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Trefferpunkte

Trefferwürfel 1d8 pro Stufe

Übungen

DEX , INT

Ninja

Stufe Übungsbonus Eigenschaften Fleet of Foot Movement
1 + 2 Mudra Ninjutsu Expertise -
2 + 2 Mudra Ninjutsu Expertise +5ft.
3 + 2 Mudra Ninjutsu Expertise +5ft.
4 + 2 Mudra Ninjutsu Expertise +5ft.
5 + 3 Mudra Ninjutsu Expertise +5ft.
6 + 3 Mudra Ninjutsu Expertise +10ft.
7 + 3 Mudra Ninjutsu Expertise +10ft.
8 + 3 Mudra Ninjutsu Expertise +10ft.
9 + 4 Mudra Ninjutsu Expertise +10ft.
10 + 4 Mudra Ninjutsu Expertise +15ft.
11 + 4 Mudra Ninjutsu Expertise +15ft.
12 + 4 Mudra Ninjutsu Expertise +15ft.
13 + 5 Mudra Ninjutsu Expertise +15ft.
14 + 5 Mudra Ninjutsu Expertise +20ft.
15 + 5 Mudra Ninjutsu Expertise +20ft.
16 + 5 Mudra Ninjutsu Expertise +20ft.
17 + 6 Mudra Ninjutsu Expertise +20ft.
18 + 6 Mudra Ninjutsu Expertise +25ft.
19 + 6 Mudra Ninjutsu Expertise +25ft.
20 + 6 Mudra Ninjutsu Expertise +25ft.

Klasseneigenschaften

Stufe 1

Mudra
Ninjutsu
Expertise

Stufe 10

Reliable Talent

Stufe 11

Archetype Feature

Stufe 12

Ability Score Improvement

Stufe 13

Blindsense

Stufe 14

First Striker

Stufe 15

Perfect Dodge

Stufe 16

Ability Score Improvement

Stufe 17

Archetype Feature

Stufe 18

Elusive

Stufe 19

Ability Score Improvement

Stufe 2

Cunning Action
Fleet of Foot

Stufe 20

Kassatsu

Stufe 3

Ninja Archetype

Stufe 4

Ability Score Improvement

Stufe 5

Extra Attack

Stufe 6

Archetype Feature

Stufe 7

Assassinate

Stufe 8

Ability Score Improvement

Stufe 9

Uncanny Dodge

Übungen

Armor

light

Skills

Startausrüstung

(a) two daggers
(a) a set of leather armour
(a) a set of Thieves' Tools

Klasseneigenschaften

Mudra (Level 1)

Beginning at 1st level, you have learned to channel life energy through your body and use it to manifest supernatural effects. There are three varieties of mudra that you gain access to as your ninja training progresses. You gain access to the Ten mudra at 1st level, the Jin mudra at the 6th level and the Chi mudra at the 9th level. You have a number of mudra points of each type equal to your proficiency bonus + Wisdom ability modifier. You spend these mudra points when using certain ninja class features. You regain all expended mudra points when you complete a short or long rest.

When a feature makes use of a mudra it may require your target to make a saving throw against the attack or work in a similar way to spell casting. For such effects use the following calculations:

Mudra

Mudra

Ninjutsu (Level 1)

Also beginning at 1st level, you are able to cast ninjutsu. The list of Ninjutsu options available to you and the mudra cost is listed at the end of the class description.

Expertise (Level 1)

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.

Cunning Action (Level 2)

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Fleet of Foot (Level 2)

Also starting at 2nd level, your training has lead to you becoming a highly agile fighter. Your speed is increased by 5ft. This bonus increases when you reach certain ninja levels, as shown in the Ninja table.

Ninja Archetype (Level 3)

At 3rd level, you choose an archetype that you emulate in the exercise of your ninja abilities. Your archetype choice grants you features at 3rd level and then again at 6th, 11th and 17th level.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Archetype Feature (Level 6)

At 6th level, you gain a feature granted by your Ninja Archetype.

Assassinate (Level 7)

Beginning at 7th level, when you make a melee weapon attack while invisible, your attacks crit on a die result of 18, 19 or 20.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Uncanny Dodge (Level 9)

Beginning at 9th 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.

Reliable Talent (Level 10)

Beginning at 10th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Archetype Feature (Level 11)

At 11th level, you gain a feature granted by your Ninja Archetype.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

First Striker (Level 14)

Beginning at 14th level, you gain advantage on initiative rolls and your first attack roll during combat has advantage.

Perfect Dodge (Level 15)

Beginning at 15th level, when you take the dodge action, until the start of your next turn you gain a bonus equal to your wisdom ability modifier to your AC and your Dexterity saving throws.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Archetype Feature (Level 17)

At 17th level, you gain a feature granted by your Ninja Archetype.

Elusive (Level 18)

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Kassatsu (Level 20)

Beginning at 20th level, when you roll for initiative you recover 3 mudra points and may split them up across the three types of mudra as you see fit.

Multiklassen

Multiklassen-Voraussetzungen

{"dex":13}

Erworbene Übungen

Armor light
Skills Choose Wählen 1 von Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight Of Hand, Stealth
Weapons simple , shortswords

Unterklassen

Shadow
FFXIV
Shinobi
FFXIV
Yoshimitsu
FFXIV

Unterklassen-Eigenschaften

Shadow

Shadow (Level 3)

Shadows are masters of stealth and infiltration. Having mastered the ability to hide their presence, they have no issue in finding their way through any door or around any guard. Though rarely regarded as the source of a problem, Shadows are notorious for the chaos they can cause when left alone behind enemy lines.

Thinning

3rd-level Shadow feature

Beginning at 3rd level, you've mastered a dangerous yet effective way of achieving invisibility by dispersing the aether of your body. As a bonus action, you become invisible by taking 1 level of exhaustion. Anything you are wearing or carrying is Invisible as long as it is on your person. The effect ends when you Attack, cast a spell, cast a ninjutsu, or have been invisible for 1 minute.

All Fours (Level 6)

6th-level Shadow feature

Beginning at 6th level, you've learned to move with suberb stealth. Your steps do not make sound when you walk and any fall damage you take is halved.

Trick Attack (Level 11)

11th-level Shadow feature

Beginning at 11th level, while you are invisible you may use your action to perform a disorienting attack against an opponent. You make a melee weapon attack against a target and on hit the creature must succeed on a Intelligence saving throw against your Mudra save DC. On a failure all attacks made against the creature have advantage until the start of your next turn.

Unseen Action (Level 17)

17th-level Shadow feature

Beginning at 17th level, you have learned to maintain your invisibility no matter how hard you push yourself. By spending one mudra of any type you may make an attack, cast a spell or cast a ninjutsu without losing your invisibility.

Shinobi

Shinobi (Level 3)

Masters of sword and spell, Shinobi are generalists who have focused on mastering mudras and the manipulation of life energy to suit many situations. From concealment and escape to overpowering fearsome foes, Shinobi are able to use mystic artes to solve any number of problems.

Meisui

3rd-level Shinobi feature

Beginning at 3rd level, as a bonus action you may take 1 level of exhaustion to recover all missing mudra points.

Tangential Understanding (Level 6)

6th-level Shinobi feature

Beginning at 6th level, you gain proficiency in the Arcana skill.

Advanced Ninjutsu (Level 11)

11th-level Shinobi feature

Beginning at 11th level, your mastery over mudra allows you to empower your ninjutsu casts. By spending twice the mudra cost, the ninjutsu gains an additional effect noted in its description.

Ten Chi Jin (Level 17)

17th-level Shinobi feature

Beginning at 17th level, you are able to create a field of life energy which allows you to cast ninjutsu without spending mudra points. The field has a radius of 10ft. centered on you for one minute or until you have used it to cast three ninjutsu.

You may use this feature once. Use of this feature is recovered when you complete a long rest.

Yoshimitsu

Yoshimitsu (Level 3)

Carrying the name of legendary daggers from days long passed, the Yoshimitsu are highly skilled warriors that specialize in dual wielding their weapons, relying on their skill with steel above all else to see their mission complete.

Dual Wielding Adept

3rd-level Yoshimitsu feature

Beginning at 3rd level, your skill while fighting with a weapon in each hand has improved greatly. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Additionally, your AC is increased by 1.

Mug (Level 6)

6th-level Yoshimitsu feature

Beginning at 6th level, your quickness allows you to deceive as efficiently as you strike. You are able to attempt to steal from a creature within 5ft. of you as a part of your Cunning Action feature.

Additionally, when making a Sleight of Hand check, you may add your Wisdom ability modifier as a bonus to the roll. You do not gain this bonus when used as a part of your cunning action.

Dream Within A Dream (Level 11)

11th-level Yoshimitsu feature

Beginning at 11th level, when you make a melee weapon attack as a bonus attack with your offhand weapon, you make two attacks.

Shuhiko (Level 17)

17th-level Yoshimitsu feature

Beginning at 17th level, you've learned to channel mudra through your weapons to increase their . You add your Wisdom modifier to weapon damage rolls.