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The Ninja


Proficiency Sneak Unarmored Highly skilled spies and assassins, ninjas can master a broad
Level Bonus Features Attack Movement range of skills and combat techniques. Nearly every ninja
perfects the arts of moving quietly and remaining hidden, and
1st +2
Sneak Attack,
Unarmored Defense, 1d6 —
her secondary skills define her role in an adventuring party or
Ninja Sign Language a community. Many ninjas hone skills that help them become
better spies, mastering the arts of social interaction and
Unarmored disguise. Others take on the role of cat burglars, practicing
2nd +2 Movement, 1d6 10ft skills that help them fi nd and bypass traps and locks. In
Lightfooted combat, a ninja can deal out devastating blows if her opponent
Ninja Archetype, doesn’t know she’s there, but she’s not quite as adept as a
3rd +2
Athletic Focus
2d6 10ft rogue is at delivering such attacks in a prolonged battle.
Ninjas jump and climb farther and faster than members of
Ability Score most other classes, and they are skilled acrobats as well.
4th +2 Improvement,
Shuriken Storm
2d6 10ft
Ninjas also receive special training in the use of poisons, and
many ninjas employ poisonous weapons in combat.
5th +3
Improvised Weapons
3d6 10ft Depending on a ninja’s skill selection and the mission that
Expert her party undertakes, the character’s role in the group can
Step Through The vary dramatically. A ninja practiced in disguise and diplomacy
6th +3
Shadows
3d6 10ft might assume a false identity and act as the group’s leader and
front person. A stealthy ninja who has perfected the arts of
7th +3 Stealth Mastery 4d6 15ft infiltration might act as a scout or point, while a more
Ability Score cautious ninja might hang back, covering the group’s rear.
8th +3
Improvement
4d6 15ft Whatever a ninja’s role during routine dungeon exploration or
other adventures, she is a dangerous and unpredictable
9th +4 Archetype Feature 5d6 15ft
combatant who can disable foes with poison, seemingly strike
10th +4
Master Of The
5d6 15ft
from nowhere, and escape almost any situation by using her
Shadows supernatural abilities.
11th +4 — 6d6 15ft 
Ability Score Ninjas benefit from a high Dexterity score, since it affects
12th +4 Improvement, 6d6 20ft their most important skills, and many of their abilities require
Weapon Sleight that they wear no armor. A high Dexterity also helps a ninja to
Evasion, Archetype act first in initiative and take advantage of her sudden strike
13th +5
Feature
6d6 20ft ability. A ninja also appreciates a high Wisdom score, which
improves her Armor Class, and spells for those who use take
14th +5 — 7d6 20ft the Shinobi archetype.
15th +5 Feint Attack 7d6 20ft

16th +5
Ability Score
7d6 20ft

Improvement
the ninja
17th +6 Archetype Feature 8d6 20ft
As a Ninja you gain the following class features
18th +6 — 8d6 20ft
Ability Score 
19th +6
Improvement
8d6 20ft Hit Dice: 1d8 per ninja level
Hit Dice at 1st level 8 + your Constitution modifier
20th +6 Ambush Master 8d6 20ft Hit Dice at higher levels 1d8 (or 5) + your Constitution
modifier per ninja level after 1st

Armor: Ninja are not proficient with any armor or sheilds
Weapons: Simple weapons, Blowgun, Hand crossbow,
Longbow, Shortsword, and Scimitar
Tools: Thieves' Tools
Saving Throws: Dexterity, Wisdom
Skills: Choose four from Acrobatics, Athletics, Deception,
Insight, Investigation, Perception, Persuasion, Sleight of
Hand, Stealth.

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 
You start with the following equipment, in addition to the When you reach 4th level, and again at 8th, 10th, 12th, 16th,
equipment granted by your background: and 19th level, you can increase one ability score of your
(a) a rapier or (b) a scimitar choice by 2, or you can increase two ability scores of your
(a) a light crossbow and a quiver of 20 bolts or (b) a choice by 1. As normal, you can't increase an ability score
shortbow and a quiver of 20 arrows above 20 using this feature.
four daggers, burglar's pack, Thieves' tools 
 At 4th level you can immediately after you make a weapon
When working in teams ninjas learn to communicate through attack action with a light thrown weapon (daggers, darts,
hand signals rather then through words. Only ninjas of the shurikens, ect), you can make one additional thrown weapon
same house will know your specific version of the hand signs attack as a bonus action. At 14th level you can add one more
but other ninjas will understand basic communication signs additional thrown weapon attack to your bonus action.
that are universal to ninja sign language.

 At 5th level, you become a master of improvising materials
Beginning at 1st level, you know how to strike subtly and around you into weapons. You can treat any improvised
exploit a foe's distraction. Once per turn, you can deal an extra weapon as having the damage stats of a standard weapon in
1d6 damage to one creature you hit with an attack if you have relation to its size and attack style. You will also gain
advantage on the attack roll. The attack must use a finesse or proficiency while wielding any improvised weapon.
a ranged weapon. You don't need advantage on the attack roll Small items relative to the size of a club or dagger utilize
if another enemy of the target is within 5 feet of it, that enemy the base damage of 1d4 and any damage type appropriate to
isn't incapacitated, and you don't have disadvantage on the the item used.
attack roll. The amount of the extra damage increases as you Medium items relative to the size of a shortsword or
gain levels in this class, as shown in the Sneak Attack column scimitar utilize the base damage of 1d6 and any damage type
of the Ninja table. appropriate to the item used.
Large items relative to the size of a longsword or rapier
 utilize the base damage of 1d8 and any damage type
Beginning at 1st level, while you are wearing no armor and not appropriate to the item used.
wielding a shield, your AC equals 10 + your Dexterity modifier 
+ your Wisdom modifier.
At 6th level, you gain the ability to step from one shadow into
 another. When you are in dim light or darkness, as a bonus
action you can teleport up to 60 feet to an unoccupied space
Starting at 2nd level, your speed increases by 10 feet while you can see that is also in dim light or darkness. You then
you are not wearing armor or wielding a shield. This bonus have advantage on the first melee attack you make before the
increases when you reach certain ninja levels, as shown in the end of the turn.
ninja table. At 9th level, you gain the ability to move along
vertical surfaces without falling during the move. 
 Starting at 7th level, you gain advantage on a Dexterity
(Stealth).
At 2nd level you become extremely light footed and nimble
when in combat. As a bonus action you can use the Dash, 
Dodge, or Disengage actions.
By 10th level, you have mastered the shadows and the art of
 staying unseen. Then you are in an area of dim light or
darkness, you can use your action to become invisible. You
At 3rd level, you choose an archetype that you emulate in the remain invisible and can move at half your speed until you
exercise of your ninja abilities: Shinobi, Bloodletter, or make an attack, cast a spell, or are in an area of bright light.
Espionage Master, all detailed at the end of the class You can only be spotted by someone with true site or someone
description. Your archetype choice grants you features at 3rd using magical means to see invisible creatures.
level and then again at 9th, 13th, and 17th level.

At 3rd level you gain advantage on all Athletic checks and can
climb at full movement speed on a successful Athletics check.

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
At 12th level as a ninja you become a master of tactical strikes
in combat. As a full attack action you may intentionally lock
weapons with your enemy and attempt to disarm them with a
hook of your blade to their hilt or by another means that fits
your weapon style against your enemy. When you do this you
must succeed an opposing Dexterity check with proficiency
bonus added against your opponents Dexterity save and if they
fail they drop the weapon to the floor. If you fight with two
weapons you may add your second weapon to the melee
struggle to receive advantage on your opposing roll.

Beginning at 13th level, a ninja has instinctive agility lets you
dodge out of the way of certain area effects, such as a blue
dragon's lightning breath or a fireball spell. When you are
subjected to an effect that allows you to make a Dexterity
saving throw to take only half damage, you instead take no
damage if you succeed on the saving throw, and only half
damage if you fail.

At 15th level you have mastered combat deception and may
intentionally make a missed attack as a bonus action to create
an opening for your attack. When you make a feint attack, you
gain advantage with hitting on your attack action within the
same turn.

Starting at 20th level, you excel at leading ambushes. If any of
your foes are surprised, you can use a bonus action on your
first turn of combat to grant each ally who is within sight a +5
bonus to initiative and a 10-foot movement speed increase
that lasts until the end of the combat.


Bloodletter ninjas are highly trained and skilled killers. Hired
for their efficiency in the arts of death they fight without mercy
and adhere to no combat rules of honor. Some are hired for
assassination missions against political figures or those of
royalty while others can be found within a secret order
dedicated to fighting a specific force or enemy. After
completing training occasionally Bloodletters will go out on
their own and sometimes will integrate into an adventure
group.

When you choose the bloodletter archetype at 3rd level you
gain the skill proficiency Intimidation as well as become
proficient with all martial weapons.

Starting at 3rd level, you are at your deadliest when you get
the drop on your enemies. You have advantage on attack rolls
against any creature that hasn't taken a turn in the combat yet.
In addition, any hit you score against a creature that is
surprised is a critical hit.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.

At 9th level a Bloodletter will resort to any means to win a
fight, even through unhonorable tactics. When engaged with
an enemy the ninja can can throw dirt in the enemies eyes
forcing them to make a Constitution save to resist blindness
with a DC of 8 + Dex + Proficiency bonus. Another option is to
give a low blow kick, or through some other unsportsman like
tactic that would require an opposing Dexterity roll with the
ninja adding their proficiency bonus. If the ninja succeeds
then his enemy is blinded or disoriented for 1d4 turns and on
each turn the target may make a Constitution save to remove
the blindness or disorientation.

At 13th level, a Bloodletter has become extremely adept at
reading his enemies and finding weaknesses in their stance
and armor giving them greater capability to land a fatal blow
in a vital area. If you have the advantage of watching your
opponent for a rounds worth of time before engaging you can
spot a specific targets weaknesses or if you are already in
combat and on your second turn, you may use a bonus action
to find the weaknesses in a specific target and receive your
Wisdom modifier as a bonus to hit and to damage against a
vital area on your next attack.

At 17th level, you can exploit a creature's momentary
distraction when it is hit by an attack. Whenever a creature
within 5 feet of you is hit by an attack made by a creature
other than you, you can use your reaction to make a melee
attack against that creature.

Masters of deceit and infiltration the Espionage Masters work
as spies for hire to infiltrate enemy nations to steal secrets,
sway governments and royalty, or on rare occasion
assassinate their marks. Most are given a mark to follow,
learn, and deceive their way into their marks circle. They
sneak their way in by posing as a cohort, become an Credit: Artstation, Pinterest
indentured servant, or impersonate a known ally which allows
the master to get close to learn secrets or convince their mark
to follow a certain ideal that follows the rules of their orders.

When you choose espionage master archetype at 3rd level you
gain one skill proficiency from the chose of Deception,
Persuasion, Stealth.

At 3rd level a ninja that becomes a Espionage Master is one of
the most cunning and devious of all ninja. Master of the arts of
manipulation and trickery the Espionage Master gains
advantage on all rolls for Deception and Persuasion. You also
become proficient with the Disguise Kit and Poisoner's Kit.

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 
Starting at 9th level, you can unfailingly create false identities As a Shinobi you have trained vigorously in broadening your
for yourself. You must spend seven days and 25 gp to establish skills to the arcane using a new magic gathering source.
the history, profession, and affiliations for an identity. You can't Rather then using components to fuel their spells, Shinobi
establish an identity that belongs to someone else. For can use Chakra to empower them which enables them to cast
example, you might acquire appropriate clothing, letters of all known spells without components, however they are
introduction, and official looking certification to establish required to use somantic hand signs and verbally speak the
yourself as a member of a trading house from a remote city so name of their spell regardless of the spells initial casting
you can insinuate yourself into the company of other wealthy requirements.
merchants, Thereafter, if you adopt the new identity as a
disguise, other creatures believe you to be that person until 
given an obvious reason not to. Additionally the Ninja gains Through extensive training you're able to harness your inner
advantage when rolling Sleight of Hand (DEX) in an attempt chakra for the purpose of casting spells. You will use your
to slip poison to a target in a non combative manner. Wisdom as your spell casting ability modifier and each spell
 will require as many chakra points to cast as the level of the
At 13th level, you gain the ability to unerringly mimic another spell. Example a first level spell cost one chakra points and a
person's speech, writing, and behavior. You must spend at second level spell costs two chakra points, but a level one spell
least three hours studying these three components of the upcasted as a level two spell will cost two chakra points.. Also
person's behavior, listening to speech, examining handwriting, all spells gained through this archetype have their
and observing mannerisms. requirements altered to verbal and somantic only. All spells
Your ruse is indiscernible to the casual observer. If a wary cast using a Shinobi's chakra do not require components
creature suspects something is amiss, you have advantage on regardless of the spells original requirements. You regain all
any Charisma (Deception) check you make to avoid detection. lost chakra points after a long rest.
Spell save DC = 8 + your proficiency bonus + your Wisdom
 modifier
At 17th level the Espionage Master has the deceptive Spell attack modifier = your proficiency bonus + your
capabilities to get in close to a target when and where they Wisdom modifier
least expect it, usually posing as an ally or servant. When the
right opportunity becomes available it is time to strike and
finish the mission. Whenever using the Infiltration Expert or Spells
Imposter ability to get close to a target the Ninja has the time
to identify the most vital way to make the killing blow. As the Cantrips Spells Chakra Spell
Ninja makes his sneak attack at advantage to hit while in any Level Known Known Points Level
disguise or at any other time the target is surprised by your 3rd 2 3 2 1st
sneak attack when being within melee range for one rounds
worth of time the target must make a Constitution Saving 4th 2 4 2 1st
throw (DC 8 + DEX + proficiency) . If the target succeeds the 5th 2 4 4 1st
roll then it takes half of the maximum potential that could
have been made by the attack. However if they should fail they 6th 2 4 4 1st
receive maximum damage. 7th 2 5 6 2nd
8th 2 5 6 2nd
9th 2 5 8 2nd
10th 3 6 8 2nd
11th 3 6 10 2nd
12th 3 7 10 2nd
13th 3 7 12 3rd
14th 3 8 12 3rd
15th 3 8 14 3rd
16th 3 9 14 3rd
17th 3 9 16 3rd
18th 3 9 18 3rd
19th 3 10 18 4th
20th 3 10 20 4th

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Shinobi Nature Wind Primary Element: Shinobi Nature Lightning Primary
Force Element: Lightning
Level Spells Level Spells
3rd Thunderbolt 3rd Shocking Grasp
3rd Wind Sword 3rd Witch Bolt
7th Shatter 7th 2nd
13th Thunder Step 13th Call Lightning
19th 4th 19th 4th


Shinobi Nature Water Primary Element: When you choose the shinobi archetype at 3rd level you gain
Cold the skill proficiency Arcana.
Level Spells 
3rd Ray of Frost At 3rd level you must choose your Shinobi's natural element
3rd Ice Knife
to be proficient in, which is your natural affinity to a specific
nature styled magic. You must choose one from the list of
7th Snilloc’s Snowball Swarm Wind, Water, Fire, Earth, or Lightning. There are a number of
13th Tidal Wave spells that relate to your Shinobi's Nature, as the spell is
notated on your spell list. Anytime you use a spell relating to
19th Ice Storm your Nature you add additional damage with the Nature's
primary element being the damage type used equal to your
spellcating modifier and on the chance the spell already
includes your spellcasting modifier then the effect becomes
doubled.
Shinobi Nature Fire Primary Element: Fire 
Starting at 9th level, if you are hidden from a creature when
Level Spells
you cast a spell on it. the creature has disadvantage on any
3rd Firebolt saving throw it makes against the spell this turn.
3rd Molten Shard 
7th Aganazzar’s Scorcher When you reach 13th level you may choose one additional
13th Fireball
Nature to be proficient in, this will allow you to add your
spellcasting modifier to the damage of spells that use that
19th 4th style of nature but will not have access to the Nature's bonus
spells. You also gain resistance to your primary nature's
element.

Shinobi Nature Earth Primary Element:


Acid
Level Spells
3rd Poison Spray
3rd Ensnaring Strike
7th Maximilian’s Earthen Grasp
13th Erupting Earth
19th Vitriolic Sphere

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
At 17th level the Shinobi has the ability to mold their chakra
into a copy of themselves known as a Shadow Clone. As an
action you must spend 6 chakra points to summon your clone.
When you create a Shadow Clone it acts independently, it acts
on your turn through your commands (no action required) and
you have a telepathic link of 120 feet. The clone, when created
comes equipped with one non magical copy of a weapon that
you carry and can use all your features and spells available but
you both share the same chakra point pool. The clone has the
same attribute points and skills as the you but only has a
quarter of your current health at the time of creation. Finally
the clone stores all the information from its senses and
memories from the time of its creation until its death or
dispelling into a mental package that is returned to you
allowing you to feel and remember them as if they were your
own feelings and memories. The clone can be active for up to
1 hour without concentration and when the clone is killed or
dispelled you receive one level of exhaustion. This ability can
be used once per long rest.

7
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Illusory Script (Ritual) Conjure Barrage 4th Level
Cantrips (0 Level) Jump (wind) Daylight Control Water (water)
Air Palm (wind) Lightning Blitz (lightning) Elemental Weapon Elemental Bane
Acid Splash (earth) Purify Food and Drink (Ritual) Flame Arrows (fire) Evard’s Black Tentacles
Blade Ward Pyre of the Earth (fire) Gaseous Form Fabricate
Booming Blade (wind) Shield Glyph of Warding Fire Shield (fire)
Control Flames (fire) Silent Image Haste Freedom of Movement
Create Bonfire (fire) Snare (earth) Lightning Arrow (lightning) Giant Insect
Dancing Lights Static Pulse (lightning) Lightning Bolt (lightning) Grasping Vine (earth)
Frostbite (water) Tensers Floating Disk Major Image Greater Invisibility
Green Flame Blade (fire) Thunderwave (wind) Meld into Stone (Ritual) Guardian of Nature (earth)
Gust (wind) (earth) Hallucinatory Terrain
Infestation (earth)
2nd Level Melf’s Minute Meteors (fire) Mordenkainen’s Faithful
Light Plant Growth
Alter Self Hound
Lightning Blade (lightning) Sending
Arcane Lock Otiluke’s Resilient Sphere
Lightning Lure (lightning) Sleet Storm (water)
Barkskin (earth) Polymorph
Magic Stone Speak with Plants (earth)
Blur Stone Shape (earth)
Message Stinking Cloud
Cloud of Daggers Stoneskin (earth)
Minor Illusion Wall of Sand (earth)
Continual Flame (fire) Wall of Fire (fire)
Mold Earth (earth) Wall of Water (water)
Cordon of Arrows Watery Sphere (water)
Prestidigitation Water Breathing (Ritual)
Darkness
Produce Flame (fire) (water)
Darkvision
Scalding Splash (water) Water Walk (Ritual) (water)
Dragon's Breath
Shape Water (water) Wind Wall (wind)
Dust Devil (wind)
Spark (lightning)
Earthbind (earth)
Sword Burst
Flame Blade (fire)
Thaumaturgy
Flaming Sphere (fire)
Thorn Whip (earth)
Gust of Wind (wind)
Thunderclap (wind)
Heat Metal (fire)
1st Level Invisibility
Absorb Elements Knock
Alarm (ritual) Levitate
Armor of Agathys (water) Magic Mouth (Ritual)
Armor of Raijin (lightning) Melf’s Acid Arrow (earth)
Burning Hands (fire) Mirror Image
Chromatic Orb Misty Step
Color Spray Nystul’s Magic Aura
Create or Destroy Water Pass Without Trace
(water) Phantasmal Force
Disguise Self Protection from Poison
Earth Tremor (earth) Pyrotechnics (fire)
Entangle (earth) Silence (Ritual)
Faerie Fire Spider Climb
Feather Fall (wind) Spike Growth (earth)
Fog Cloud (water) Warding Wind (wind)
Goodberry (earth) Web
Grease
Hail of Thorns (earth) 3rd Level
Hellish Rebuke (fire) Conjure Animals

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 Evocation
 Level: Cantrip
Evocation Casting Time: 1 Action
Level: Cantrip Range: 120 feet
Casting Time: 1 Action Components: V, S
Range: Touch Duration: Instantaneous
Components: V, S You extend a free hand out and let loose a single electrical arc
Duration: Instantaneous hurtling towards a creature that you can see within range.
A concentrated bubble of swirling air encases your hand and Make a ranged spell attack against this creature and on a hit
is released with immense force into your target. Make a melee they take 1d10 lightning damage.
spell attack against your target. If you hit you deal 1d10 The spell’s damage increases by 1d10 when you reach 5th
thunder damage and the target must make a Constitution level (2d10), 11th level (3d10), and 17th level (4d10).
saving throw. On a fail the target is pushed back 5 feet and on 
a success the target only suffers the damage of the attack. Abjuration
The spell’s damage increases by 1d10 when you reach 5th
level (2d10), 11th level (3d10), and 17th level (4d10). Level: 1st
Casting Time: 1 Action
 Range: Self
Evocation Components: V, S, M (A small piece of crystal)
Level: Cantrip Duration: 1 hour
Casting Time: 1 Action A protective magical force surrounds you, manifesting as
Range: 5 feet spectral sparks of electricity that covers you and your gear.
Components: V, M (Weapon) You gain 5 temporary hit points for the duration. If a creature
Duration: Instantaneous hits you with a melee attack while you have these hit points,
As part of the action used to cast this spell, you must make a the creature takes 5 lightning damage.
melee attack with a weapon against one creature within the
spell's range, otherwise the spell fails. On a hit, the target
suffers the attack's normal effects, and lightning arcs from
your blade to a different creature of your choice that you can
see within 5 feet of it. The second creature takes lightning
damage equal to your spellcasting ability modifier. This spell's
damage increases when you reach higher levels.
At 5th level, the melee attack deals an extra 1d8 fire damage
to the target, and the lightning damage to the second creature
increases to 1d8 + your spellcasting ability modifier. Both
damage rolls increase by 1d8 at 11th level and 17th level.

Conjuration
Level: Cantrip
Casting Time: 1 Action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
You conjure a small wave of boiling water. Each creature in a
15-foot cone must make a Dexterity saving throw or take 1d6
fire damage.
The spell’s damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).

9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
Conjuration Evocation
Level: 1st Level: 1st
Casting Time: 1 Action Casting Time: 1 Action
Range: 40 feet Range: Self (10-foot radius)
Components: V, S, Components: V, S
Duration: Instantaneous Duration: Duration
You summon two small shurikens that are made of electricity Your body pulses with electrical energy before being released
swirling around your hand. You make a ranged spell attack for outward. All creatures within 10 feet of you must make a
each shuriken against a creature of your choice that you can Dexterity saving throw. On a fail a creature takes 2d8
see within range. A shuriken deals 1d6 lightning damage to its lightning damage and their movement speed is halved due to
target. The shurikens all strike simultaneously and you can the uncontrollable muscle spasms. On a successful save a
direct them to hit one creature or several. creature takes half damage and their movement speed is not
reduced.
 When you cast this spell using a spell slot of 2nd level or
Conjuration higher, the damage increases by 1d8 for each slot level above
Level: 1st 1st.
Casting Time: 1 Action 
Range: 50 feet
Components: S, M (metal shard) Evocation
Duration: Instantaneous Level 1st
You create a molten shard of heated metal and fling it at one Casting Time: 1 Action
creature within range. Make a ranged spell attack against the Range: Touch
target. On a hit, the target takes 1d10 piercing damage and Components: V, S
2d8 fire damage. Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell slot You envelope your hand with a large concentrated force of
of 2nd level or higher, the fire damage increases by 1d8 for wind and slash outward against a creature with a melee spell
each slot level above 1st. attack. On a hit you deal 1d6 slashing damage and 1d8 force
damage.
 When you cast this spell using a spell slot of 2nd level or
Evocation higher, the damage increases by 1d6 for each slot level above
Level: 1st 1st.
Casting Time: 1 Action
Range: Self (15-foot radius)
Components: V, S
Duration: Instantaneous
The ground rumbles below you and pillars of fire erupt from
the ground all around you striking every creature within
range. Every creature struck by the pillars much make a
Dexterity saving throw or take 2d8 fire or half as much on a
success.
The fire ignites any flammable objects in the area that aren’t
being worn or carried.
When you cast this spell using a spell slot of 2nd level or
higher, the damage increases by 1d8 for each slot level above
1st.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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