Way of the Ninja Monks of the Way of the Ninja rely on their ability to imbue objects of power with their Ki. These mystic artisans double as a variety of other worksman: wizened hard working craftsman, a humble penmaker, or even a highly spirtual exorcist. Regardless of what they do in the day, when they take to the night, their humble craftmanship complements their deadly skill. Those who are prove themselves to the Way gain access to special equipment and eventually the Vault, a magical repository of legendary items to be used in times of great need. Ki Craft You learn ancient techniques to create beautiful objects out of everyday materials. You can make things like smooth clay balls (dorodango), hollow-point darts filled with water, and strips of paper with beautiful calligraphy. You carry these with you hidden under your garments. You can infuse one of these objects with one Ki point and and use it. For example, infusing a ball of clay causes cracks to appear on the surface, sizzling with magic. When thrown, the ball bursts, creating a cloud of dust. For poison darts, make an attack with a dagger, applying the effect on a hit (as well as damage from the dagger).

For an action, you throw a bomb a location 20 feet away. The diameter of the bomb's area of effect is equal to the bonus distance granted by unarmed movement.

For an action, you place a seal, which lasts for a minute, in a space adjacent to you. Make a succesful Dexterity (Sleight of Hand) check against any creatures that has line of sight of you, or they know the trap is there. Creatures can only communicate the exact location of a trap if they use an action to point it out, but can't remove it without dispel magic. The trap effects the first creature you choose that enters the area of effect, a 10 feet cube. Item Effect Blood-reversing Dart The dart deals additional poison damage equal to twice your martial die on a hit, and the target must succeed on a successful Constitution save or be poisoned until they recieve magical healing. Ki block Dart The dart deals additional poison damage equal to twice your martial die on a hit, and the target must succeed on a successful Constituion save or be incapacitated until it next takes damage. Inkdust Bomb Area is heavily obscured for one minute. Chokedust Bomb Creatures in area can't breath, are lightly obsured, and cannot cast spells with verbal component. The Chokedust lasts until the end of your next turn. Snare Seal The creature's speed drops to zero and they go prone. Shock Seal The creature must succeed on a dexterity saving throw or take lightning damage equal to four times your martial die, and can’t take reactions until the start of its next turn.

Ninja's Gear At 6th level, during your next long rest you will awaken to a set of equipment folded neatly next to you, on top of which there is a scroll, which reads "You have proven your loyalty to the Way. As a sign of good faith we present you the traditional gear of our clan." Choose two items in the Ninja's Gear table below. Item Effect Boots of the Step Footsteps don't make any sound Concealed Weapons You have advantage on sleight of hand checks to hide any objects on your person Hand wraps You can change the damage of your unarmed strikes to be piercing or slashing damage Cloak of gliding When falling, you can choose to move 5 feet horizontally for every 10 feet you fall. Grapplehook Launcher You have advantage on grappling hook related ability checks. Mastery of the Simple At 11th level, you have additional options for your equipment. If a creature fails on the save for your poison dart, you can choose for them to be charmed or frightened of you until the start of your next turn instead of the normal effects. Creatures who start their turn in your bomb's area of effect need to making a constitution saving throw or be poisoned for Inkdust or incapacitated for Chokedust. You shroud your traps in ki. You have advantage on your sleight of hand check to place your seals, and truesight, tremorsense, and blindsight do not automatically reveal your traps. Vault's Tribute At 17th level, you learn the secrets of accessing the Ninja's Vault, a demiplane unacceable by mortals except through a closely guarded ritual. You learn this ritual, which takes one minute and 100gp worth of materials. At the end of the ritual one magical item you are attunted to vanishes and gains a place in the Vault. You can summon any item you tributed to the vault with a bonus action, and can immediately attune to it without taking a short rest first. In addition, you learn of one of the legendary items listed in the Vault’s Repository, and can summon that item as well. Credits Designer: Metabot, Lord_rava Art by: Magic the Gathering Special Thanks: Discord of Many Things for their suggestions and balancing tweaks.

Vault Repository Bo of Intent This legendary staff was once wielded by the Monkey King himself. You gain a +3 bonus to attack and damage rolls made with this magic weapon. While attuned to the staff, you can use a bonus action to manipulate the weapon: You can shrink the weapon into a needle

You can return the weapon to its normal size

You can enlarge the weapon. It deals an additional 1d6 blugeoning damage on a hit and gains a reach of 10 feet.

You can move the weapon up to 30 feet in any direction, but you can't make an attack with it. Guzzle Guord This bright red guord has several golden rings that restrain its bulging nature. For an action, you can speak a command word and unstopper the Guord. A creature you choose within 30 feet vanishes into the guord and is transported into a demiplane. At the beginning of each of its turns, it must make a DC 40 charisma saving throw or be incapacitated until the start of its next turn and take 1d10 acid damage. Each time the creature fails this save, the save DC decreases by 5. If the creature makes the save, it can escape from the demiplane using 5 feet of Movement, exiting prone. That creature cannot be effected by this item for one hour. Tender Nightmare This elegantly drawn longsword features two edges: one so sharp that taking lives is as effortless as cutting through butterfly wings -- the other somehow even sharper. The creator of the sword attempted to temper the sword's bloody nature through runes infused in the hilt. This weapon is a Vorpal sword, which counts as a monk weapon for your, and scores a critical hit on a roll of 19 or 20. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Attacks towards anyone you considered an ally when you attuned to this blade automatically miss. When you use your Flurry of Blows feature, you can instead make a melee weapon attack with this weapon on all targets within reach, rolling seperately for each target. Spear of Endless Winter This is but a shaft with a tip that emminates an impossible aura of cold - the spear blade itself is made out of the frozen encrusted blood of enemies past. Once per short rest you can activate the weapon. For the next minute, the weapon gains the properties of a Frost brand and is a monk weapon for you. If you reduce a creature to zero hit points you add its blood to the spear, and deal an additional 20 cold damage on your next attack. When you use your Flurry of Blows feature, you can instead make a melee weapon attack with this weapon on all targets within a 15 foot cone, rolling seperately for each target.