Base Class: Monk
Nobody suspects the halfling man in the corner of the inn is up to no good. When everyone is busy, he silently assesses his target sitting at the bar. The open window will accommodate the escape. As his target drinks merrily, he never sees it coming when five flying blades cut into his back, killing him almost instantly. Everyone is too panicked to realize that the halfling is now missing from the scene, or that he was even there at all.
The lithe figure of a tiefling woman silently scales a wall. With no rope and no magic, nobody will ever know how she performed such a feat. She enters a window, and finds herself in the office of the town official she was hired to investigate. The strongbox under the desk is surely where the incriminating files are kept. Using a tiny piece of metal, she picks the lock and examines the papers within. She has found what she is looking for. And with a silent cloud of dust, she makes her escape from the building.
A half-orc man silently slips his massive frame into the loft over the bed of a sleeping noble. Knowing he could easily crush the noble with his bare hands, he opts instead for the cunning, discreet approach. He takes a thread of silk and lowers its length, until it is merely an inch from the noble's open mouth. Taking a small vial from his pocket, the half-orc trickles the powerful poison down the silken thread, sending it drop by drop into his target's mouth. Nobody will ever know he was there. Just as it should be.
Ninjas are adept at ranged combat, and even more at not being seen. Such as it should be for a warrior of shadows.
Way of the Ninja
Starting at 3rd level, when you choose this monastic tradition your athletic and acrobatic fighting techniques have improved your evasion and stamina in and out of combat. Step of the wind can now be used outside of combat and when used in this manner, no ki points are used as long as its for running and jumping. When running or jumping with step of the wind out of combat, running speed matches that of the quickest mounts and steeds and uses little effort allowing 8 hours of travel and jumping distance and height is 5 times greater. Additionally, your disengage and dash abilities from step of the wind become one meaning, you may dash and the movement from your dash does not cause opportunity attacks.
Shadow Step
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 you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Without a Trace
You are able to disappear and leave your enemies completely befuddled. If your Shadow Step attack is successful you gain a second bonus action that allows you to use Shadow step again and only can be used for this.
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Poisoner
You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a Constitution saving throw versus your Ki save DC or take 2d6 poison damage and become poisoned until the end of your next turn.
Lethality
Starting at 11th level, you become a master of instant death. Once per round, when you score a critical hit on an enemy in melee combat with a non-offhand weapon, you use 1 ki point to force it to make a Constitution saving throw against your Ki save DC. On a failed save, the target takes damage equal to your martial arts die. This extra die is applied before the critical calculation.
Target Weakness
Starting at 17th level, you become a master of concealment. Once per round, if you are in dim light or darkness, you may use the hide action as a bonus action as an addition to your Step of the wind ability. If hiding in this way you are considered invisible as the invisible spell and you may choose to teleport 30 ft. as part of your movement to any areas covered in dim light or darkness. if there is an enemy within 5 ft. of the location you teleported to you can make an attack on that enemy. If this attack hits it applies an automatic critical and This attack can benefit from your Lethality ability even if it has already applied to another attack this round.
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