Crippling Strike
Way of the Ninja                                                      You may spend 1 ki after successfully sneak attacking a
When you take this archetype at 3rd level, your training in        target to reduce their movement speed by half until the end
the ways of the ninja have developed enough that you can           of their next turn.
effectively employ your arts. You gain proficiency in
Dexterity (Acrobatics) and with the Poisoner Kit. You never        Flash Powder
injuring yourself with a poison you have created when                 Requires 9th level
applying it to a weapon.                                              You have learned the secret of creating a powder that
                                                                   sparks and blinds when it comes into contact with skin.
Ninja Arts                                                         When taking the disengage action you can spend 3 ki to
Starting at 3rd level, your training allows you to harness the     attempt to blind your target. They much pass a Constitution
mystic energy of ki. Your access to this energy is                 save equal to your Ninja DC or become blinded for 1
represented by a number of ki points. You have a number of         minute. When blinded they may spend an action cleaning
ki points equal to your rogue level, if another class or ability   the powder from their eyes, causing attacks of opportunity
would give you ki points, you treat them as two seperate           against them. At the end of each of its turns, the target can
pools. You can spend these points to fuel various Ninja            make a Constitution saving throw. On a success, the
Arts. You start knowing two ninja arts selected fromt he           blindness ends.
below Ninja Arts section. You learn more ninja arts as you
                                                                   Flash Step
gain levels in this class, gaining two additional Ninja Arts at
                                                                     You may spend 3 ki to teleport up to 30 feet to an
9th and 13th levels.
                                                                   unoccupied space that you can see as a bonus action.
When you spend a ki point, it is unavailable until you finish
a long rest, at the end of which you draw all of your              Flawless Strike
expended ki back into yourself. You must spend at least 30           Requires 9th level
minutes of the rest meditating to regain your ki points.             You may spend 1 ki after performing an attack to re-roll
                                                                   the attack die. This must be done after you roll the die, but
Some of your ki features require your target to make a             before the outcome is determined. You choose which of the
saving throw to resist the feature’s effects. The saving           d20s is used for the attack roll.
throw DC is calculated as follows: Ki save DC = 8 + your
                                                                   Flurry of Stars
proficiency bonus + your Wisdom modifier
                                                                     Requires 9th level
                                                                     After throwing a dagger, darts or a shuriken you may
Shadow Dance                                                       expend 3 ki points to throw 2 more of the same weapon as
By 17th level you have mastered the secret art of the
                                                                   a bonus action. Ghosts Passage As an action, you can
shadow dance. As a bonus action, you create 5 perfect
                                                                   spend 2 ki points to cast pass without trace or silence
illusions of yourself that lasts for 1 minute, or until you lose
                                                                   without providing material components.
your concentration (as if you were concentrating on a spell).
The illusions appear in any unoccupied space that you can          Instinct
see within 60 feet of you. On your turn, you can move the             The ninja’s instincts and his sixth sense share a stronger
illusion up to 30 feet to a space you can see, but they must       connection. The ninja can now apply his Wisdom bonus (if
remain within 120 feet of you.                                     any) to initiative. You may spend 3 ki after rolling initiative
   For the duration, you can perform any action as though          to re-roll die. You choose which of the d20s is used for your
you were in the illusion’s space, but you must use your own        initiative roll.
senses. Additionally, when you, or the illusion you act
through is within 5 feet of another illusion that a creature
can see both of, you have advantage on attack rolls against
that creature, given how distracting the illusion is to the
target. You may use this ability once, before requiring a
short or long rest to use it again.
Ninja Arts
Befuddling Strike
  Requires 9th level
  You may spend 2 ki after successfully sneak attacking a
target to give them disadvantage on their first attack made
before the end of your next turn.
Brutal Strike
   Requires 13th level
   You may spend 5 ki to increase your sneak attack
damage to 1d10 until the end of the turn. You may do this
after seeing if an attack hits, but before you roll sneak
attack damage.
                                                                                           An AmbientRaven/UpsideDownIndividual
                                                                                                                     homebrew
                                                                                                                                     1
    Ki Armour                                                        You may spend 4 ki after successfully sneak attacking a
      While you are wearing no armour and not wielding a           target to cause them to bleed. At the start of each of their
    shield, your AC equals 10 + your Dexterity modifier + your     turns they must make a Constitution save equal to your
    Wisdom modifier. Additionally, you may spend 3 ki as a         Ninja DC or take an additional 2d6 damage. After 3
    reaction to cast the shield spell.                             successful saves the target stops bleeding. Constructs and
                                                                   creatures that cannot bleed are immune to this effect.
    Ki Blade
       Requires 13th level                                         Shunshin
       You have learned how to sheathe your blades in raw ki          The ninja learns to move more effectively, becoming able
    power. You may spend 3 ki points to sheathe a weapon in        to move his body quickly due to greater leg strength. The
    ki, adding your wisdom modifier to its damage roll for 1       ninja’s base land speed increases by 10 feet. This speed
    hour.                                                          bonus is lost if the ninja wears medium or heavy armour,
                                                                   carries a shield, or carries a medium or heavier load. You
    Ki Poison*                                                     may spend 3 ki when performing any form of movement to
       Requires 9th level                                          be able to move across any liquid surface as if it were
       You master the art of weaving ki into your poisons. The     harmless solid ground (extreme temperatures will still
    DC to create a poison is reduced by your wisdom modifier.      cause damage). Crossing rough water, such as wavy seas is
    When attacking with a poisoned weapon you may expend           considered difficult terrain, and lava or terrain that would
    up to 3 ki points to increase the save DC by the amount of     cause damage still causes you damage. If you end your turn
    ki spent. (insert note about homebrew poison rules)            on a liquid, you fall into it.
    Light as a Feather                                             Shadow Step
      Your training has taught you how to use your ki to reduce      Requires 9th level You gain the ability to step from one
    your body mass. You gain a jump height equal to your           shadow into another. When you are in a shadowed area, as
    movement speed, and no longer need a 10 foot run up to         a bonus action you can teleport up to 60 feet to an
    vertically jump. Additionally, you may spend 2 ki as a         unoccupied space you can see that has shadows in it.
    reaction to cast Feather Fall on yourself.                     Spend 2 ki to gain advantage on the first melee attack you
                                                                   make before the end of the turn.
    Living Shadow
       Requires 9th level                                          Shadow Clone
       You gain expertise in the Dexterity (Stealth) skill. You      Requires 9th level
    may expend 1 ki point to re-roll a Stealth check. This must      You can spend 3 ki as an action to cast Mirror Image on
    be done before determining how successful your stealth         yourself.
    attempt was, and before you make any movement.
                                                                   Smoke Bomb
    Masters Footwork                                                  When you take the disengage action you may expend 2 ki
       A ninja can climb up walls and balance even with the        points to drop a bomb that creates a 10-foot-radius sphere
    smallest amount of purchase. You gain a climb speed equal      of fog centred on you. The sphere spreads around corners,
    to your movement speed and may spend 2 ki to gain              and its area is heavily obscured. It lasts for the duration or
    advantage on acrobatics checks.                                until a wind of moderate or greater speed (at least 10 miles
                                                                   per hour) disperses it. When you drop the smoke bomb you
    Meditation
                                                                   may spend an additional 1 ki point to roll a stealth check to
      Requires 13th level
                                                                   hide within the smoke.
      You have mastered meditation techniques that focus your
    inner ki, bringing greater clarity. During a short rest, the   Swift Poisoner
    ninja can spend 30 minutes in a meditative state. If he          Requires 9th level Your training with poisons has taken
    does, he regains a number of uses of his ki power equal to     you beyond a normal person’s abilities. You may apply a
    his Wisdom bonus (min 1). This ability cannot be used to       poison to a weapon as a free action on your turn instead of
    increase the maximum number of uses the ninja can have         drawing or sheathing a weapon.
    and may only be performed once, before requiring a long
    rest to do it agian.                                           Trained Vision
                                                                      Your exceptional training and mastery of your inner ki
    Mental fortress                                                grants you better than normal vision. You gain 60 feet of
      Requires 13th level                                          darkvision. If you already have darkvision, you instead gain
      You can spend 5 ki to gain advantage on a wisdom saving      an additional 30 feet of dakvision. You may focus your ki,
    throw.                                                         channelling it to enhance your vision. You may spend 1 ki
                                                                   to be able to see through 30 feet of magical darkness.
    Nothing to Hide
      You gain proficiency in the Charisma (Deception) skill.      Vanishing Trick
    You may spend 2 ki to gain advantage on any Charisma             Expend 2 ki points as a bonus action to become invisible
    (Deception) check to lie to someone, and on Dexterity          until end of your next turn.
    (Sleight of Hand) checks to hide weapons.
    Rending Strike                                                     *A note on poisons
      Requires 13th level                                                It is heavily recomended to use these amazing
                                                                       homebrew poison rules found here:
                                                                       https://drive.google.com/file/d/0B5rrDIyM5HN4X2M0Z0tKQVd
                                                                       created by /u/ShylocV on reddit
       An AmbientRaven/UpsideDownIndividual
       homebrew
2