Cybernetic Ninja (5e Class)

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Cybernetic Ninja

The Cybernetic Ninja is a highly skilled warrior who has been enhanced with cybernetic technology, blending incredible speed, agility, and precision with the power of advanced technology. Their combat style is a mixture of martial arts, acrobatics, and high-tech gadgetry, making them formidable opponents both at range and in close quarters. A Cybernetic Ninja is a master of swift strikes, deflecting projectiles with ease, and navigating battlefields with fluid movement.

Introduction

The Cybernetic Ninja is a class for those who combine speed and technology to defeat their enemies. Whether you were once a human who underwent cybernetic enhancements or a fully synthetic being with exceptional agility, you have honed your combat abilities to perfection. You specialize in swift movements, deflecting attacks, and taking down opponents with precision and efficiency.

Creating a Cybernetic Ninja

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To create a Cybernetic Ninja, consider the following questions: - How did you become a Cybernetic Ninja? Was it voluntary augmentation, or were you rebuilt after a critical injury? - What are your motivations for fighting? Do you seek redemption, vengeance, or the thrill of combat? - How do you view your enhancements? Do you embrace your new body, or do you struggle with what you've become?

Quick Build

You can make a Cybernetic Ninja quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Entertainer or Soldier background. Third, choose light armor, a katana or short sword, and a set of ninja tools.

Class Features

As a Cybernetic Ninja you gain the following class features.

Hit Points

Hit Dice: 1d8 per Cybernetic Ninja level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Cybernetic Ninja level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Martial weapons, simple weapons, throwing weapons
Tools: Ninja tools, thieves’ tools
Saving Throws: Dexterity, Wisdom
Skills: Acrobatics, Stealth, Athletics, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Katana or (b) Shuriken (x10) or (c) Cybernetic Enhancement (Assumed default for flavor)
  • (a) Light Armor (Padded) or (b) Ninja Tools (Grappling Hook, Smoke Bombs)
  • (a) Explorer’s Pack or (b) Medkit
  • (a) Rations or (b) {{{item4b}}}
  • If you are using starting wealth, you have Standard starting wealth in funds.

Table: The Cybernetic Ninja

LevelProficiency
Bonus
Cybernetic EnhancementsFeatures—Spell Slots per Spell Level—
1st+2Enhanced Reflexes at 1st levelSwift Strikes
2nd+2Deflection Protocol at 2nd levelDeflect Projectiles
3rd+2Enhanced Mobility at 4th levelNinja Reflexes
4th+2Cybernetic Agility at 6th levelAbility Score Improvement, Cybernetic Agility
5th+3Increased Damage at 10th levelShuriken Barrage
6th+3Enhanced Speed
7th+3Shadow Step
8th+3Ability Score Improvement, Precision Slash
9th+4Ultimate Evasion
10th+4Ruthless Precision
11th+4Lethal Targeting
12th+4Ability Score Improvement, Advanced Cybernetics
13th+5Superhuman Agility
14th+5Ultimate Deflection
15th+5Fury of the Ninja
16th+5Ability Score Improvement, Perfect Strike
17th+6Cybernetic Mastery
18th+6Ninja Overdrive
19th+6Ability Score Improvement, Deadly Shadows
20th+6Ascended Ninja

Swift Strikes

At 1st level, your attacks with finesse weapons can target weak points in your enemies' bodies, granting you the ability to deal an additional 1d4 damage on melee attacks.

Deflect Projectiles

At 2nd level, as a reaction, you can deflect a ranged attack. When you are hit by a ranged attack, you can spend 1 ki point to reduce the damage by 1d10 + your Dexterity modifier. If the attack's damage is reduced to 0, you can send the projectile back at the attacker, making a ranged attack with a +5 bonus to hit.

Ninja Reflexes

At 3rd level, you gain proficiency in Dexterity saving throws. Additionally, your speed increases by 10 feet.

Cybernetic Agility

At 4th level, your cybernetic enhancements allow you to move with enhanced grace. You gain advantage on Acrobatics checks and can take the Dash or Disengage action as a bonus action.

Shuriken Barrage

At 5th level, you can throw multiple shurikens at once. As an action, you can throw up to three shurikens at different targets within 20 feet of each other. Each attack uses your Dexterity modifier to hit.

Enhanced Speed

At 6th level, your movement speed increases by an additional 10 feet. You can also Dash or Disengage as a bonus action on each of your turns.

Shadow Step

At 7th level, you can teleport up to 30 feet to an unoccupied space you can see as a bonus action. After using this ability, you gain advantage on your next attack roll.

Precision Slash

At 9th level, you learn to focus your strikes on vital points. When you hit with a melee weapon attack, you can choose to deal an additional 1d6 damage. You can use this ability a number of times equal to your Dexterity modifier per long rest.

Ultimate Evasion

At 10th level, when you succeed on a Dexterity saving throw to avoid damage, you take no damage, and if you fail, you only take half damage.

Ruthless Precision

At 12th level, you can choose to make a melee attack with advantage once per turn. You can do this a number of times equal to your Dexterity modifier per long rest.

Lethal Targeting

At 14th level, when you hit with a ranged weapon or thrown weapon, you can choose to deal an additional 2d6 damage to the target.

Advanced Cybernetics

At 16th level, your cybernetic enhancements grant you superior durability. You gain resistance to all damage types except psychic.

Superhuman Agility

At 18th level, your agility becomes almost superhuman. You can take the Dodge action as a bonus action on each of your turns.

Ultimate Deflection

At 20th level, you gain the ability to deflect any projectile, even magical ones. You can use your reaction to deflect or catch any ranged attack, including spells that target you, as long as they are not from a creature within 5 feet of you.

Cybernetic Ninja Spell List

The Cybernetic Ninja class does not use spells.

Multiclassing

Prerequisites. To qualify for multiclassing into the Cybernetic Ninja class, you must meet the following prerequisites: - Dexterity 13 or higher - Constitution 13 or higher

Proficiencies. When you multiclass into the Cybernetic Ninja class, you gain the following proficiencies: - Light armor - Martial weapons, simple weapons, throwing weapons - Acrobatics, Stealth, Athletics, Perception

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