
TAIJUTSU
At 1st
level you have the rank of genin, and have received the necessary training to
be able to fight unarmed, as well as the use of weapons and body armor. Your unarmed attacks do 1d4 damage, and may
use your DEX modifier with any weapon that you are proficient with from this
class. In addition to this you have
access to two different groups of fighting techniques to enhance upon your
existing fighting skills. You may
initially select two options at 1st level. At every 3 levels you gain one additional
technique. Some techniques cannot be
chosen until you have reached a certain level however. If a saving throw is called for then the save
is 8 + the character’s DEX modifier + proficiency bonus. Unless otherwise noted, you can only select
one technique.
Offensive Techniques:
·
Combo: As a bonus action
you can make an additional attack doing your normal unarmed damage following a
melee attack.
·
Improved Unarmed Damage [Lvl6]:
You may increase the unarmed damage dice you use by one step (1d4 to 1d6). This can be taken more than once for a max of
1d12 in unarmed damage.
·
Sweeping Strike [Lvl 3]:
As a bonus action, if you successfully hit with a melee attack you can
force the opponent to make a STR save.
If they fail they are rendered prone, but if they succeed they remain
standing.
·
Haymaker:
You can unleash a single powerful attack. You can take a -5 to hit with your melee
attacks and do +10 damage.
·
Deadly Edge:
When using a slashing type weapon, you have a +1 to your attack rolls.
·
Deadly Weapon [Lvl 6]:
You can choose one weapon which you are proficient with to apply this
to. Increase the weapon’s damage by 1
die type. If taken again then this
applies to a separate chosen weapon.
·
Accurate Throw:
When throwing a weapon with the “thrown” attribute your attack roll is
at a +1.
·
Uncanny Throwing [Lvl 6]:
You may throw any one-handed object that does not normally possess the
“thrown” attribute as if it did possess it.
Defensive Techniques:
·
Agile Evasion:
You have a +2 to your Dexterity saving throws.
·
Alert: You have a +2 to
your Perception skill rolls.
·
Illusion Breaker [Lvl 6]:
When under the effects of a spell or power that requires a Wisdom save
you may spend your reaction to immediately break the effect. Once broken you retain advantage on all WIS
saves you have to make for the next ten minutes. This cannot be used again until a short rest
is taken.
·
Counter [Lvl 6]:
When you take a defensive action you may spend your reaction to counter
a melee attack that targeted you. The
counter attack is made with a normal attack roll.
·
Anticipation: When
rolling your initiative, you have advantage to your roll.
·
Fast Movement:
Your speed increases by +10ft.
·
Clinging Movement [Lvl 3]:
You can move along any surface with your normal movement. You must maintain concentration to keep this
up.
·
Escape Artist:
When grappled, or restrained in some way, you have advantage on rolls
made to escape.
NINJUTSU
At 2nd
level you learn the mystic arts of ninjutsu.
Ninjutsu allows the ninja to cast spells and make use of other unique
capabilities. The Ninja gains a number
of Ki points each level according to the table for the class. In addition to this, if the character has a
spell or power that requires a saving throw the difficulty is equal to 8, +
their proficiency bonus, + INT modifier.
Finally, you learn a limited number of “jutsu” which are spells and
unique powers that a ninja possesses.
These typically use Ki, though some jutsu simply require that still have
Ki. If out of Ki, then you will not be
able to use those powers. Below is a
list of the jutsu that you have available.
The number of jutsu you may know is limited, based upon your level. Ki points expended recover after a short or
long rest. At 2nd level you
may choose to know 3 jutsu’s. Every 3
levels you may gain 1 new jutsu to know.
Spells chosen to be jutsu’s are chosen from the Sorcerer’s spell list,
or the Cleric’s spell list. Spells do
not require material components, but ritual spell casting still needs an
expenditure of a ki points, however, in order to be cast. You cannot spend ki points to cast spells at
a higher level however.
·
Cantrip Jutsu: You
may choose to learn one cantrip. So long
as you have 1 ki point you can freely cast the cantrip. You can choose this more than one time if
desired.
·
1st Level Spell Jutsu: From
the Sorcerer’s list, you can choose 1 spell to know as a jutsu. If a spell requires a material component,
this comes in the form of a paper charm for the ninja. Casting the spell requires 2 ki points.
·
2nd Level Spell Jutsu [5th
Lvl]: You may choose to learn one 2nd
level spell. You can choose this more
than one time if desired.
·
3rd Level Spell Jutsu [9th
Lvl]: You may choose to learn one 3rd
level spell. You can choose this more
than one time if desired.
·
4th Level Spell Jutsu [13th
Lvl]: You may choose to learn one 4th level
spell. You can choose this more than one
time if desired.
·
5th Level Spell Jutsu [17th
Lvl]: You may choose to learn one 5th level
spell. You can choose this more than one
time if desired.
·
Substitution Jutsu:
When you would be hit by any attack, as a reaction you may spend 1 ki
point and substitute yourself with any object in the area to take the hit for
you. This requires that you make a DEX
save (8 + the opponents attack bonus, or vs. spell save). If successful the object suddenly is
transported to where you were, and you move to where the object was. The chosen object must be within 30ft of
you. Casting a spell at a higher level
costs 1 additional ki point (or more).
·
Vanish Jutsu:
You can spend 1 ki point to generate thick smoke within a 10ft circle of
yourself. When this is done you may move
anyplace with in your normal speed. If
the spot would offer concealment, then you gain concealment from being
noticed. Opponents are at a disadvantage
when attempting to locate you until you do something to be noticed (you have
advantage on your Stealth checks so long as you remain concealed).
NINJA WAY
When you
reach 3rd level you set yourself down a way of the ninja: Shadow
Scout, Forbidden Sage, and Dragon Warrior.
Your ninja way grants you features at 3rd level and again at
7th, 11th, and 17thlevel.
ABILITY SCORE INCREASE
At 4th
level, and again at 8th, 12th, 16th, and 19th
levels you can increase one ability score of your choice by 2. Or you can increase two ability scores of
your choice by 1. You cannot increase an
ability score above 20 using this feature.
EXTRA ATTACK
At 5th
level you can attack twice, instead of once, whenever you take the attack
action on your turn.
TRAJECTORY THROW
At 6th
level you can throw a weapon at an opponent that has cover (but not full
cover). The thrown weapon is hurled in
such a way that it is able to curve around the obstacle. If you are able to throw more than one weapon
at a time, then this can apply to the lot of them.
BARRAGE THROW
At 9th
level the ninja is capable of hurling several small thrown weapons at a number
of opponents, or just one. As part of
your attack action you can hurl daggers, darts or other similarly sized objects
at a rapid pace. You can either focus your attack on one opponent or multiple
opponents. This allows you to make a
single attack roll against a target, or group of targets DEX save. Each item thrown at a single target increases
the damage by a die per item hurled.
With multiple foes you can break up the damage. Multiple opponents must be with in a 20ft
cone area. You can hurl up to 1 item per
+1 modifier you have from your DEX modifier (in addition to the first
item. The opponent’s DEX save is vs. 8 +
your DEX modifier, + your proficiency bonus.
The damage against multiple opponents is based upon how you divide up
the thrown objects. Thus if you have
three opponents in your coned area, and are throwing 4 weapons, and they all
fail their rolls, then you could pump 2 weapons into one foe, and one into each
other one. Because this uses ammunition,
the number of times it can be used in an encounter is limited by what you have
on hand.
CHUNIN
At 10th
level the Ninja moves to the rank of chunin and may acquire a deeper
understanding of the ninja arts. Choose one of the following benefits:
·
Summon:
You can summon a spirit animal to provide you with assistance. This animal can be any normal animal. All summoned creatures have an INT score of
8, and are capable of speech. For 2 ki
points an animal of ordinary size is summoned with the above stat changes. For 4 ki points the animal is a “dire”
creature (size should be around medium.
The creature is also capable of using a weapon, and wearing armor. For 6 ki points the animal is even bigger,
(large to huge sized). For 8 ki points
the animal is even bigger, pushing up to gargantuan in size. Again, the animals summoned are often wearing
clothing and even wielding weapons (if they possess the physical
capability). However, the smaller the
summon, the longer the summon will stay around.
At the base ki cost of 2, the summon can stick around for 2 hours. For 4 ki points a summon lasts for 1 hour. For 6 ki points it will last for 30 minutes,
and for 8 ki points it will last only 10 minutes. The animal type you summon is one you form a
contract with, and this can be changed when you level up as you spend time to
form a new contract. The challenge
rating for the summoned animal is limited to being half that of the character’s
level.
·
Talisman Sealer:
You are capable of sealing weapons and other equipment into scrolls and
paper cards. But you can also do more
than this, as you can create paper “charms” that can serve to seal beings or
places if placed on them.
o Seal
Gear: You must have a scroll or card to use this
with. You need a physical item to be
sealed, ink, and a number of other things.
You spend an hour setting up a ritual (and 10gp of materials) that
allows you to seal a number of individual items into a scroll equal to your
level (or 1 item for a card). You then
expend a number ki points equal to the number of items to be sealed. Once sealed in the scroll (or card) the
weight of all things there in is now that of the scroll (or cards). Money and other small objects can be more
easily sealed, of which it’s based upon a 1ft x 1ft area (per ki point). Taking an item out is an action and the
scroll or card must be in hand and open to where the item is stored. The item can be restored to its storage space
with another action from the sealer.
o Seal
Spell: This allows you to essentially cast a spell
you know, and save it for later. The
downside is that activating the spell in a scroll or card destroys said item. Putting the spell in takes 10 minutes, 10gp
of materials, and an expenditure of ki for the spell. Once sealed, you need only spend a single ki
point to activate the spell. You can set
a card or scroll in a place and pay 2 ki to trigger the spell remotely instead.
o Seal
Actions: This is a particular seal that works with
cards. It takes 30 minutes to make the
card (and only a card) and 5gp of material to make. When a card is made it must
be physically placed on a person, or place.
The card’s effect must be explicitly stated for what it will do (a
single chosen type of action, this can include movement). When placed on a person the person cannot
take that specific action. If placed on
an object, the effect is similar to being put on a person. For example, if placed on a door way it can
bar a person from opening the door, or walking through the doorway. To overcome a seal either it must be damaged,
or removed. To overcome its effect requires
a STR save vs. the ninja’s spell casting difficulty.
·
Spell-Mimic:
You are capable of copying the casting of any spell you see being
cast. When you see a spell being cast
you may, as an action or reaction, attempt to learn the spell temporarily. You must make a save against the spell even
though you have yet to be affected by it.
If you succeed in your save, you now know the spell, and may spend ki to
cast it (regardless of the spells level).
The ki cost to cast the mimicked spell is equal to the spells
level. Your knowledge of the mimicked
spell lasts for 10 minutes however and you must be able to see the caster as
they cast the spell, this includes allies.
JONIN
At 15th
level the ninja has earned the rank of Jonin.
As a Jonin the character has developed extensive capabilities beyond
that of any other ninja.
·
Summon Sage:
You have learned techniques that allow you to take into yourself the
abilities and aspects of the animal you can summon. Any species traits that the animal would
possess you can make use of. In addition
to this your Ki is completely replenished upon entering the sage form, and Ki
powers use 1 Ki less than normal (but never less than 1). It takes 10 minutes of meditation in order to
enter the sage form. Once in the form
you can maintain it so long as you have Ki, or don’t take a long rest, or are
not rendered unconscious. Upon exiting
from the form you cannot enter it again until you have taken a long rest.
·
Manifest Sage:
You’ve unlocked the ability to extend your ki out around you to be a
ghostly armored from that not only protects you from harm, but also extends
your own physical attacks beyond their normal range of capability. Each benefit that is manifested requires 1 ki
point to be spent for it. To maintain
the manifestation requires a Concentration check on each turn. If you fail a
check you may spend half the forms ki to force the manifestation to stay up at
its current level. Once the
manifestation ends, however, it cannot be brought up again until a long rest is
taken.
o Armor: You gain armor class 16 + DEX Mod.
o Size/Reach: Each ki point you spend essentially
increases the size of the manifestation, and extends it reach. For 1 ki point the reach is +5ft beyond the
characters normal striking range for a melee attack, size stays at normal medium
size. Each additional ki point spent
increases the size & reach up to gargantuan, (reach +5ft and doubles each
step beyond the second +5ft). A benefit
to allies is that the increased size allows for adjacent allies to gain the
effects of partial cover so long as they remain adjacent to the user.
o Attack:
The manifestation can unleash attacks at your direction, mimicking any
weapon you have on your person. Damage
is initially based on the weapon your using (including unarmed attacks), spells
do not count as a part of this. Damage increases
for each size class above medium that the manifestation is made (by +1d6).
·
Ki Infuser:
You are capable of expending ki to infuse your body with physical
power. This can manifest in raw physical
strength, or even accelerated healing.
o Seal
Ki: You can seal away some of your ki for
later. When this is done a mark appears
on the body. The sealed ki remains as a
sort of emergency reserve that can be tapped into when one’s normal ki amount
is used up. An amount of ki equal to
your level can be sealed away in this manner, at a rate of 1point per 10
minutes of meditation.
o Physical
Boost: So long as you have ki sealed, you gain a
physical boost to your capabilities. You
can spend 1 ki point to gain advantage on all STR based skill rolls and saves. Additionally, your ability to lift/carry is
doubled, and you add a +1d6 damage. If
you spend an additional ki point (or more) in this fashion the lifting
capabilities and damage bonus increase proportionately. This requires concentration to maintain however.
o Accelerated
Healing: You can accelerate the healing of your
body. For 1 ki, on each of your turns
you regain 1d4 HP. For 2 ki you recover
2d4 HP, and so forth. Accelerated
healing lasts only so long as you pay ki each turn for it.
·
Elementalist:
You chosen to focus on the use of elemental ninjutsu. You may exchange any spells you know for any
elementally based spell on the Sorcerer’s spell list, or the Druid’s spell
list. When casting spells that are
elemental in nature their save DC is increased by +1. Additionally, the ki cost for these spells is
reduced by 1 (but no less than 1).
Finally, you may choose 1 elemental type that you are particularly
strong at using. When using this
elemental type of spell, you may cast the spell at 1 level higher than normal
for +1 ki point per level.
NINJA WAY
The way of a
ninja is one with many divergent paths.
Ninja’s follow a particular path of life with some favoring the more
classical stealthy type, while others prefer to learn forbidden arts, and yet
others devote themselves more to just kicking the crud out of others. When you reach 3rd level you set
yourself down a way of the ninja: Shadow Scout, Forbidden Sage, and Dragon
Warrior. Your ninja way grants you
features at 3rd level and again at 7th, 11th,
and 17thlevel.
SHADOW SCOUT
The shadow
scout prefers stealth and subterfuge over direct combat. Those who follow the way of the shadow scout
gain the following class features.
SHADOW ARTS
At 3rd
level the character is versed in unique techniques that they may use their ki
for. The character gain access to the
following techniques:
·
Shadow Clone:
You can create a replica of yourself.
This replica has its own version of all of your equipment, its attacks
count as magic as well (even if its gear would normally not be magic). This clone is essentially the character in
all respects save that it has no HP.
Instead if it is hit the clone must make a Save vs. Death. If it succeeds then it can continue to fight,
but any subsequent rolls after this are at disadvantage. If it fails a save, then the clone vanishes
in a puff of smoke. Things that the
clone has learned are instantly transmitted back to the maker upon their
destruction. The clone can even use ki,
so long as the user gives some of their ki to the clone (otherwise they cannot,
the same applies for spell casting in that a spell level must be given to the
clone to use, though cantrips do carry over).
Creating a single clone costs 2ki, and the clone remains in action for 1
hour (or if they lose consciousness the clone goes away).
·
Shadow Vanish:
You can expend 2 ki to become invisible, but only when shadows or
darkness is present. This lasts so long
as you concentrate and don’t attack. If
you make an attack you become visible, even if you maintain your concentration,
though you become invisible again at the start of your following turn. For all other purposes this power works like
the Invisibility spell.
·
Puppet Strike:
For a ki point, you can attach an invisible string of ki to any
hand-held object that is not in use. You
may, as an action or bonus action on your turn, make this object move up to
15ft, and attack. The attack cannot be
anything more complex than a melee strike.
·
Shadow Bind:
For 2 ki points you can use manipulate and extend shadows from yourself
to reach an opponent’s shadow and hold them in place. These shadows have a range of 30ft, but can
be extended an additional 30ft by using additional shadows. A target is allows a DEX save to avoid their
shadow being grabbed. If they fail the
save, then their shadow is grabbed and they are considered pinned. However, while grappled like this you cannot
move yourself. You also must spend a ki point each turn to maintain the
grapple. A target can make a STR save to
break free if anything happens to cause the shadow to dim, or if light is used
to break the shadow then the person held is set free.
INFILTRATOR
At 7th
level you are skilled in the art of infiltration. You change your outer appearance with an
action to resemble anyone you have seen, personally know, or have spent at
least 1 hour studying the appearance of.
So long as you maintain your concentration you can keep up the change in
appearance for a length of time equal to half your level in hours. Once the effect ends you must take a short or
long rest before you can use this again.
This grants you advantage on any needed skill rolls in regards to your
appearance. Your voice can even be made
to mimic the person’s who’s form you have taken if you have heard them
speak. Aside from this, the feature
doesn’t grant you any knowledge that the person would have. Though you can spend lengths of time to
remedy this to a degree.
PUPPETEER
At 11th
level you can use your ki to take control of either specially made objects, or
people with effort. Special puppet
weapons can be made that the character can use with this feature. These puppets can be made to move, and even
speak as you speak through them (as well as see through eyes that cannot see
and hear with ears that cannot hear).
The puppet’s move through the ribbon of invisible ki that the character
sets up with it. These puppets can also
be subjected to the character’s infiltrator capability. The character must remain within one mile of
their puppet to keep control of it, and hide its features. For the most part, the puppet is treated as a
companion. A puppet can be built off of
humans, or animals, and has physical stats that mimic such beings with the
exception that they have no INT, or WIS scores.
The puppet itself is immune to any spell that targets INT, or WIS, and
the attacks do not link back to the puppeteer.
However, Charisma attacks do link back to the character. Weapons can be built into these puppets as well,
with the number of weapons being limited to what the puppet can physically
hold. The puppet is still limited to
making only a single attack.
SHADOW UTILITY
At 17th
level your infiltration skills are greatly improved. You can alter your form to that of an
inanimate object for an additional ki point.
You can be used to deal damage in this form with the damage being
dependent upon the form taken. You
retain all of your senses while in the form as well. For another ki point you can fool magical senses
and appear as a normal item. The form
requires concentration to maintain, but can be maintained for 8 hours. This can be combined with a shadow clone, and
while in the utility form the Shadow Clone’s time limit is extended to that of
the utility form. The form itself must
be a solid piece, and thus cannot be something like a shirt or suit of armor.
FORBIDDEN SAGE
The
Forbidden Sage is one who has taken to understanding the sage arts of ninjutsu.
Those that follow this path choose to align themselves to the spirit of the
animal they can summon.
SAGE SPIRIT
At 3rd
level you have the spirit of a sage.
When you meditate you take half the time for a short rest than you
normally would need. After you take a
short rest, for the next hour, you have advantage on one of your proficient
saving throws. Your summoned animal also
gains these same benefits, in that the time they can remained summoned is
doubled, and they gain the advantage on the same saving throws as you.
SAGE CHANNELING
At 7th
level you have developed the sage ability to channel the elemental capabilities
of your summoned animal through yourself.
By spending 2 ki points you can channel the element that the animal can
deal damage with (fire, cold, lightning, etc.).
This is applied as a +1d6 damage to a single attack of yours and is
maintained so long as you concentrate.
You can also use of the elemental attacks of the animal by spending a
number of ki points equal to the damage dice you would roll for it.
SAGE RELEASE
At 11th
level you possess the ability to release your repressed capabilities as a
sage. This takes 5 minutes of
uninterrupted meditation to perform.
Once released, the character gains a number of base enhancements, as
well as a number of other special, but limited techniques they can use as
well. The abilities last for 30 minutes and
cannot be used again until a long rest is taken, or a summoned creature/shadow
clone is expended to remain in the form.
In this form the character takes on certain animal like features based
upon the summoned creature they have.
·
Action Advantage: You gain advantage on one STR, DEX or
CON based roll that is not an attack roll.
·
Resilience: Against non-magical attacks you have
resistance to damage.
·
Summon/Shadow Clone Gather: By
summoning a creature or using a shadow clone you can extend the time you remain
in sage mode. Each chosen element must
effectively take a short rest for you and remain in a meditative state where
they are not interrupted (they gather half of your maximum ki though). When your ki is, or almost is, expended you
can call on the meditating creature or clone.
The creature or clone vanishes when you draw out its stored ki. The added benefit is to this is that the time
limit is extended by an additional 30 minutes when you recover your ki in this
way.
·
Sage Element: Based
on your chosen channeling element, you have resistance to magic of that element
and elements that it directly opposes.
·
Running out of Ki:
If you run out of ki, and have no summoned creatures/shadow clones to
pull from, you immediately lose your Sage benefits.
·
Enhanced Techniques:
When you use a power that does damage you add an additional die of
damage to the amount rolled. Your melee
attacks get a +2 to damage.
SAGE OF THE PATHS
At 17th
level, the character is able assume the form of the sage of the paths. They are able to push their elemental powers,
and sage release form, beyond their limits.
The character gains this form outside of their sage release form. The benefits of the two forms do not stack. It takes an action to assume this form. The form can only be maintained so long as
you concentrate and can once it goes down you can only reassume the form again
after you have had a long rest.
·
Arcane Orbs: When
You can generate up to 9 baseball sized orbs that float behind you. These orbs can be used for 8 different
methods of combat. When an orb is used
for anything but a weapon, shield, or bolt, the orb needs time to regenerate,
at the end of the characters next turn the rob returns.
o Weapon: 3-4
orbs can be used to create a weapon of your choice (1 handed weapon, or two
handed weapon). This weapon functions
exactly like the normal version only it is considered magical. While in use the orbs cannot be used for
anything else.
o Shield:
3 orbs can be used to create a shield that the character is considered
to be proficient in (even if you normally wouldn’t). This benefit can be used even if the
character’s class would never be allowed to.
While in use the orbs cannot be used for anything else.
o Bolt: An
orb can be used to create a bolt of arcane force energy. The bolt is does 1d8 damage, and you can
apply up to 2 additional orbs to increase the damage. Range is 60-120ft. This works like a cantrip.
o Fireball:
You can cast the fire ball spell by using a number of orbs equal to the
spells level.
o Heal:
You can expend 1 orb to heal 2d8+2 damage to yourself or another
person. If you apply an additional orb,
or more the amount healed increases by 1d8.
o Flight:
You can dedicate two orbs to granting you the benefits of the Fly spell.
·
Vestments:
Your clothing and/or armor become more resilient and in turn grant you
resistance to harm. You gain resistance
to slashing, bludgeoning, and piercing damage.
You also, on each of your turns, may choose 1 additional form of
resistance to have. Your base AC is now
18 if it already is not (if your base AC from armor is not at 18 it is raised
to 18, if it is at 18 then it does not increase further). You may add your DEX modifier to this AC, (no
shield bonus can be applied).
DRAGON WARRIOR
The dragon
warrior prefers to fight up close and personal, with some choosing to leave
behind their ninjutsu arts to focus on their melee based taijutsu arts.
FIGHTING ARTS
At 3rd
level you have to choose the fighting arts you wish to choose to follow. You may choose to use to either keep your
Ninjutsu arts, or give them up to gain greater Taijutsu arts.
·
Keeping Ninjutsu: You
retain the use of the normal ninjutsu arts.
You may also choose one of the following options to gain.
o Extra
Cantrip: You may know 1 additional cantrip.
o Greater
Focus: If you must make a concentration check to
maintain a concentration based spell/effect, you gain a +1 to this roll.
o Potent
Casting: The save difficulty for your spells/effects
is at a +1.
·
Taijutsu Focus:
You have given up the ability to learn a cantrip, and spells to use your
ki for (you may still retain other ki based powers). In giving this up you gain the following:
o Fighting
Stance: You can assume a fighting stance that grants
you either a +1 to your attack roll against a single chosen opponent, or a +1
to AC against a single chosen opponent, or a +2 to your damage against a single
chosen opponent, or You may have advantage on grapple checks against a single
chosen opponent.
o Flurry
of Blows: You gain the monk’s flurry of blows feature.
o Power
Strike: You can expend 2 points of ki to add one
additional die of damage to an unarmed attack (not a weapon attack). The damage boost lasts for just the 1 attack
and can be used after you have landed the attack (so long as you expend the ki
to do so).
KI SEAL RELEASE
At 7th
level you learn to release the seals on your bodies restrains upon its flow of
ki. Releasing the seals costs ki to do
so. You can choose to release one seal
at a time, or all concurrently as an action or bonus action. It requires concentration to maintain the
released seals, but you can continue to open more seals as needed if desired
without the loss of concentration.
Opening 1 gate costs 2 ki, and each additional gate opened costs another
2 ki. However, the more gates opened the
greater the risk to the user.
·
Mind Seal:
You release the seal upon your bodies limits on its physical
capabilities. You have advantage on all
STR and DEX based skill rolls and saving throws. If grappling you also have advantage on these
rolls.
·
Stamina Seal:
You release the seal upon your bodies capability to stave off fatigue and
increase its ability to hit harder. You
gain a +2 to melee damage, resistance to necrotic damage.
·
Endurance Seal:
You release the seal on your body’s ability to resist pain. The body grows hot, as sweat evaporates from
the bodies as quickly as its created. You
may expend Hit Dice to recover HP during combat as needed without a short rest.
·
Reaction Seal: You
release the seal on your body’s limits upon your nervous system. You may take an additional reaction on your
turn.
·
Power Seal:
You release the seal on your body’s limits upon its general power. Your base movement is doubled, and you may
add 1d6 to your melee damage for a single chosen attack. To use this seal, you must have at least 2
other seals released.
·
Ki Seal:
You release the seal on your body’s limits upon your ki. When you hit an opponent with a melee attack
you recover 1pt of ki. However, to use
this seal you must have at least 4 other seals released.
·
Unleashed Seal: You
release the seal on your body’s limits upon its total physical
capabilities. Your melee damage is +1d6
for all attacks you make. You gain
resistance to all non-magical attacks.
However, to use this seal you must have at least 6 other seals released.
·
Sacrifice Seal: By
far the most dangerous seal to unleash, the sacrifice seal pushes the unleased
sealed state beyond its limits. You have
advantage on all your melee attack rolls, and you do an additional +1d6 damage
with all your melee attacks.
The downside
of opening a gate is fatigue typically.
If the user is unable to maintain concentration (they can keep this up
for 10 minutes), or chooses to end its use then the user must make a CON save,
DC being 8 + 1 per gate opened. The
number of gates opened determines the effects on the user.
For 1-3
gates, if the user succeeds in their save, they suffer no ill effects. If they fail the save they take 1d6 damage
and are fatigued for 10 minutes.
For 4-6
gates, if the user succeeds in their save they take 1d6 damage and are fatigued
for 10 minutes. If they fail their save
they take 2d6 damage and are exhausted until a short rest is taken.
For 7-8
gates, if the user succeeds they take 2d6 damage and are exhausted until a
short rest is taken. If they fail their
save they take 4d6 damage and must make a save vs. Death roll. If they fail the roll they still have 2 more
attempts. If they fail all 3 rolls the
character dies. Receiving a healing
spell, however, will counteract the need for a Death save.
FIGHTING TORRENT
At 11th
level the character can unleash a bombastic barrage of attacks against an
opponent or many opponents. Against a
group of opponents with in a 60ft radius of yourself you can move freely and
force each opponent to make a DEX save.
Each opponent that fails the save takes the character’s melee attack’s
damage. However, you also have the
option of unleashing a barrage of attacks on a single opponent instead. In this case you may make an attack as if you
had used the Flurry of Blows feature and added 1 extra attack to those being
made. You can only make use this once
per day, and must take a long rest before you can use it again.
RESPELNDENT FINISH
At 17th
level the character has developed a powerful finishing move. Against a single chosen opponent, you may
force them to make either a STR save, DEX Save, or CON save against your melee
attack. The effect of the attack is
based upon the save you choose to force on them. This feature can only be used once per day,
and cannot be used again until a long rest is taken.
·
STR: This is about brute force. You hit hard doing your unarmed dice in
damage, +1 additional die of that type per point the save is failed by. If they succeed in their save, then the
number of dice rolled is based upon either your DEX modifier, or INT modifier (whichever
is lower).
·
DEX: This is about finesse and speed. You do 1 die of damage, based upon your
unarmed attack dice, per +1 modifier from your DEX. The opponent is also incapacitated until the
start of your next turn if they fail the save.
If they succeed in their save, damage is halved and then cannot take
reactions until the start of your next turn instead.
·
CON: This attack is more meta-physical than physical. The opponent takes your normal unarmed damage…however
they are cut off from any ki, or magical powers they may possess until the
start of your next turn. Any concentration
based powers that they had going are immediately ended as well. This includes spell-like powers and magical
abilities that monsters/creatures may possess.
This lasts until the start of your next turn. If they succeed however, they take the normal
unarmed damage, but must make a concentration check to use any of their
spells/powers, (or maintain them).
If any of
the attacks end in the opponent being defeated, you gain advantage on any
Intimidation rolls you may make against anyone who is present, and you may (for
free, as in no action is spent to do so) roll your Hit Dice to recover HP, but
only a number equal to your INT modifier (or at a minimum 1 die).
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