Spectral Ninja (5e Class)

This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Spectral Ninja

a spectral ninja

<!-Introduction Leader->


Creating a


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Spectral Ninja you gain the following class features.

Hit Points

Hit Dice: 1d10 per Spectral Ninja level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Spectral Ninja level after 1st

Proficiencies

Armor: Light armor
Weapons: Daggers, Short Swords, Magical Weapons, Sickles
Tools: Disguise kit, Poisoner's kit, Thieves tools
Saving Throws: Dexterity, constitution
Skills: Choose 3 from Athletics, Acrobatics, Sleight of hand, Stealth, Investigation, Insight, Perception, Animal handling, Deception and intimidation

Equipment

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

  • The Shadow Sword
  • (a) 2 Sickles or (b) 2 Daggers
  • (a) Thieves tools or (b) a Poisoner's kit or (c) a disguise kit
  • Leather armor
  • If you are using starting wealth, you have 2d4 x 10 in funds.

Table: The Spectral Ninja

LevelProficiency
Bonus
Features
1st+2Ghostly Powers, Shadow Blade, Unarmored movements
2nd+2Ghostly Path, Possessor demon
3rd+2Imposter (1)
4th+2Ability Score Improvement
5th+3Extra Attack (1)
6th+3Ghostly Path
7th+3Devilish Luck
8th+3Ability Score Improvement
9th+4Imposter (2), Ectoplasm
10th+4Ghostly Path
11th+4Shadow Sneak
12th+4Ability Score Improvement
13th+5Extra Attack (2), Imposter (3)
14th+5Ghostly Path
15th+5Death Toll
16th+5Ability Score Improvement
17th+6Imposter (4), Shadow Sneak (2)
18th+6Ghostly Path
19th+6Ability Score Improvement
20th+6Deaths Partner

Ghostly Powers

Because your a ghost, you now have condition immunities to prone and poisoned, your walking speed is now your hover speed, and you get damage resistance to poison and necrotic.

Shadow Blade

As a Spectral Ninja, You get the Shadow Blade. It is a great sword, with the finesse, special properties, dealing 1d10 slashing damage. when you make a attack against a creature with the blade, they roll constitution save throw, or they take an adicanal 1d8 necrotic damage. This damage increases at the 6th, 10th, and 18th level by 1d8.

Unarmored Movements

While not wearing any armor, your speed increases by 10 ft.

Ghostly Path

At the 2nd level, you chose a Ghostly path. Choose between Spectral summoner or Death Assassin, detailed at the end of the class description. Your choice grants you features at 2nd and again at 6th, 10th, 14th, and 18th level.

Possessor Demon

Starting at 2nd level, As his action, the Spectral Ninja can summon a possessor demon. this demon is a tiny feind, with 5 hit points and a AC of 15 with a fly speed of 30 feet. As your bonus action, you can command it to fly to any creature of your choice and try to possess it. the target must make a wisdom save throw or be taken over by the demon. on the targets turn, they make the save throw agein, or they do one action you command them to do, except any self-hurting commands. If they succeed the throw, they are free from the demon.


Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 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.

<!-Class Feature->

<!-Class feature game rule information->


<!-Class Option 1->

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

5.00
(one vote)

Back to Main Page 5e Homebrew Classes

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.